排序方式: 共有89条查询结果,搜索用时 0 毫秒
21.
Roger M. Bartlett Les Burwitz Tudor Hale Keith Davids Ian M. Cockerill Don MacLaren 《Journal of sports sciences》2013,31(1):61-67
Myocybernetic control models of skeletal muscle: characteristics and applications, H. Hatze, University of South Africa Press, Pretoria, 1981. xi+221 pp, ISBN 0 86981 216 5 Psychology of motor learning, (2nd edition) J.B. Oxendine, Prentice‐Hall, Inc., New Jersey, 1984. 403 pp, £26.75 (hb), ISBN 0 13 736603 5 Exercise, health and medicine, Symposium Procedings, Sports Council, London, 1984. 66 pp, £4.00 (pb), ISBN 0 906577 42 X Human motor actions: Bernstein reassessed, H.T.A. Whiting (ed.), North Holland, Amsterdam, 1984. xxxv+559 pp, £40.00 (hb), ISBN 0 4444 868135 Sporting body sporting mind, John Syer and Christopher Connolly, Cambridge University Press, 1984. 160 pp, £3.95 (pb), ISBN 0 521 26935 0 Exercise physiology: human bioenergetics and its applications, George A. Brooks and Thomas D. Fahey, John Wiley & Sons, UK, 1984. xxiv + 810 pp, £30 (hb) ISBN 0 471 88827 3 相似文献
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拓展游戏作为一种新型的教学方法,是对传统体育教育模式的补充和完善,它进入高校体育教学能起到锻炼学生身体,培养学生意志品格,提高学生综合素质的重要作用,文章采用问卷法、访谈法、数理法、实验对比法,研究了拓展游戏法在高校体育教学中的具体应用。 相似文献
23.
《Journal of research on educational effectiveness》2013,6(4):635-661
ABSTRACTThe purpose of this study was to test the promise of the NumberShire Level 1 Gaming Intervention (NS1) to accelerate math learning for first-grade students with or at risk for math difficulties. The NS1 intervention was developed through the Institute of Education Sciences, Small Business Innovation Research Program (Gause, Fien, Baker, & Clarke, 2011) as a digitally based technology tool to allow educators to intervene early and strategically with students struggling to learn mathematics. This study used a randomized controlled trial design to test the promise of the NS1 intervention. In total, 250 first-grade students were randomly assigned within classrooms to the treatment condition or a control condition. Results indicate significant effects favoring the treatment group on proximal measures of whole-number concepts and skills. Intervention effects were not statistically significant for distal outcome measures. Treatment effects were not moderated by special education or English learner status; however, the condition by initial skill level interaction approached significance. Additionally, there was no relationship between dosage variables and students' response to the intervention. Limitations and future directions for research are discussed. 相似文献
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The teaching of communication skills is a labour-intensive task because of the detailed feedback that should be given to learners during their prolonged practice. This study investigates to what extent our FILTWAM facial and vocal emotion recognition software can be used for improving a serious game (the Communication Advisor) that delivers a web-based training of communication skills. A test group of 25 participants played the game wherein they were requested to mimic specific facial and vocal emotions. Half of the assignments included direct feedback and the other half included no feedback. It was investigated whether feedback on the mimicked emotions would lead to better learning. The results suggest the facial performance growth was found to be positive, particularly significant in the feedback condition. The vocal performance growth was significant in both conditions. The results are a significant indication that the automated feedback from the software improves learners’ communication performances. 相似文献
26.
朱云平 《五邑大学学报(社会科学版)》2010,12(1):83-86
在我国社会转型期,以制度变迁为主线,中央政府、地方政府和经营者在市场秩序中展开博弈。尽管初期三者博弈地位、博弈空间和信息占有不对等,但由于博弈因素会随着转型进程的不断推进而变化,所以他们在围绕市场秩序制度变迁为主线的博弈中可以选择恰当策略,以实现各自利益目标的最大化。 相似文献
27.
温瑞 《河北广播电视大学学报》2011,16(6):11-15
同治年间,直隶省教案多发且颇具代表性,总理衙门与驻华公使为维护各自方的利益展开了激烈的较量。在相关约章的签订上,双方各怀心思,互相算计;在对办案官员的惩处上,双方明枪暗箭,激烈交锋。面对驻华公使的武力恫吓,总理衙门采取了论理、防范并举而以和为主的回应措施。总理衙门在与驻华公使“博弈”的过程中,其柔弱外交中悲凉的处境彰明较著。 相似文献
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Mark Griffiths 《Educational Psychology in Practice》2010,26(1):35-40
Based on a significant increase in correspondence to the author from parents, teachers and psychologists concerning “addiction” to online video games like World of Warcraft, this paper provides a brief overview of the main issues surrounding excessive video game playing among adolescents. As an aid to educational psychologists, and based on two decades of the author’s own research in this area, this paper briefly overviews: (i) online gaming addictions, (ii) the differences between online and offline video gaming, and (iii) video gaming benefits. The paper ends with some practical advice that educational psychologists can give to parents about the safe playing of video games. 相似文献
29.
《Literacy》2017,51(3):138-146
This study builds on and extends our understanding of literacy through exploring children's encounters with a digital narrative game. The research analyses different stances or orientations that children take as they progress through the game and how they draw on schematic understandings about narratives and digital gaming to support their game‐play. The study extends previous research exploring how children make meaning from visual texts and how we draw on resources across and between modes to understand narratives. Taking a socio‐cultural approach, the research suggests a framework of possible orientations that children take as they engage with the storyworld of the game, showing how this is at times strategic and critical, and at other times immersive and reactive. 相似文献
30.
Elizabeth Behm-Morawitz Hillary Pennell Ashton Gerding Speno 《Communication monographs》2016,83(3):396-418
This research experimentally examined the effectiveness of the use of virtual racial embodiment in a digital gaming application for reducing bias against a non-dominant group. The findings of this study advance theory and have practical implications for the design of immersive diversity initiatives. We tested avatar creation and the gaming app as a new modality for stimulating perspective-taking. In addition, we explored how sex and race intersect in virtual embodiment and stereotyping. Results showed that creating and embodying a Black avatar produced more favorable beliefs about African American men, but not African American women, and greater support for “pro-minority” policies in comparison to creating and playing a White avatar. Avatar liking was a significant moderator, but self-presence had no effect. 相似文献