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1.
High blood pressure (hypertension) is implicated in the development of atherosclerosis. Blood vessels are constantly subjected to stretch due to blood pressure and changes in stretch usually instigate adaptive vascular remodeling, including abnormal growth and proliferation of vascular smooth muscle cells (VSMCs) as well as  相似文献   
2.
High blood pressure (hypertension) is implicated in the development of atherosclerosis. Blood vessels are constantly subjected to stretch due to blood pressure and changes in stretch usually instigate adaptive vascular remodeling, including abnormal growth and proliferation of vascular smooth muscle cells (VSMCs) as well as extracellular matrix (ECM). In this experiment, we used bovine aortic endothelial cells and smooth muscle cells (EC-SMC) co-cultured ePTFE vascular grafts subjected to normal atmospheric pressure (as a control), and 100 mmHg hydrostatic pressure for 7 d. The increase of cell layer thickness was observed. When measured, the cell layer thickness increased by 116.2%. The increase of collagen (Type IV) synthesis was also observed in the immunohistochemistry assay. When stained with toluidine blue, the cells showed metachromatic phenomenon.  相似文献   
3.
In this paper it is shown that a class of pursuit-evasion games can be treated more simply by the geometrical approach with the topological properties of the reachable region and by the method of functional analysis. Conditions for capture and optimal strategies are derived. A numerical example is given to show both the optimal open-loop strategies of players and the optimal trajectories of the game.  相似文献   
4.
This study examined whether developing earlier forms of knowledge in specific learning environments prepares students better for future learning when they are placed in an unfamiliar learning environment. Forty‐one students in the fifth and sixth grades learned to program robot movements using abstract concepts of speed, distance and direction. Students in high‐transparency environments learned visual programming to control robots (eg, organizing visual icons), and students in low‐transparency environments learned syntactic programming to control robots (eg, text‐based coding). Both groups received feedback and models of solutions during the learning phase. The assessment midway showed students in both conditions learned equally well when solving problems using familiar materials. However, a difference emerged when students were asked to solve new problems, using unfamiliar materials. The low‐transparency group was more successful in adapting and repurposing their knowledge to solve novel problems that required the use of unfamiliar high‐transparency materials. Students in the high‐transparency group were less successful in adapting their knowledge when solving new problems using unfamiliar low‐transparency materials. Both groups then proceeded to learn in the opposing transparency environments. The posttest revealed the benefits of initial learning in low‐transparency environments as students performed better on repeated and new inferential problems across virtual and physical platforms.  相似文献   
5.
The Dohsa method     
Abstract

The Dohsa method is an effective therapeutic method used for children with autism which was developed originally for children with cerebral palsy in Japan. In this article, the author introduces the theoretical background, therapeutic techniques, and effectiveness of this method. Finally, the necessity of the combination of this method with other therapeutic techniques is discussed.  相似文献   
6.
Feedback is important for learning. However, there are different types of feedback, and not all feedback is effective. Here we introduce recursive feedback (RF), which occurs when tutors observe their pupils use what they have been taught. Two experiments examined the value of RF during learning by teaching. In the first study adults taught another adult face to face about human biology. Those participants who observed their pupil interact with an examiner exhibited superior learning relative to individuals in several control conditions that included elements of learning by teaching but not RF. The second study examined whether RF benefits extend to teaching computerized teachable agents in regular classrooms. High school students played games in which they induced logical rules. Students taught their agent the governing rules. They received RF when they observed their teachable agent play a prediction game against a second competitor agent. On a posttest, these students exhibited greater abilities to use logic to solve novel problems compared to students in control conditions who received direct feedback by playing against the competitor agent themselves. RF may further generalize to nonteaching situations that also involve a production–appropriation cycle, such as do-it-yourself projects in which people have a chance to learn from how other people take up their handiwork.  相似文献   
7.
INTRODUCTION The bands of near-infrared (NIR) spectra have low absorptivities, which allow in situ analysis of chemical and biological materials with no or little sample preparation. Therefore, as one of the most important nondestructive analytical techniques, NIR spectroscopy is being extensively applied in the fields of agriculture, industry, biotechnology and medicine (Siesler et al., 2002; Scarff et al., 2006; Ward et al., 2006). Recently, with instrumental developments such as Fou…  相似文献   
8.
Abstract

The 2003 film Lost in Translation has attracted both acclaim and critique concerning its representation of the urban imaginary of Tokyo. Examining both the film representation and the critical responses to the imaginary, this paper discusses how they illuminate some of the emerging issues that Tokyo and Japan face in the era of globalization, such as the loss of the idiosyncratic status of non‐Western modernity that Japan has long enjoyed; post‐(self)Orientalist cultural othering; and the transnational alliance of media and cultural industries in a global cultural economy of branding the nation through media and consumer cultures, all at the expense of the issue of intensifying migration and multicultural situations in the urban space. It will be suggested that both the film and Japanese critiques of the film are lost in the actuality of Tokyo (indeed, of Japan) and its populace, which is being radically transformed by intensifying transnational flows of people, capital, and media imagery.  相似文献   
9.
The purpose of this study was to determine, using structural equation modelling (SEM), the direct and indirect influence of daily behaviours (i.e. exercise/learning durations), weight status, and physical fitness on academic performance among seventh-grade schoolchildren, after controlling for socioeconomic status. We analysed cross-sectional data from 274 schoolchildren (159 males and 115 females; 12–13 years old). Academic performance was assessed using the total grade points in eight academic subjects. Physical fitness was evaluated using the total score of eight physical fitness tests and weight status using body mass index. The daily behaviours and socioeconomic status were assessed by the questionnaire. The SEM showed an adequate fit to the data (χ2?=?0.684, p?=?.710, RMSEA?=?.000). Physical fitness and learning durations had direct effects on academic performance (β?=?.301, p?β?=?.132, p?=?.037, respectively) after controlling for confounders. Healthy weight status and exercise habits positively indirectly influenced academic performance via physical fitness. These findings suggest that, independent of socioeconomic status and learning durations, exercise habits and maintaining healthy weight status may indirectly contribute to academic success via better physical fitness in children.  相似文献   
10.

Recent global events and educational trends have led schools to heavily rely on digital media to educate their students. Science classes, in particular, stand to lose substantial learning opportunities without the ability to provide physical laboratory experiences. Virtual reality (VR) technology has the potential to resolve this issue, but little is known if VR environments can produce similar results to real-life (RL) science learning environments. This 2?×?1, between-subjects study compares students’ learning results and safety behaviors in VR and RL chemistry laboratories. The study attempts to identify differences in learning experience (i.e., general chemistry content, experiment comprehension, laboratory safety knowledge) and laboratory safety behavior. Results indicate learning general content knowledge, laboratory skills, and procedure-related safety behaviors were comparable between RL and VR conditions, but clean-up behaviors were less frequent in VR. Also, the exploratory, risk-free nature of VR environments may have allowed the learners to elaborate and reflect more on general chemistry content and laboratory safety knowledge than in the RL environment.

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