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1.
Raymond D. Boisvert 《Journal of Philosophy of Education》2002,36(4):621-628
Naoko Saito has made a good case for emphasising the 'tragic' dimension within Dewey's pragmatism. My response suggests ways in which Saito has not gone far enough. She does not adequately move beyond 'procedural pragmatism' to a 'programmatic pragmatism' which offers substantive articulations about the human good. In addition, her emphasis on 'Emersonian perfectionism' is misguided. Both the language of 'perfectionism' and the figure of Emerson are unsuitable for the project she intends. Speaking more concretely of a 'tragic–comic meliorism' allied to the novelist Hawthorne, it is suggested, provides a more fruitful path. 相似文献
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S Grant T Hasler C Davies T C Aitchison J Wilson A Whittaker 《Journal of sports sciences》2001,19(7):499-505
There is limited information on the anthropometry, strength, endurance and flexibility of female rock climbers. The aim of this study was to compare these characteristics in three groups of females: Group 1 comprised 10 elite climbers aged 31.3 +/- 5.0 years (mean +/- s) who had led to a standard of 'hard very severe'; Group 2 consisted of 10 recreational climbers aged 24.1 +/- 4.0 years who had led to a standard of 'severe'; and Group 3 comprised 10 physically active individuals aged 28.5 +/- 5.0 years who had not previously rock-climbed. The tests included finger strength (grip strength, finger strength measured on climbing-specific apparatus), flexibility, bent arm hang and pull-ups. Regression procedures (analysis of covariance) were used to examine the influence of body mass, leg length, height and age. For finger strength, the elite climbers recorded significantly higher values (P < 0.05) than the recreational climbers and non-climbers (four fingers, right hand: elite 321 +/- 18 N, recreational 251 +/- 14 N, non-climbers 256 +/- 15 N; four fingers, left hand: elite 307 +/- 14 N, recreational 248 +/- 12 N, non-climbers 243 +/- 11 N). For grip strength of the right hand, the elite climbers recorded significantly higher values than the recreational climbers only (elite 338 +/- 12 N, recreational 289 +/- 10 N, non-climbers 307 +/- 11 N). The results suggest that elite climbers have greater finger strength than recreational climbers and non-climbers. 相似文献
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Wilson Bain 《Educational studies》1993,19(3):373-377
This paper assesses the significance of articles in the Scottish Government Yearbook, 1976‐92, for understanding of educational issues in that period. Experienced writers contributed 20 such articles on schooling, training, tertiary education, the Technical and Vocational Education Initiative, parental choice and devolved management. All are important for aspects of education systems in the United Kingdom, either because they concern distinctively Scottish approaches or they explore common themes across Britain and beyond. Many draw upon the history and cultures of Scottish and English education, to place educational policy in as broad a social context as is possible within the compass of 10 to 40 pages. The Yearbook has now metamorphosed into a quarterly, Scottish Affairs. It has played a distinctive role as an annual of record and debate to serve the present decade. 相似文献
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This study explores faculty deposits in institutional repositories (IR) within selected disciplines and identifies the diverse navigational paths to IR sites from library Web site homepages. The statistical relationship between the development of an IR and the presence of a Web site dedicated to the reform of traditional scholarly communication is also explored. The implications for the development of institutional repositories are highlighted. 相似文献
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Raymond J. Pingree Elizabeth Stoycheff Mingxiao Sui Jason T. Peifer 《Mass Communication and Society》2018,21(5):555-584
The mere perception that news has given certain problems more coverage can lead the audience to assume that those problems are more important. Given that the news media, at times, obsesses over relatively trivial matters, and given that the audience is increasingly able to filter media exposure, it is worth asking what happens when audience members perceive that recent media coverage has not emphasized any very important problems. In such cases, audience members might assume that any problems facing the nation must not be particularly important. We explicate this attitude of political complacency, test whether perceived media agendas lacking important problems can influence it, and explore whether complacency helps explain political disengagement. We also explore whether these effects generalize beyond news, to new media gatekeepers such as Twitter. Two experiments tested effects of a perceived absence of important problems in recent news or Twitter content. In the case of news, but not Twitter, this increased complacency in both studies. Study 2 added a no-exposure control and found that effects on complacency were driven by the cueing of nonproblem stories, not by the absence of problem story cues. Both studies validated complacency as a predictor of political disengagement. 相似文献
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Jason Power Raymond Lynch Oliver McGarr 《British journal of educational technology : journal of the Council for Educational Technology》2020,51(1):281-296
Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed. 相似文献
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