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31.
Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of gamification has skyrocketed and manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. However, this vein of research has mainly advanced without an agenda, theoretical guidance or a clear picture of the field.To make the picture more coherent, we provide a comprehensive review of the gamification research (N = 819 studies) and analyze the research models and results in empirical studies on gamification. While the results in general lean towards positive findings about the effectiveness of gamification, the amount of mixed results is remarkable. Furthermore, education, health and crowdsourcing as well as points, badges and leaderboards persist as the most common contexts and ways of implementing gamification. Concurrently, gamification research still lacks coherence in research models, and a consistency in the variables and theoretical foundations. As a final contribution of the review, we provide a comprehensive discussion, consisting of 15 future research trajectories, on future agenda for the growing vein of literature on gamification and gameful systems within the information system science field.  相似文献   
32.
Purpose: This feasibility study compared the effects of 2 movement programs, traditional and mastery climate (i.e., the Children’s Health Activity Motor Program [CHAMP]), on lesson context and children’s physical activity (PA) levels. A secondary aim was to examine sex differences in PA levels in both programs. Method: Seventy-two preschoolers served as participants and were assigned to a movement program. Physical activity levels and lesson context were assessed with the System for Observing Fitness Instruction Time. Results: Preschoolers in CHAMP spent more time walking (p < .05, = 3.3), more time in moderate-to-vigorous PA (MVPA; p < .05, = 3.6), and less time standing (p < .05, = 3.8) compared with those in a traditional movement program. Boys in both programs spent less time standing (< .05, = 4.8) and more time in vigorous activity (< .05, = 5.8) and MVPA (p < .05, = 4.4) compared with girls. During CHAMP, children spent less time engaged in management and knowledge (< .05, = 1.4, and < .001, = 0.9, respectively) and more time in skill practice (< .05, = 1.5). Conclusion: The findings support that participation in CHAMP elicits more MVPA in preschool-age children compared with a traditional movement program. The Children’s Health Activity Motor Program provided children with more class time devoted to skill practice. The program appears to be an innovative approach that is beneficial for PA engagement and could contribute positively to children’s health.  相似文献   
33.
This study examined the temporal patterns and concurrent effects of teachers and peers on the motivational climate to student’s achievement goal adoption in the physical education (PE) classroom. On three occasions, over the course of one school year, 655 students in Years 7, 8, and 9 of a secondary school completed measures of approach-avoidance goal adoption, perceptions of the teacher-created motivational climate and perceptions of the peer-created motivational climate in PE. Measures were taken towards the end of each school term. Perceptions of a teacher mastery climate were found to decrease over the course of the school year, while perceptions of a peer performance climate increased. Multilevel analyses considered the intraindividual, interindividual and interclass levels and revealed that perceptions of both the teacher and peer climate influenced student achievement goal adoption over the course of the school year. The findings indicate that future research would benefit from incorporating peer as well as teacher influences on the motivational climate in order to understand the dynamics of student motivation in the PE classroom.  相似文献   
34.
本文使用问卷调查法研究了教师激励措施的有效性。结果显示教师激励策略使用同学生的兴趣、责任、及发展动机有正相关。教师最常使用学业竞争手段促进学生学习,依次为教师亲和、游戏手段,最忽略学生工具性学习动机。相比于教师亲和、学业竞争或课堂游戏策略来讲,工具型激励策略最有效。  相似文献   
35.
Using a virtual physics lab, we analyzed the impact of metacognitive support on simulation-based scientific discovery learning (SDL). The dependent variables for learning outcome were the immediate conceptual knowledge gain and the retained conceptual knowledge three weeks later. Additional dependent variables were the actual use of a domain-specific cognitive strategy, motivation, emotions, and cognitive load. To contrast the effects of metacognitive support with possible effects of goal specificity, the experimental study followed a 2 × 2 design with a sample of N = 129 ninth grade students and with metacognitive support (yes vs. no) and learning goals (specific vs. nonspecific) as factors. The results showed positive effects of metacognitive support on learning outcome, on actual cognitive strategy use, and on learning emotions. No interaction effect of metacognitive support and goal specificity on learning outcome was observed.  相似文献   
36.
体育教学中关于目标定向的研究   总被引:3,自引:0,他引:3  
对学生体育学习动机的研究是体育心理学中占主导地位的研究领域之一 ,目标定向对体育教学中学生的动机模式有着重要影响。本文以体育运动中的目标定向理论为基础 ,着重研究在体育教学中两种不同的目标定向即任务定向和自我定向对学生认知、情感和行为的影响 ,以及体育教学中学生目标定向的形成和培养。  相似文献   
37.
The relations among students’ motivational beliefs, cognitive processes, and academic achievement were investigated. A 51-item questionnaire together with a mathematics achievement test was administered to 459 fifth graders in Korean elementary school mathematics classrooms. Results indicated that, in general, students’ cognitive processes related closely to competence beliefs, task values, and achievement goals, and more importantly their success or failure in mathematics achievement was closely linked to competence beliefs, performance-avoidance goals, and persistence strategies. Positive evidence of performance-approach goals was observed in math learning relative to task goals. As expected, performance-avoidance goals turned out to be detrimental to students’ math learning. These findings are generally congruent with the motivational theories and support the position that students should be encouraged to adopt task goals and actively involve themselves in math class activities. However, it also behooves us to recognize the potential benefits of performance-approach goals in different cultural contexts, such as the Korean elementary school math classrooms.  相似文献   
38.
39.
论技术创新的动力机制与期望理论   总被引:12,自引:0,他引:12  
本文在分析已提出的技术创新动力模式的基础上,提出了技术创新的期望理论。该理论认为,技术创新动力=技术创新产生的效益×成功的概率。  相似文献   
40.
It was hypothesized that students' value orientations are connected to their experience of motivational interference in a conflict between a school- and a leisure-related activity as well as to school marks as indicators of learning outcomes. In a self-report study with Italian adolescents (N = 433; M = 14.5 years) using a school-leisure conflict scenario, first, the relations between the 10 values introduced by Schwartz and the Inglehart-based Achievement and Well-being value orientations were investigated. Correlations and multidimensional scaling analysis showed overlaps as well as differences between the two sets of value variables. Regression analyses revealed that the Schwartz values were significantly related to the experience of motivational interference during studying and during leisure as well as to school marks. The inclusion of Achievement and Well-being value orientations explained additional variance of the three dependent variables. The relevance of individual values in explaining students' reactions to motivational conflicts is highlighted.  相似文献   
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