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81.
The aim of this paper is to describe changing learner identities and trajectories of identification that take place among vocational education and training (VET) apprentices in Norway. This paper describes 23 young, male VET students’ learner identities in compulsory school (age 7–15) in comparison to their learner identities in VET apprenticeships (age 18–21), based on analyses of a set of biographical interviews about their schooling experiences. More specifically, the analysis describes changes in interviewees’ learner identities in their transition from school to apprenticeship. The analysis reveals that their narratives of being a student in school involved wounding educational experiences, such as negative student-teacher relationships, and feelings of failure and disengagement. At school, the participants’ learner identities were positional identities created in the shadow of the figured world of school, leading the students to individualised withdrawal. The narratives of their apprenticeship was characterised by a sense of belonging, feelings of equality to peers, independence and adulthood. The ‘adult working man’ identity is a disguised learning identity, in that it breaks with the wounded learner identity of the ‘failing student’ and thereby creates opportunities for active learning for apprentices, both as individuals and members of communities of practice.  相似文献   
82.
Scientific Habits of Mind in Virtual Worlds   总被引:8,自引:6,他引:2  
In today’s increasingly “flat” world of globalization (Friedman 2005), the need for a scientifically literate citizenry has grown more urgent. Yet, by some measures, we have done a poor job at fostering scientific habits of mind in schools. Recent research on informal games-based learning indicates that such technologies and the communities they evoke may be one viable alternative—not as a substitute for teachers and classrooms, but as an alternative to textbooks and science labs. This paper presents empirical evidence about the potential of games for fostering scientific habits of mind. In particular, we examine the scientific habits of mind and dispositions that characterize online discussion forums of the massively multiplayer online game World of Warcraft. Eighty-six percent of the forum discussions were posts engaged in “social knowledge construction” rather than social banter. Over half of the posts evidenced systems based reasoning, one in ten evidenced model-based reasoning, and 65% displayed an evaluative epistemology in which knowledge is treated as an open-ended process of evaluation and argument.  相似文献   
83.
Virtual worlds open new possibilities for learners, prompting a reconsideration of how learning takes place, and setting education in a context of playfulness, delight and creativity. They provide environments in which it is not only possible but also necessary to generate and try out ideas. They therefore offer opportunities to explore new possibilities related to teaching and learning about creativity and to challenge assumptions about the creative capabilities of young learners. The research reported here focuses on a group of teenaged learners who worked together online in the virtual world of Second Life®, as well as using other online tools. It applies thematic analysis to a 120-post forum discussion carried out over two weeks, in which 19 learners and educators debated how to develop their virtual island, and sets this discussion in the context of ongoing interaction within this group. Their focus widened from building plans to cover the creation and maintenance of a community, creatively synthesising considerations relating to environment, ethics, governance, aesthetics and purpose. The teenagers’ creativity when dealing with this authentic problem extended well beyond the elements identified by England's National Curriculum, and was supported by staff's active and supportive engagement in the debate.  相似文献   
84.
《The Information Society》2007,23(5):361-371
This article examines nonhuman agency, or the capacity of nonhumans to carry out goal-directed action. The central argument is that agency should be conceptualized not as a binary (someone/something does or does not have agency) but rather as a spectrum, with degrees of agency. Based upon an empirical study of the design and use of frog dissection simulations (cyberfrogs) in high school biology classes, the author develops two parallel spectra of agency, bioagency and cyberagency, to describe the degrees of agency experienced by biological life forms and technologies. These spectra put agency into an evolutionary perspective, comparing how humans evolved agency over time to how technologies are now evolving agency. The article concludes with challenges for future research to further explore the validity and implications of a notion of cyberagency that evolves over time, can be represented on an analog spectrum, and is independent of human agency.  相似文献   
85.
在库恩看来,无论采用指称的稳定性还是指称的连续性策略均不能回避不可通约性问题。除了实指行为外,隐喻、模型在确定语言与世界(术语与其指称)的关联上发挥着重要的作用。基于分类词典所建构的多世界理论,库恩在维护不可通约性的同时,避开了对实在本身的讨论。  相似文献   
86.
Chris Bailey 《Literacy》2016,50(2):62-71
Recent work around the use of virtual world video games in educational contexts has conceptualised literacies as communal processes, whilst considering complex notions of collaboration through participants' multiplicity of presence in hybrid virtual / physical locations. However, further research is necessary in order to help us understand how the complex interactions afforded by such spaces influence ‐ and are influenced by ‐ children's social relationships. This article draws upon data from a year‐long ethnographic study, investigating a group of ten and eleven year old children's engagement with the video game ‘Minecraft’ as they collaborate to build a ‘virtual community’. With a particular focus on the children's improvised singing and use of song during the club, I examine how their creative practices ‐ drawing on a wide range of self‐selected resources, played out both in and out of the virtual world ‐ help to fundamentally shape the nature of the space around them. Furthermore, through examination of one particular performance, I demonstrate the importance of ensuring that such details are not written out of accounts of children interactions around technology, if we are to understand the true potential of such environments.  相似文献   
87.
In this paper, we investigate an application of virtual reality and artificial intelligence (AI) as a technological combination that has a potential to improve the learning experience and engage with the modern generation of students. To address this need, we have created a virtual reality replica of one of humanity's first cities, the city of Uruk and populated this city with AI-controlled 3D avatars, which re-enact everyday life of ancient Sumerians in the period around 3000 B.C. Our hypothesis is that by immersing students into this environment and allowing them to learn by browsing through it and interacting with its virtual citizens can be more engaging and motivating than simply reading the corresponding history text or watching an educational video. To confirm this assumption, we have designed a study with three groups of students. One group was given a historical text about Uruk and everyday life of its citizens (created by our subject matter experts), the second group was shown a documentary video on Uruk and the third group was immersed into virtual Uruk and engaged into interactions with its virtual inhabitants. The outcomes of the study suggest that not only did people in the third group provide much more positive qualitative feedback about the learning experience, but they also showed a better comprehension of the study material by performing (on average) 20% better than the first two groups on the mini-exam that was conducted as a part of this study.  相似文献   
88.
One hundred and ninety-six individuals with real-world disabilities were administered a battery of psychological adjustment measures soon after joining the three-dimensional virtual world of Second Life®. After three months, 61 participants who continued to be actively involved in Second Life were re-administered the adjustment measures and completed a survey about their virtual and real-life experiences during the interval between assessments. Participants’ scores significantly improved on measures of affective states (depression, anxiety, positive emotion, life satisfaction, and feelings of loneliness) and self-evaluation (self-esteem). An index of overall change was associated with the number of virtual friends and group affiliations in Second Life, as well as feelings about the self as a result of involvement in the virtual world. The current study provides initial empirical support that three-dimensional virtual worlds can serve as a psychologically beneficial context for individuals with real-life disabilities.  相似文献   
89.
Training is an important factor for successful employee growth within an academic library. The purpose of this article is to scrutinize the option of using the virtual world, Second Life, as a training tool within an academic library. In doing so, various topics will be examined including training within libraries, the use of Second Life in educational settings, and Second Life as a training tool. Second Life offers unique opportunities for training but also presents a definite set of challenges, the first of which is the steep learning curve. Second Life is a virtual world that is being used with varying success as a training technique within corporate settings; however, little has been documented within a library setting. Nonetheless, libraries may find that Second Life can be an asset toward achieving their training goals.  相似文献   
90.
Hundreds of librarians from around the world are exploring and volunteering their time in Second Life, evaluating the possibilities of offering a reference service in this environment. This article places virtual world reference service within the reference continuum and explores how a reference service could be offered by an academic institution in a virtual world, what additional skills are required for such a service, and whether there is a need for a virtual reference service.  相似文献   
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