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41.
This study was designed to develop the Questionnaire Assessing School Physical Activity Environment (Q--SPACE) based on student perceptions. Twenty-eight items rated on 4-point Likert scales were administered to 244 middle school students in 9 schools. Exploratory factor analysis was used to evaluate the underlying structure of the items and 2 factors were extracted: physical environment (PE) and social environment (SE). Twelve and 8 items loaded saliently on PE (e.g., gym classes available) and SE (e.g., teacher encouragement), respectively. Factor scales had alpha coefficients of .86 (PE) and .81 (SE). One-week test–retest reliabilities for the factor scales of PE and SE were .78 and .72, respectively. Differences in PE scale scores across schools and PE and SE scale scores across student school physical activity behavior (e.g., participation on school teams) provided some evidence of scale construct validity. Overall, Q–SPACE demonstrates acceptable reliability for capturing middle school students' perceptions of school physical activity environment. The factorial validity needs to be assessed with confirmatory factor analysis and invariance testing procedures.  相似文献   
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There is considerable current interest in the need for a more ecologically sustainable future. If environmental educators wish to make a significant contribution to this debate, two prior and interrelated areas of concern need addressing. The first is recognition that teaching about global issues can sometimes be counterproductive and lead to feelings of despair. The second, explored in more detail here, is the need to know how young people conceptualise the future in the first place. A recent study of pupils’ views of the future is described which provides important information about their attitudes to the local and global environment.  相似文献   
44.
Experiments in the use of augmented reality games formerly required extensive material resources and expertise to implement above and beyond what might be possible within the usual educational contexts. Currently, the more common availability of hardware in these contexts and the existence of easy-to-use, general purpose augmented reality design software invite much wider participation. Yet, significant obstacles to widespread use remain. A possible strategy to enable broader exploration of this space is to organize augmented reality games research and development at the local level, as relatively autonomous and informal action by educational practitioners and learners, rather than solely directed by educational researchers. The Local Games Lab ABQ is a loose confederation of faculty and students at the University of New Mexico pursuing the educational uses of augmented reality games. This paper examines how locally organized development might solve problems in a different and more efficient way of scaling educational technology.  相似文献   
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The study explores the nature and mixture of push–pull factors in the journey from higher education into graduate entrepreneurship. Using longitudinal data from 15 graduates of a British university, it compares graduates who started their own business with graduates that did not. Importantly, both groups had initially indicated a strong desire to start a business on completion of their degrees. Three main themes are identified: personal characteristics; environmental support and context; and the business idea. These are utilised to examine the similarities and differences in the nature and mixture of push–pull factors leading either to start-up (SU) or non-start-up (NSU). Whilst findings revealed SUs tended to share many similarities with NSUs, differences appeared to cluster around some personal characteristics, views of the labour market and their business idea. The paper contributes to a more nuanced understanding of the complexities involved in this transition. Implications for theory, practice, and future research are discussed.  相似文献   
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