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The purpose of this study was to identify the factors that influence undergraduate college student use of emergency contraception (EC) and their level of knowledge about the product, in order to assist in the development of intervention programmes to increase its use, which could lead to lower rates of unintended pregnancies in this population. A response rate of 98.4% included 1553 surveys from students at 11 Midwestern universities. Students were predominantly female (63.5%), white (75.3%) and aged 18–21 years (80%). They ranged from first-year students (23.8%) through to fourth-year students (13.8%), with second-year students comprising the largest group (32.6%). The majority of respondents reported being heterosexual (92.1%), and 34.1% of those completing the questionnaire reported being in a committed relationship. Most respondents reported having had sexual intercourse at least once in their lifetime (78.9%). Of the 8.4% of sexually active students who had experienced an unintended pregnancy, 18.1% had used EC in the past 12 months. Knowledge of EC was not high; but as knowledge increased, the use of EC increased. The Integrated Behavioural Model predicted 50% of the variance in intention. Each construct contributed a portion of variance except experiential attitude, which was not statistically significant in the path analysis. The model could be used in any future interventions to increase EC use and decrease unintended pregnancies among college students.  相似文献   
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Using data from a 3-year ethnographic study in US early childhood classrooms, I examine two kindergarten boys’ classroom play with their favourite Disney Princess transmedia to see how they negotiated gender identity layers clustered in the franchise's commercially given storylines and consumer expectations. This analysis contributes necessarily syncretic methods of analysis that enable critical examination of the complexity in children's play interactions with popular media artefacts as collaborative and heteroglossic negotiations of gender. Mediated discourse analysis of action and multimodality in boys’ Snow White princess play makes visible how children pivoted and anchored their performances as they negotiated, played, and blurred boundaries among gender identity intertexts.  相似文献   
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Media as nexus of practice: remaking identities in What Not to Wear   总被引:1,自引:0,他引:1  
In this conceptual piece, we examine media as a nexus of a traditional schooling pedagogy and performance pedagogy to make visible how their overlapping elements produce media's pervasive educative force but also to gain a deeper understanding of the complexities of using media in educational contexts. Nexus analysis examines a fashion makeover television program – What Not to Wear (WNTW) as an embodied lesson that produces identity revision but also disjunctures and slippages that enable critical responses and productive remakings. WNTW is a dramatization of remediation of one woman's (portrayed) lived practices and clothing choices which are read on her body as personal expression of fashion trends. These globalized lessons with body texts require new ways of reading and responding that allow learners/viewers to see the power relations that construct particular identity performances as errors and cultural practices and ethnicities as unacceptable.  相似文献   
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This article examines the digital literacy practices that emerge when young children play together with digital apps on touchscreen devices. Children's collaborative composing with a digital puppetry app on a touchscreen—with many hands all busy dragging, resizing, and animating puppet characters, and many voices making sound effects, narrating, directing, and objecting—appears aimless, chaotic, and in sharp contrast to the orderly matching activities in prevalent letter and word recognition apps that dominate early childhood educational software. The crowded collaboration around a single touchscreen looks messy but produces a complex text built with (a) touches, swipes, and other embodied actions that make up digital literacy practices; (b) sensory or multimodal layers of colorful images, dialogue, sound effects, and movement that make up animated stories; and (c) negotiation and pooling of children's individual story ideas for shared pretense that make up playful collaboration—all contained on a 9.7 inch screen.  相似文献   
5.

While circuitry lessons have traditionally been first introduced in late elementary school, they remain challenging conceptually for undergraduates in physics and engineering courses. Seeking to provide a higher quality and earlier introduction to circuitry learning for young children (ages 3–5), this paper investigates the affordances of utilizing the Squishy Circuits toolkit, a circuitry kit that combines circuit components and playdough, as a first introduction. Our study engaged 45 children across three nursery school classrooms in open-ended play with Squishy Circuits toolkits for seven sessions over a period of 2 weeks. Here, we focus on six children in one focal classroom in order to illustrate the concepts that children are developing during play and open exploration with the kits and a range of crafting materials. Findings indicated that the Squishy Circuits toolkit enabled children to explore concepts important to circuitry learning, including current flow, polarity, and connections. Additionally, analysis of whole class conversations before and after the circuitry explorations indicated significant gains in children’s ability to discuss circuitry concepts over the course of the study. Through individual case studies, we illustrate how children enacted these concepts through their play and how the transparency afforded by the toolkit make the big ideas of circuitry visible. This work serves to illustrate how very young children can successfully begin to engage with science topics commonly introduced in later elementary school when those topics are framed through play and discovery with transparent and malleable materials.

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