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Global education is advancing rapidly as a result of recent developments in communications. Yet cyber universities and on-line study are never likely to replace, altogether, the traditional terrestrial locations that also globalize higher education. These places on the ground bring with them human populations, each with its own culture. So culture needs to be taken into account, especially if any given system of education is to venture into foreign societies. Such cultural issues are the focus of this article. More particularly, it considers the cultural tensions provoked by the requirements that American liberal arts education imposes on different constituencies of foreign students with respect to study skills.  相似文献   
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This paper examines end-user, online searching using data from a questionnaire mailed to 150 Canadian health professionals in practice settings. The response rate was 83% (n = 124). The data provide a demographic profile of early adopters of end-user searching in the health care community. Positive correlations with the user's level of implementation of end-user searching were found for the following variables: amount of time spent in research activities, amount of system training received, and use of Medical Subject Headings (MeSH). There was a negative association between the amount of time spent in patient care and implementation level. General practitioners and family physicians had lower implementation levels than physicians in other specialties. Successful implementers were more likely to be computer literate and to place a high value on formal information sources such as books, journals, and libraries. Health professionals using so-called "user-friendly" or menu-based software had lower levels of personal commitment to using online databases, as measured by a combination of continuance of use, willingness to pay personally, type of recommendations made to colleagues, and hardware ownership.  相似文献   
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Virtual and Augmented Realities are advancing technologies that are becoming more popular in gaming and programming communities. However, virtual reality has been in development for decades. As libraries are often at the forefront of offering new and advancing technologies to their communities, virtual and augmented reality programs have become new additions to library services. While gaming is the prominent use of these technologies, virtual and augmented reality affords many educational opportunities. Mississippi State University Libraries have recently added a virtual/augmented reality lab as part of its library program.  相似文献   
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