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This paper examines end-user, online searching using data from a questionnaire mailed to 150 Canadian health professionals in practice settings. The response rate was 83% (n = 124). The data provide a demographic profile of early adopters of end-user searching in the health care community. Positive correlations with the user's level of implementation of end-user searching were found for the following variables: amount of time spent in research activities, amount of system training received, and use of Medical Subject Headings (MeSH). There was a negative association between the amount of time spent in patient care and implementation level. General practitioners and family physicians had lower implementation levels than physicians in other specialties. Successful implementers were more likely to be computer literate and to place a high value on formal information sources such as books, journals, and libraries. Health professionals using so-called "user-friendly" or menu-based software had lower levels of personal commitment to using online databases, as measured by a combination of continuance of use, willingness to pay personally, type of recommendations made to colleagues, and hardware ownership.  相似文献   
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This article first looks at the relationship between museums and art galleries and their potential audiences and, in particular, the under-represented sector of young visitors. It examines the main findings from the limited research available on young visitors, and goes on to discuss theories delineating the differences between the cultures, identities and values of culture consumers and culture providers. The second part of the article looks at what specific museums have done towards being more inclusive in their appeal, and then reports the findings of a survey of young people in relation to New Zealand's Auckland Art Gallery. The survey found that young people's ideas of what constitutes modern, relevant art do not match standard art criteria, and that most exhibitions and marketing methods do not mesh with their worldview. The article concludes by using data from the survey to suggest ways of engaging more young people with public art galleries.  相似文献   
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Virtual and Augmented Realities are advancing technologies that are becoming more popular in gaming and programming communities. However, virtual reality has been in development for decades. As libraries are often at the forefront of offering new and advancing technologies to their communities, virtual and augmented reality programs have become new additions to library services. While gaming is the prominent use of these technologies, virtual and augmented reality affords many educational opportunities. Mississippi State University Libraries have recently added a virtual/augmented reality lab as part of its library program.  相似文献   
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This single-case meta-analysis is the first to provide a quantitative synthesis of the published literature on mathematics word problem-solving intervention studies for English learners with learning disabilities and mathematics difficulties. A total of ten single-subject studies were included for analysis. The current study investigated the magnitude of the effect of mathematics interventions targeting the improvement of students’ mathematics word problem-solving performance, and analyzed variables that moderated this effect. Results indicate a moderate overall effect size of 0.81 (95% CI [0.71, 0.90]) on word problem-solving performance for English learners with learning disabilities and mathematics difficulties. Moderator variables such as the implementer of the interventions, instructional focus, and word problem-solving content significantly moderated the mathematics intervention effects.  相似文献   
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