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The Behavior Intervention Centres are part of the Houston Independent School District's (HISD) Special Education Department. Their purpose is to provide educational services to elementary and secondary students, aged 3 through 21, who exhibit either severely aggressive or severely withdrawn behaviours. This article describes a formalized follow‐up service considered by the authors to be a critical component of the BIC program.  相似文献   
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Computer and video games are a prevalent form of entertainment in which the purpose of the design is to engage players. Game designers incorporate a number of strategies and tactics for engaging players in “gameplay.” These strategies and tactics may provide instructional designers with new methods for engaging learners. This investigation presents a review of game design strategies and the implications of appropriating these strategies for instructional design. Specifically, this study presents an overview of the trajectory of player positioning or point of view, the role of narrative, and methods of interactive design. A comparison of engagement strategies in popular games and characteristics of engaged learning is also presented to examine how strategies of game design might be integrated into the existing framework of engaged learning. The preparation of this article was supported in part by the Proctor & Gamble Interactive Media Fellows grant. The ideas expressed in this paper do not necessarily reflect the position of the grant agency. R Thanks to the ETR&D Development Editor, J. Michael Spector, and the reviewers for their insightful comments and suggestions. Thanks, too, to John C. Belland and Keith A. Hall for their advice and mentoring.  相似文献   
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Why is there an increased need for quantitative indicators of student socioeconomic status at the school level? What alternative approaches have been used to measure SES? Can principals accurately estimate the SES distribution of their student populations? How do their estimates correlate with other indexes o f family SES?  相似文献   
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Three-dimensional (3D) virtual worlds are a new technology that holds some promise as constructivist learning environments for distance education. This investigation presents an evaluative case study of the pedagogical implications of using one 3D virtual world, Active Worlds, for synchronous distance education. The research design for this qualitative study focuses on the pedagogical affordances and constraints. Methods employed in the data collection include participatory observations, class logs, and formal and informal interviews with the instructor of a synchronous distance learning course offered through Active Worlds University. Findings reveal that although Active Worlds provides tools that support constructivist learning environments, the affordances and constraints of the tools (discourse, experiential, and resource) may, to varying degrees, impact the pragmatic use of this medium. While this initial investigation reveals that this technology supports constructivist learning environments, more research needs to be conducted to fully explore the potential of 3D virtual worlds as both distance and traditional classroom learning environments.  相似文献   
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The purpose of this study is to address the pragmatics of integrating virtual worlds for teaching and learning for K-12 education. Specifically this qualitative investigation focuses on a reflective dialogue gathered from a group of K-12 (primary and secondary school) educators about their experiences using both Active Worlds Educational Universe and Second Life. Reflections consist of both their experiences as (a) a learner within both applications, (b) developing instructional content in both applications, and (c) perceptions of value of each application for teaching and learning. The goal of this research is to investigate how K-12 teachers’ perceptions of virtual worlds may impact the integration of new tools for teaching and learning.  相似文献   
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Goaltender leg pad innovations, whether the result of professional player feedback or National Hockey League equipment regulations, are rarely tested for their effects on the goaltender’s body. This study quantified peak drop velocity and range of motion of four different ice hockey goalie leg pads with respect to the goaltenders’ legs during butterfly manoeuvres. Twelve junior goaltenders, ranging from 16 to 20 years of age, performed five butterfly manoeuvres in each of the four leg pad conditions (flexible-tight leg channel, flexible-wide leg channel, stiff-wide leg channel and control). The pad conditions followed similar kinematic patterns in the sagittal and frontal planes. In the transverse plane, the stiff-wide pad achieved significantly greater external rotation (~10°) during the butterfly compared to the flex-tight and the flex-wide leg pad conditions. Goaltenders performed significantly faster butterflies in the flex-tight (3.05 m/s) and the flex-wide (3.0 m/s) leg pad conditions compared to their own control (2.82 m/s) leg pads (P = 0.018 and P = 0.004, respectively). The kinematic information obtained during this study provides ice hockey goaltender equipment manufacturers with a baseline understanding of how leg pads move with respect to the goaltender’s legs. Future leg pad modifications can then be compared to these data to understand the modification’s effect on the goaltender’s body and performance ensuring that leg pads continue to improve both the safety and performance of goaltenders.  相似文献   
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