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The novelty of three-dimensional visualization technology (3DVT), such as virtual reality (VR), has captured the interest of many educational institutions. This study’s objectives were to (1) assess how VR and physical models impact anatomy learning, (2) determine the effect of visuospatial ability on anatomy learning from VR and physical models, and (3) evaluate the impact of a VR familiarization phase on learning. This within-subjects, crossover study recruited 78 undergraduate students who studied anatomical structures at both physical and VR models and were tested on their knowledge immediately and 48 hours after learning. There were no significant differences in test scores between the two modalities on both testing days. After grouping participants on visuospatial ability, low visuospatial ability learners performed significantly worse on anatomy knowledge tests compared to their high visuospatial ability counterparts when learning from VR immediately (P = 0.001, d = 1.515) and over the long-term (P = 0.003, d = 1.279). In contrast, both low and high visuospatial ability groups performed similarly well when learning from the physical model and tested immediately after learning (P = 0.067) and over the long-term (P = 0.107). These results differ from current literature which indicates that learners with low visuospatial ability are aided by 3DVT. Familiarizing participants with VR before the learning phase had no impact on learning (P = 0.967). This study demonstrated that VR may be detrimental to low visuospatial ability students, whereas physical models may allow all students, regardless of their visuospatial abilities, to learn similarly well.  相似文献   
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Two experiments allowed rats to drink freely two neutral flavors (almond and vanilla) in simultaneous compound with two hedonically valued flavors (quinine and saccharin). The neutral flavor previously paired with saccharin was subsequently preferred. The neutral flavor that had been paired with quinine was subsequently avoided. Experiment 3 found similar results when the animals were hand-fed a preset amount of the solution. Preference shifts were not obtained when differential amounts of the neutral flavors were consumed in isolation. The data indicate that flavor-flavor associations can shift taste preferences.  相似文献   
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We examined the effectiveness of a community of practice (CoP) model for introducing tablets to 139 faculty members at a higher education institution. Using a CoP within a systems model, we used large- and small-group mentorship to foster collaboration among faculty members. Most faculty members agreed that the project was well organized and activities were useful. In terms of measurable outcomes, many participants had developed plans for or completed scholarly activities related to tablets. Our findings support the use of CoP models to integrate technology within higher education. Additionally, they support such integrations as proof of concept for large, whole-campus technology integrations.  相似文献   
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This is a historical study of organizational change projects based on documents as the primary data source. It covers a period of 15 years (1985–2000) at an offshore construction yard. The study shows that change agents created links between new and former projects when they prepared, introduced, and motivated employees for ‘yet another’ change project, a process coined as ‘institutional bridging.’ The bridges served both as legitimation of the new project and as a means to carry forward practices, values, and knowledge. For practicing managers and change agents, this finding implies that disruptive change may be avoided if one succeeds in building bridges between sequential change projects. Then planned change may serve both as carriers and as creators of organizational knowledge. Theoretically, the study contributes to the discussion of organizational carriers and how organizations continue and develop identity in contexts characterized by uncertainty and change.  相似文献   
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ABSTRACT

Imitation jumps are frequently used in training for ski jumping. Yet, the dynamics of these jumps differ considerably. Thus, the relevance of imitation jumps for ski jumping performance is not elucidated. The aim of this study was to investigate the relationship between the technical execution of imitation jumps and ski jumping performance level. We compared the imitation jumps of 11 ski jumpers of different performance levels using a Spearman correlation transform of time traces of the kinetics (measured using force cells and motion capture) of imitation jumps. The kinetic aspects that were related to performance centred on the moment arm of ground reaction force to the centre of mass before the onset of the push-off, angular momentum early in push-off, thigh angle during the main period of push-off and vertical velocity towards the end of push-off. We propose that the thigh angle may be a key element allowing high development of linear momentum while preparing for appropriate aerodynamic position. Furthermore, the findings suggest that the kinetic development prior to (and during) push-off is more important than the kinematic end state at take-off.  相似文献   
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The relationship between environmental design, communication, and organizational culture is examined to provide performance improvement practitioners with an analytical tool that helps determine appropriate interventions. Organizations are comprised of people who communicate and socially construct artifacts, norms, values, and assumptions that guide how they conduct business. That is, employees interact to create, maintain, and reify their organizational culture. One artifact of organisational culture that should be apparent to human performance technologists is the environmental design of the office in which the organization operates. While some performance improvement interventions focus on the orientation of humans to their physical surroundings (ie., ergonomics), our analysis focuses on the communication patterns and organizational culture imbedded in the physical environment. We posit that performance technologists should look beyond the explicit environment and analyze organizational culture to begin understanding the implicit nature of how employees perform. A case study is provided to illustrate how three levels of organizational culture can be used to analyze an environment in which employees work to determine appropriate performance improvement solutions.  相似文献   
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Among the sciences, the practice of geology is especially visual. To assess the role of spatial ability in learning geology, we designed an experiment using: (1) web‐based versions of spatial visualization tests, (2) a geospatial test, and (3) multimedia instructional modules built around QuickTime Virtual Reality movies. Students in control and experimental sections were administered measures of spatial orientation and visualization, as well as a content‐based geospatial examination. All subjects improved significantly in their scores on spatial visualization and the geospatial examination. There was no change in their scores on spatial orientation. A three‐way analysis of variance, with the geospatial examination as the dependent variable, revealed significant main effects favoring the experimental group and a significant interaction between treatment and gender. These results demonstrate that spatial ability can be improved through instruction, that learning of geological content will improve as a result, and that differences in performance between the genders can be eliminated.  相似文献   
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