排序方式: 共有76条查询结果,搜索用时 15 毫秒
61.
Karrie A. Shogren Hyojeong Seo Michael L. Wehmeyer Susan B. Palmer James R. Thompson Carolyn Hughes Todd D. Little 《Psychology in the schools》2015,52(9):874-891
The Supports Intensity Scale–Children's Version (SIS‐C) was developed to assess the support needs of children and youth aged 5 to 16 years with intellectual and developmental disabilities. Data from the standardization sample of the SIS‐C were analyzed to evaluate the impact of the age cohorts (5–6, 7–8, 9–10, 11–12, 13–14, and 15–16 years) used to stratify the sample on the measurement model, as well as the latent means, standard deviations, and correlations. The findings confirmed measurement invariance across age cohorts, but suggested that at the latent level, younger children, generally, have more intensive support needs and that as students with intellectual disability age, their support needs decrease. In addition, the 15‐ to 16‐year‐old cohort displayed differences in terms of the strength of correlations between support need domains, with stronger correlations than the other age groups. Implications for future research and practice are described. 相似文献
62.
Online communities are valuable information sources where knowledge is accumulated by interactions between people. Search
services provided by online community sites such as forums are often, however, quite poor. To address this, we investigate
retrieval techniques that exploit the hierarchical thread structures in community sites. Since these structures are sometimes
not explicit or accurately annotated, we introduce structure discovery techniques that use a variety of features to model
relations between posts. We then make use of thread structures in retrieval experiments with two online forums and one email
archive. Our results show that using thread structures that have been accurately annotated can lead to significant improvements
in retrieval performance compared to strong baselines. 相似文献
63.
This paper describes the use of Pareto-optimal solutions for the screw kick in rugby. We attempted to optimise the initial
conditions for a screw kick. The optimisation was carried out using an elitist non-dominated sorting genetic algorithm. Distance
achieved in flight is considered as an objective function, as well as the lateral deviation between the ball and the touchline,
or the flight time. Six initial conditions were defined as control parameters: the magnitude of the velocity vector, the flight
path angle, the azimuth angle, the spin rate, the pitch angle and the yaw angle. The results are summarised as follows: it
is impossible for both objective functions to be satisfied simultaneously, although the greatest distance achieved in flight
and the smallest value of the lateral deviation between the ball and the touchline, or the least flight time, is the ideal
situation. This kind of conflicting solution is called a ‘Pareto-optimal solution’. The optimal kick in Pareto-optimal solutions
made by the leg nearest the touchline produces a greater flight distance than the optimal kick in Pareto-optimal solutions
made using the leg furthest from the touchline. The initial pitch angle, which is the angle between the longitudinal axis
of the ball and the horizontal plane, should be comparable to or slightly greater than the initial flight path angle in order
to satisfy the Pareto-optimal solutions. 相似文献
64.
When the boundary layer of a sports ball undergoes the transition from laminar to turbulent flow, a drag crisis occurs whereby
the drag coefficient (C
d) rapidly decreases. However, the aerodynamic properties and boundary-layer dynamics of a soccer ball are not yet well understood.
In this study we showed that the critical Reynolds number (Re
crit) of soccer balls ranged from 2.2 × 105 to 3.0 × 105. Wind-tunnel testing, along with visualisation of the dynamics of the boundary layer and the trailing vortex of a ball in
flight, demonstrated that both non-spinning and spinning (curved) balls had lowC
d values in the super-critical region. In addition, theRe
crit values of the soccer balls were lower than those of smooth spheres, ranging from ∼ 3.5 × 105 to 4.0 × 105, due to the effects of their panels. This indicated that the aerodynamic properties of a soccer ball were intermediate between
those of a smooth ball and a golf ball. In a flow visualisation experiment, the separation point retreated and theC
d decreased in a super-critical regime compared with those in a sub-critical regime, suggesting a phenomenon similar to that
observed in other sports balls. With some non-spinning and spinning soccer balls, the wake varied over time. In general, the
high-frequency component of an eddy dissipated, while the low-frequency component increased as the downstream vortex increased.
The causes of the large-scale fluctuations in the vortex observed in the present study were unclear; however, it is possible
that a ‘knuckle-ball effect’ of the non-rotating ball played a role in this phenomenon. 相似文献
65.
Minseong Kim Soonkyoung Youn Minjeong Park Kyoung-Oh Song Tacksoo Shin Jeongmin Chi Jongho Shin Deokhee Seo Sungdoo Hong 《Asia Pacific Education Review》2007,8(3):500-520
The purpose of this study is to review the main perspectives or issues dealt with in the research on considered to be key
competences, in order to develop a fuller understanding of how human competence functions. As a result of this review, two
themes considered as having important implications for the actual practices can be identified: that there exists an holistic
nature with different aspects of a given competence and that influences of a contextual and cultural nature are factors which
affect the operation of human competence. By incorporating four characteristics and three domains of competence with the review
conducted in this study, we began to appreciate what the research on human characteristics related to key competences has
achieved and what is needed for future research. 相似文献
66.
In this paper we consider the significant issue of identity and how it relates to learning. Importantly, we narrow down the
study in terms of how projective identity interplays with learning from the point of view of the learner and his/her social
community. Self and community cannot be divorced. In order to illustrate this concept, we describe a case study involving
an 11 years old boy in a learning context commonly referred to as an informal learning environment. This environment would
include the community in which projective identity evolves. The trajectory of identity projection can be conceived in Ricoeurian
terms of a plot where actors perform actions in role playing situations. This plot metaphor is consistent to the many interactions
within MMPOGs and fictional worlds currently in existence. We conceive of an identity projection framework as our contributions
to knowledge. 相似文献
67.
AbstractThis study adopted the modified Delphi method to build key competence indicators for the course subject ‘Environment’ in the secondary school curriculum in South Korea. 15 Delphi panelists participated, and were provided a three-stage questionnaire survey. The findings classified eight secondary school ‘environment’ curriculum key competencies into three domains: intellect-oriented, personality-oriented, and relationship-oriented. The intellect-oriented domain includes ‘critical-thinking ability,’ ‘creativity,’ and ‘problem-solving ability’; the personality-oriented domain includes ‘autonomy,’ ‘ability to reflect,’ and ‘environmental sensitivity’; and the relationship-oriented domain includes ‘communication ability’ and ‘ability to manage conflicts.’ These environmental competencies were utilized to revise the current environmental education curriculum as part of the 2015 revision of the National Curriculum and set the key competencies for environment classes. The paper concludes with the significance of developments in theorizing and implementing environmental education curriculums in Korea and abroad. 相似文献
68.
Kay Kyeongju Seo 《The American journal of distance education》2013,27(1):21-36
This study focused on the effects of peer moderation on meaningful interactions in online discussions. A meaningful interaction was defined as a message relating to a discussion topic, responding to a previous message, and adding substance to the discussion. A randomized-subject, posttest-only control group design was used to test the first hypothesis, that a peer-moderated online discussion forum would contain more posts responding to previous comments than a nonmoderated forum, and the second hypothesis, that a peer-moderated online discussion forum would contain more substantive responses enriching the conversation than a nonmoderated forum. Both hypotheses were supported. Results showed that students responded to messages more actively and engaged in more in-depth discussions when discussions were moderated by a peer. 相似文献
69.
ABSTRACTSound effects and music can be used to complement instructional narrations in recorded media presentations. College students (n = 143) participated in a study examining the effects of music and sound effects on learning outcomes when compared to voice-only narration. Four groups of participants listened to a recorded short story and answered questions about the story. The control group’s story was a voice-only narration. The three treatment groups’ story was enhanced with one of the following: sound effects, music, or a combination of sound effects and music. Means for each group were not significantly different, and the difference of means between and within each of the groups was also found not to be significant. The results indicated that the presence of sound effects and music in an audio-only presentation did not significantly increase or decrease learning. 相似文献
70.
Caio Victor Sousa Jungyun Hwang Romina Cabrera-Perez Austin Fernandez Aika Misawa Kelsey Newhook Amy Shirong Lu 《运动与健康科学(英文)》2022,11(2):164-171
Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR. 相似文献