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Increasingly, adult mentors in informal, media-rich settings, like libraries and museums, seek to integrate both learning and civic engagement opportunities for youth into designed programming. This article illustrates how youth open and sustain opportunities for civic engagement over the course of a six-month, youth-driven program – Metro: Building Blocks (MBB) – housed within a digital media learning lab in an urban public library. Analysis develops the concept of civic rhythms as a means to feel out the social and affective contours of civic engagement that emerge in MBB. To better understand the civic rhythms of MBB, analysis focuses specifically on three rhythmic elements: pulsation, reciprocation, and oscillation. The article concludes suggesting that future research develop principles for designing-in-time that assist researchers and mentors in attuning to the youth-driven rhythms that sustain informal, media-rich programs. 相似文献
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P Del Rey 《Research quarterly for exercise and sport》1989,60(4):342-347
An experimental intervention program to train subjects on coincidence anticipation and prediction skills was administered to novice females. An attempt was undertaken to study the effects of this sports training and training on laboratory tasks. According to Battig's predictions on the structure of practice sessions, both random and blocked contexts were presented. These acquisition contexts were viewed as orienting tasks that preceded sports training. The effects of high-contextual interference and sports training on acquisition, retention, and transfer were investigated. Practice conditions in the intervention were selected because of processing demands similar to random acquisition. Other research has shown that acquisition in random is influenced by sport-skill expertise and further indicates that processing of events occurring outside the laboratory influences performance of laboratory tasks. Observed results supported prior theoretical predictions and empirical findings on contextual interference. Predicted hypotheses were supported, and the effects of sports training were most profound during retention and transfer if the acquisition context for the trained subjects was random. Supported by prior research, activities performed outside the laboratory influenced performance on laboratory tasks. These results shift more emphasis on the learner as an active processor of information, which relates to Lee's (1988) views on transfer-appropriate processing. 相似文献
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Eric Cesar E. Vidal Jr. Jayzon F. Ty Nicko R. Caluya Ma. Mercedes T. Rodrigo 《Interactive Learning Environments》2013,21(7):895-907
ABSTRACTWe present Mobile Augmented-Reality Games for Instructional Support (MAGIS), a framework for the development of mobile augmented-reality (AR) games for education. The framework supports off-the-shelf, state-of-the-art technologies that enable AR tracking and rendering on consumer-level mobile devices, and integrates these technologies with content-generation tools that simplify the development of educational AR games, especially those that extensively use narrative-based game design and player-location tracking such as location-based historical or museum adventure games. We use Igpaw: Intramuros, a proof-of-concept game developed using MAGIS, to help describe the current state of the framework and to show its efficacy for implementing outdoor location-based educational games, and we briefly outline future development plans to improve MAGIS’ AR support (especially those involving indoor scenarios) as well as to improve the instructional design and authoring phases of AR applications written using this framework. 相似文献
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Albelbisi Nour Awni Al-Adwan Ahmad Samed Habibi Akhmad 《Education and Information Technologies》2021,26(3):3459-3481
Education and Information Technologies - MOOC is an innovative method in modern education, particularly important for sharing of excellent educational resources worldwide. To realize the full... 相似文献
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Florence Gabriel Frédéric Coché Dénes Szucs Vincent Carette Bernard Rey Alain Content 《Mind, Brain, and Education》2012,6(3):137-146
Fractions constitute a stumbling block in mathematics education. To improve children's understanding of fractions, we designed an intervention based on learning‐by‐doing activities, which focused on the representation of the magnitude of fractions. Participants were 292 Grade 4 and 5 children. Half of the classes received experimental instruction, while the other half pursued their usual lessons. For 10 weeks, they played five different games using cards representing fractions (e.g., Memory and Blackjack). Wooden disks helped them represent and manipulate fractions while playing games. Our results showed an improvement in the conceptual understanding of fractions. The findings confirmed that the usual practice in teaching fractions is largely based on procedural knowledge and provides only minimal opportunities for children to conceptualize the meaning and magnitude of fractional notations. Furthermore, our results demonstrate that a short intervention inducing children to manipulate, compare, and evaluate fractions improves their ability to associate fractional notations with numerical magnitude. 相似文献
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Over the next decade, Baby Boomers will be reaching retirement age in large numbers and the U.S. will be undergoing one of the most significant demographic shifts in its history. This demographic shift has important implications for the role of higher education as a provider of lifelong learning and for the changing composition of postsecondary institutions. Using data from the 2005 National Household Education Survey, the results of this study informs the higher education community about this emerging student market segment as a way to help us better respond to older adults?? demand for formal learning in postsecondary institutions. 相似文献
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AbstractThe quality of social relationships in schools has been considered to be a relevant issue in the prevention of problems related to educational convivencia, such as bullying. Nowadays, these relationships have been enriched by digital devices, which not only offer new potentialities, but also new problems. In fact, convivencia has turned into cyber convivencia and some phenomena, such as bullying, have turned into cyberbullying. In this study, we analysed the possible relation between direct school convivencia and virtual life, and particularly, the predictive power of the school convivencia over cyberbullying. For these purposes, we surveyed 893 Compulsory Secondary Education students (45.9% girls) about the quality of the convivencia and the involvement in cyberbullying. The results offer a good fixed structural equation model in which the quality of the horizontal and vertical relationships is a predictor variable of cyberbullying. Therefore, the results in this study are proof of the relation between the quality of the direct school convivencia and the problems that arise in virtual environments. 相似文献
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