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11.
基于平板电脑的特殊教育软件研究与应用现状述评   总被引:1,自引:0,他引:1  
李青  王涛 《现代教育技术》2012,22(8):98-103
平板电脑是一种新型移动终端,将它应用于特殊教育可增强教学效果,优化学习者体验,提供教育的信息化程度。作者以文献研究为基础,调查了基于平板电脑的特殊教育软件研究现状,从适用对象、应用领域、专门程度三个维度进行分析,阐述了各类应用软件的主要特征和设计思想。文章还统计和分析了该类应用软件的市场情况,并且对基于平板电脑的特殊教育应用软件的开发和发展方向作了进一步的讨论。  相似文献   
12.
Service organizations increasingly develop brand apps (mobile applications) to expand service channels to the mobile end. Attracting their customers to install the brand app is critical. But there is widespread resistance to brand apps. This resistance can be classified as postponement, opposition and rejection. This study explores consumers’ active resistance of brand app in service organization. We examine the effects of adoption barriers and knowledge of alternatives quality on the three resistance behaviors and moderating effects of satisfaction with off-line service. The results show three resistance behaviors are affected by different reasons, and cross-channel synergy exists. Our study extends the theoretical understanding of the antecedents of and cross-channel influences on resistance to brand apps, with practical implications that managers should adopt different strategies for postponers, opponents and rejecters.  相似文献   
13.
Over half of educational apps on mobile-app markets are for preschoolers, but little research has examined whether the designs of preschool apps are truly educational. Preschoolers process information differently from older learners (i.e., shorter attention spans), so app designs should be guided by developmental science. This content analysis of popular Apple and Android math and literacy preschool apps uses a developmental framework to code and analyze apps’ educational features. Findings show a wide variety of features apps used. However, few provided developmentally appropriate guidance, like scaffolded feedback. This study offers insights for improving apps to meaningfully teach preschoolers.  相似文献   
14.
Understanding and computing power and the relationship between sample size and power are facilitated via a Shiny app. The Shiny app allows students to solve various scenarios by entering different parameters or moving sliders.  相似文献   
15.
The deployment of information services through mobile apps is an innovative plan to provide effective services to end users. Libraries can promote and expand their existing information services by offering mobile apps to access electronic resources, the library Web site, online catalogs, and institutional repositories. This article discusses a realistic approach to enhance library services through mobile applications. The present study focuses on mobile applications adopted in the library of Gogte Institute of Technology. It also discusses the working module, features, and framework of mobile apps.  相似文献   
16.
物理教学中实施素质教育,应从五个方面进行:探索以实验为基础的新路;探索培养学生创新能力的教学;不应忽视发散思维中的形象思维和直觉思维;联系生产、生活、科研实际;教学评价要走重视知识转化为生产力的实际应用的新路.  相似文献   
17.
Games and digital media experiences permeate the lives of youth. Researchers have argued the participatory attributes and cognitive benefits of gaming and media production for more than a decade, relying on socio-cultural theory to bolster their claims. Only recently have large-scale efforts ensued towards moving game play and design into formal schooling. Educators are beginning to recognize the instructional potential of games but are seeking ways to understand and effectively support them in learning environments. This paper offers a working example detailing the process of creating a high school curriculum focused on game and app design. Through the example, the author addresses the ‘why’ and ‘how’ to move forward with games in schools and argue the necessity of cultivating a participatory culture. The example concludes with assumptions from this experience and an invitation for scholars to critique and discuss the instance.  相似文献   
18.
Many US college students are reported to engage in risky sexual behaviour. Smartphone applications are a popular way to provide users with information in real time. We explored the potential for mobile technology to be used in promoting the sexual health of college students. Using findings from an online survey among a random sample of 5000 college students (15% response), we examined sexual behaviours and interest in a sexual health application in January 2012. The majority of students were female (73%) and owned a smartphone (74%). Twenty-nine per cent currently used health-related applications on their phone and 67% reported interest in using a free application that could improve/manage their sexual health. Interest in use varied based on gender, race/ethnicity, sexual orientation, having an unintended pregnancy, sexually transmitted infection (STI) testing, smartphone ownership and past application use. The top most useful features for women included a period tracker (46%), birth control reminder (43%) and STI and pregnancy symptom checker (30%). Women were more likely to be interested in using the application compared with men and those engaging in more sexual activity were more likely to be interested as compared with those engaging in less sexual activity. The evaluation of mobile technology to promote healthy sexuality among college students is warranted.  相似文献   
19.
There is a lack of theory-driven empirical research that evaluates outcomes of location-based augmented reality (AR) applications with the purpose of improving instructional design and use guidelines. The primary aim of this study was to compare the effectiveness of two historical reasoning guide protocols, one based on prior research by Harley and colleagues (2016a; the other an extension) while learners used a mobile AR app to learn about history. Learners reported significantly higher levels of enjoyment and curiosity from learning about history than using the app itself, though mean levels were high for both—in contrast to negative emotions. Results suggest that the new and extended historical reasoning guide protocol succeeded in fostering higher levels of knowledge than the former. Findings also revealed that learners reported significantly higher levels of task value after the guided tour compared to their pre-guided-tour responses. Implications and future directions are discussed.  相似文献   
20.
Abstract

This article reconceptualizes the pharmacological term “off-label use” in the context of platforms and apps. It combines literature on technological appropriation with research on platforms’ sociotechnical arrangements to understand off-label use as platform appropriation. This conceptual work is applied to an investigation of Tinder, involving analysis of the platform, media articles, and interviews. Findings show that off-label use, such as marketing and campaigning, appropriates Tinder’s infrastructure and sociocultural meanings. Tinder also responds to disruptive off-label uses with changes in governance and infrastructure. This analysis shows how off-label use can locate user agency while uncovering shifting relations among users and platforms.  相似文献   
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