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1.
With the development of the Elaborated Social Identity Model (ESIM), psychological theory has in recent years seen an interesting development in research on crowd behaviour. This body of knowledge authored predominantly by Clifford Stott has reformed the EU guidelines on how to best police football fan crowds at international tournaments. With onset in participant observations and interviews with Danish ultras, this paper examines the coherence between the current Danish police strategy, which is described in the National Handbook on Police Work in Association with Football Matches (2011), and the behaviour of Danish football fan crowds containing ultras group members. Agreeing with the overall guidelines in the ESIM, this paper points out some shortcomings in the National handbook and recommends elaborating certain aspects of it as well as adding a section on six ideal types of football fan crowd behaviour.  相似文献   
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The aim of the study was twofold, namely (i) to determine the prevalence of symptoms of common mental disorders (CMDs) among current and retired professional football and handball players and (ii) to explore the relationship of psychosocial stressors with the outcome measures under study. A total of 1155 players were enrolled in an observational study based on a cross-sectional design. Questionnaires based on validated scales were set up and distributed among current and retired professional football and handball players by the Danish football and handball players’ union. In professional football, the highest prevalence (4 weeks) of symptoms of CMDs was 18% and 19% for anxiety/depression among current and retired players, respectively. In professional handball, the highest prevalence (4 weeks) of symptoms of CMDs was 26% and 16% for anxiety/depression among current and retired players, respectively. For both the current and retired professional football and handball players, a higher number of severe injuries and recent adverse life events (LE) were related to the presence of symptoms of CMD. Players exposed to severe injuries and/or recent adverse LE were 20–50% times more likely to report symptoms of CMD. The results suggest that it is possible to recognize the population of professional athletes that are more likely to develop symptoms of CMD. This could create the opportunity to intervene preventively on athletes that suffered from severe injury and/or recent adverse LE that could lead to a faster and safer recovery and psychological readiness to return to play.  相似文献   
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ABSTRACT

In community interventions more generally, the concept of fidelity refers to the degree to which a program is delivered as intended. The present paper discusses ways in which fundamental aspects of participatory research challenge the concept of fidelity and differ from more traditional science-dominated approaches. We begin with a discussion of the fidelity concept and some of its strengths and limitations. We then discuss both social problems and proposed solutions as representing complex problems defying simple or permanent solutions. We suggest that three prominent aspects of participatory research highlight this complexity and pose challenges in assessing fidelity. First, in participatory research, the goal is not only scientific but also social action on a local issue as well. Second, the participatory process among varied partners is itself part of the intervention itself to be understood as affecting both processes and outcomes. Third, the goals of participatory research include community-level as well as individual-level changes. These issues are illustrated in a discussion of how culture is conceptualized and acknowledged in fidelity assessment. We conclude with some recommendations for approaching fidelty in participatory research in a way that appreciates its differences from more traditional paradigms underlying community interventions.  相似文献   
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In recent years, simulation has increasingly underpinned the acquisition of pre-clinical skills by undergraduate medical imaging (diagnostic radiography) students. This project aimed to evaluate the impact of an innovative virtual reality (VR) learning environment on the development of technical proficiency by students. The study assessed the technical skills of first year medical imaging students. The learning experience by each student was either via traditional laboratory-based simulation or VR simulation, for two specified anatomical protocols. Following the learning experience, the students performed role-plays and were assessed on their technical proficiency. The type of learning environment, laboratory-based or VR simulation, was recorded for each radiographic procedure, as well as demographic data. Data demonstrated an improved total role-play skill score for those students trained using VR software simulation compared with the total role-play skills score traditional laboratory simulation. Demographic multivariable analysis demonstrated no statistically significant association of age, gender, gaming skills/activity with the outcome. The novel medical imaging VR simulation learning tool facilitated technical skill acquisition, equal to, or slightly better than traditional laboratory training. Ongoing data collection will evaluate the impact this VR software has on the undergraduate medical imaging student.

Abbreviations: QUT: queensland university of technology; VR: virtual reality; SLE: simulated learning environment; PA: posterio-anterior; DP: dorsi-plantar; CP: central point; CR: central ray; SID: source image distance; HWA: health workforce Australia  相似文献   

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This editorial paper outlines key directions for knowledge management research and practice. The editorial team presents the results from a small survey of academics and practitioners about the present and future of knowledge management, and the editors include their own informed views on how this journal can help promote scholarly inquiry in the field.  相似文献   
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The purpose of this study was to compare the body fat per cent (BF%) assessed with a unique handheld electrical impedance myography (EIM) device, along with other popular methods, to dual-energy X-ray absorptiometry (DXA). Participants included 33 males (aged 24.3?±?4.6 years) and 38 females (aged 25.3?±?8.9 years) who completed 2 visits separated by 24–72?h. The assessments included DXA, bioelectrical impedance analysis (BIA), skinfold measures (SKF), and three separate EIM measurements. No significant differences in BF% (P?>?0.05) were found between all EIM assessments when compared against DXA for both males and females for each visit. All methods showed no significant differences in BF% (P?>?0.05) between days within themselves. Across both days, the standard error of the estimate (SEE) for the EIM measurements ranged from 2.66% to 3.15%, the SEE for BIA was 2.80 and 2.85, and for SKF was 2.90 and 2.82. The 95% limits of agreement ranged from ±5.34% to ±6.38% for EIM measurements and were highest for SKF (±7.42% and ±7.47%). The total error for both days was largest for SKF (5.20% and 5.35%) and lowest for the EIM measurements (2.48–3.24%). This investigation supports use of a handheld EIM device as an accurate and reliable method of estimating BF% compared to DXA in young, apparently healthy individuals with BF% in the range of 10–22% for males and 20–32% in females and suggests this EIM device be considered a viable alternative to other established field measurements in this population.  相似文献   
10.
The study explores students’ production of interactive visualized stories with visual analytics (VA). The aim is to understand emerging interactions in classrooms of grades 7–9 students when visual storytelling methods are playing a part in producing social science content. The dual aspects of visual literacy, information retrievement paired with the creation of interactive visualized stories, are crucial. Video captures of students working in groups and of what happens on their screens are conducted. The results show that students can handle the technical aspects of a VA application, but interpretation of visualized statistics is challenging. The study suggests that VA has potential to strengthen students’ ability to handle huge amounts of data and increase the possibilities for young people to take part in society.(Keywords: digital technology, digital skills, democracy, civic knowledge, social science education, visual analytics, visual storytelling, visual literacy, digital literacy)  相似文献   
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