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There is a growing trend toward a consolidation of services for electronic resources management, A–Z journal listings, full text link resolving, and discovery services under a single service provider. In many cases, the adoption of a discovery service from a provider that is not the same as the libraries’ existing link resolver service means managing multiple knowledgebases. In this session, three librarians gave an overview of their experiences and strategies for maintaining separate link resolving and discovery services in lieu of adopting a full suite of services from a single service provider. Each speaker presented a case study on the advantages and challenges of managing their chosen discovery service: EBSCO Discovery Service, Ex Libris’ Primo and ProQuest’s Summon, in conjunction with the CUFTS/GODOT open source knowledgebase and link resolver service.  相似文献   
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Games have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly®, Scrabble®, and sports. While millions of children participate in these activities, a new type of gaming has emerged over the previous decade and is quickly surpassing other gaming formats. Massively Multiplayer Online Role Playing Games (MMORPGS), such as World of Warcraft and Diablo, now have millions of players; however, the potential educational influence of these games is relatively unknown. This article presents an exploration of one potential educational strand – economic theory – that these types of games may facilitate.  相似文献   
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This article describes Project THREAD (Technology Helping Restructure Educational Access and Delivery), an initiative funded by the U.S. Office of Education through its PT3 grant program. The project’s overarching goal is to prepare teachers to integrate modern technologies to fundamentally enhance teaching and learning in K-12 schools. Project initiatives include: (a) a series of in-service workshops for university faculty, administrators, field supervisors, and mentor teachers; (b) one-on-one follow-up support provided by project staff; (c) a minigrant program to support the development of technology-based learning activities for university courses; (d) expanded opportunities for students to apply technology in thier courses and field experiences; and (e) a redesign of selected courses that impact a large number of teacher candidates. The project’s evaluation is described, along with a discussion of outcomes and lessons learned. in recognition of the project’s scope and accomplishments thus far, the College of Education at the University of Nevada, Las Vegas (UNLV), was named the 2002 winner of the Best Practice Award for the Innovative Use of Technology by the American Association of Colleges for Teacher Education (AACTE).  相似文献   
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Educational technology research and development - In this article we share the Academic Communities of Engagement (ACE) framework, which describes a student’s ability to engage affectively,...  相似文献   
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It is difficult for rats to learn to go to an arm of a T-maze to receive food that is dependent on the time of day, unless the amount of food in each daily session is different. In the same task, rats show evidence of time–place discriminations if they are required to press levers in the arms of the T-maze, but learning is only evident when the first lever press is considered, and not the first arm visited. These data suggest that rats struggle to use time as a discriminative stimulus unless the rewards/events differ in some dimension, or unless the goal locations can be visited prior to making a response. If both of these conditions are met in the same task, it might be possible to compare time–place learning in two different measures that essentially indicate performance before and after entering the arms of the T-maze. In the present study, we investigated time–place learning in rats with a levered T-maze task in which the amounts of food varied depending on the time of day. The first arm choices and first lever presses both indicated that the rats had acquired time–place discriminations, and both of these measures became significantly different from chance during the same block. However, there were subtle differences between the two measures, which suggest that time–place discrimination is aided by visiting the goal locations.  相似文献   
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Mobile social media often feature the ability to “Like” content posted by others. This study examined the effect of Likes on youths' neural and behavioral responses to photographs. High school and college students (= 61, ages 13–21) viewed theirs and others' Instagram photographs while undergoing functional Magnetic Resonance Imaging (fMRI). Participants more often Liked photographs that appeared to have received many (vs. few) Likes. Popular photographs elicited greater activity in multiple brain regions, including the nucleus accumbens (NAcc), a hub of the brain's reward circuitry. NAcc responsivity increased with age for high school but not college students. When viewing images depicting risk‐taking (vs. nonrisky photographs), high school students, but not college students, showed decreased activation of neural regions implicated in cognitive control.  相似文献   
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This paper describes a unique collaboration between the College of Education (COE) and the Center for Academic Enrichment and Outreach (CAEO) at the University of Nevada Las Vegas. Here we describe our efforts to improve student science performance in traditionally underachieving urban middle schools by embracing our state's highly qualified teacher requirements implemented to gain compliance with the No Child Left Behind Act of 2001 (NCLB). The focus of our collaborative intervention is improving the content and pedagogical content knowledge of a group of existing teachers by fostering a professional learning community among teachers, scaffolding technology within a new master's degree program, and working to build a partnership to provide the necessary technology infrastructure. This paper outlines our intervention from both a practical and theoretical perspective.  相似文献   
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This study examined disruptions in caregiving, as well as the association of these disruptions, with cognitive, behavioral, and social outcomes at age 12 in a sample of 136 Romanian children who were abandoned to institutions as infants and who experienced a range of subsequent types of care. Children were found to experience significantly more caregiving disruptions (CGD) earlier in life than later in childhood. More frequent CGD predicted increases in externalizing and internalizing behavior problems at age 12. Results are discussed in terms of the association between CGD and the long-term development of children who have experienced institutional rearing.  相似文献   
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