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Executive functions' (EF) role in adolescents' advanced theory of mind (aToM) was examined. In Study 1, adolescents (N = 189 in 2017, Mage = 13.1 years, 55.6% female from racially/ethnically diverse schools) completed the Flexibility and Automaticity of Social Cognition task (FASC), and shifting and inhibition measures. Study 2 (N = 289 in 2018 and 2019, Mage = 15.7 years, 59.9% female, 56.4% Hispanic/Latino) replicated Study 1 in older adolescents using automated scoring of FASC flexibility. Flexibility of social cognition varied based on ambiguity and language use; automaticity of social cognition varied by ambiguity. The role of EF was less conclusive; shifting and inhibition predicted some flexibility and automaticity measures. Ambiguity, language, and EF, particularly shifting, influence aToM into adolescence.  相似文献   
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Although video is increasingly used in public health education, studies generally do not implement randomized trials of multiple video segments in clinical environments. Therefore, the specific configurations of educational videos that will have the greatest impact on outcome measures ranging from increased knowledge of important public health issues, to acceptance of a voluntary HIV test, remain largely unknown. Interventions can be developed to run on affordable handheld computers, including inexpensive tablets or netbooks that each patient can use individually, and to integrate video delivery with automated data collection. These video interventions can then be used not only to educate patients who otherwise might not be reached, but to examine how content can be optimized for greater effectiveness as measured by cognitive and behavioral outcomes. This approach may prove especially valuable in high volume urban facilities, such as hospital emergency departments, that provide points of contact for lower income, lower literacy, and high-risk populations who may not otherwise interact with healthcare providers or researchers. This article describes the development and evaluation of an intervention that educates emergency department patients about HIV prevention and testing while comparatively examining a set of videos, each based upon competing educational theories. The computer-based video intervention and methodology are both highly replicable and can be applied to subject areas and settings far beyond HIV or the emergency department.  相似文献   
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Abstract

Adaptive learning and personalization have long been of great interest to learning designers and educators, and recent technological advances that have opened up a range of new possibilities for adaptivity. However, we lack clear definitions of the terms adaptivity and personalization, and the theoretical and empirical soundness of implementations of corresponding systems varies greatly. We therefore first provide definitions for key concepts related to adaptivity. We then discuss what variable systems should adapt for, how these variables can be measured, and what modifications to the learner experience can be made based on these variables. We propose a taxonomy of adaptivity that distinguishes adaptivity based on cognitive, emotional, motivational, and social/cultural variables, and that defines types of adaptivity at a macro-level and a micro-level.  相似文献   
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Adolescence is a period of rapid cognitive change, including an initial increase in speed of cognitive processing and a more gradual increase in efficiency of cognitive processing. This study examined how neurophysiological changes associated with adolescent development can inform the design of game‐based executive function (EF) training. Two versions of a digital game designed to train the EF subskill of inhibition were given to adolescents (aged 13–17; N = 96): one focusing on speed, the other on accuracy. Consistent with neurocognitive developments, it was hypothesized that younger adolescents would benefit more from the speed version, and older adolescents more from the accuracy version. A significant age by condition interaction was found: Controlling for pretest, younger adolescents had better outcomes in the speed condition, while older adolescents had better outcomes in the accuracy condition. These findings argue for consideration of adolescents' neurocognitive development when designing games for learning and skill improvement.  相似文献   
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Most of the currently available instructional design models were conceptualized to develop instructional solutions to needs and requirements that remain relatively stable over time. Faced with the problem of designing a knowledge management (KM) system that needed to accommodate continuously changing requirements over its fielded lifetime, we developed a new design model that is based on a living-systems approach. In this article, we briefly review currently available instructional systems design models and describe this new model and the mechanisms it contains for accommodating change and growth. We illustrate the application of the phases of the model (analyze initial requirements, design the information architecture, develop the information design, develop the interaction design, implement the Web-based system, and conduct a developmental evaluation of the system) in the development of a KM system with living-system features. All trademarks used are properties of their respective owners.  相似文献   
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The influence of prior knowledge and cognitive development on the effectiveness of iconic representations in science visualizations was examined. Middle and high school students (N = 186) were given narrated visualizations of two chemistry topics: Kinetic Molecular Theory (Day 1) and Ideal Gas Laws (Day 2). For half of the visualizations, iconic representations of key information were added. Results indicated a main effect of prior knowledge on learning in Day 1. In Day 2, a three-way interaction was found between prior knowledge, age group and icons: icons were effective for all middle school students and for high school students with low prior knowledge, but were not effective for high school students with high prior knowledge. These findings indicate that the expertise reversal effect can be mediated by cognitive development and other factors, not just domain specific prior knowledge.  相似文献   
9.
广枣提取液对小鼠免疫功能和运动耐力的影响   总被引:11,自引:0,他引:11  
观察了广枣提取液对小鼠免疫功能、运动耐力的影响。结果表明:广枣提取液可明显增加小鼠耐缺氧时间,延长小鼠负重游泳时间,降低运动后小鼠血乳酸水平,显著提高其心肌组织中SOD活力;同时明显增加小鼠脾脏/体重、胸腺/体重比值,增强小鼠对巨噬细胞的吞噬能力.提高小鼠的细胞免疫、体液免疫功能。提示广枣提取液具有显著促进小鼠免疫功能及显著提高小鼠运动耐力的功效。  相似文献   
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Are well‐designed computer simulations an effective tool to support student understanding of complex concepts in chemistry when integrated into high school science classrooms? We investigated scaling up the use of a sequence of simulations of kinetic molecular theory and associated topics of diffusion, gas laws, and phase change, which we designed and experimentally tested. In the two effectiveness studies reported, one in a rural and the other in an urban context, chemistry teachers implemented two alternate versions of a curricular unit—an experimental version, incorporating simulations, and a control version, using text‐based materials covering the same content. Participants were 718 high school students (357 rural and 361 urban), in a total of 25 classrooms. The implementation of the simulations was explored using criteria associated with fidelity of implementation (FOI). Each context provided insights into the role of FOI in affecting the effectiveness of the interventions when working with groups of teachers. Results supported the effectiveness of this sequence of simulations as a teaching tool in a classroom context, and confirmed the importance of FOI factors such as adherence and exposure in determining the specific environments in which these materials were most effective. © 2012 Wiley Periodicals, Inc. J Res Sci Teach 49: 394–419, 2012  相似文献   
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