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The papers that comprise this symposium are adapted from remarks delivered on 31 May 2002 in Washington, DC, at the NAS's tenth national conference titled "Higher Education and Democracy in Peace and War."  相似文献   
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Abstract

Using collective biographical narrative, this paper examines the ways in which school spaces – even in socioculturally and politically conservative locations – might serve to empower trans youth. The authors explore the ways that teacher, peer and curricular interactions enabled them to navigate a range of cultural spaces and arrive at authentic selves who advocate on behalf of trans youth.  相似文献   
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Since the early 1940s, superheroes have been used by educators and clinicians to instill community and confidence; resiliency and courage; tolerance and sharing among children. Through superhero play, the early childhood classroom has become a laboratory filled with capes and costumes. In the therapist’s milieu, the empowered superhero provides a model for children to aspire to. But both of these environments – the classroom and the counselor’s office – use the fully powered superhero. While the literature attests to health benefits provided through use of the empowered superhero, this article draws attention to a resource often overlooked: the pre-empowered, pre-cloak superhero. As many popular superheroes (~86%) were orphaned or abandoned, prior to acquiring superpowers, the article focuses on the adversities they share with these two specific groups of vulnerable children. With orphaned and abandoned children as the treatment group of focus, the article proposes environments for pre-cloak interventions. In addition, the article proposes a dual-stage program, which would combine pre-cloak interventions with superhero play. For the educator and clinician, possibility awaits through this expansion of the superhero palette.  相似文献   
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Much research focuses on what might be possible with digital games in the classroom. This study focuses on what is currently probable and typical. It uses a controlled quasi-experimental design to compare outcomes for students of 13 teachers in 10 diverse urban, suburban, and rural schools. The teachers integrated a set of 55 typical educational games into their curricula on Jacksonian democracy. Teachers reported strong engagement benefits for the game condition and a strong interest in using games of this type in the future in their surveys and interviews. Each teacher taught at least one classroom with the games and at least one classroom without the games. When the one teacher who reported a failed implementation was dropped from the analysis, the results showed significantly higher gains for the game condition in terms of multiple-choice factual outcomes, open-response factual outcomes, evidentiary depth, and student engagement outcomes. When the failed implementation was included, the game condition demonstrated improved scores for all outcomes, but only student engagement and evidentiary depth remained significant. Moderator analyses highlighted the role of teacher experience and student engagement in the efficacy of the game condition, indicating that game instruction was particularly beneficial for special education students.  相似文献   
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