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1.
Muscle imbalance and deficit are key parameters for guiding rehabilitation and sports sessions and avoiding injuries. However, the high cost and non-portable nature of most instruments employed for muscle strength assessment frequently hamper an affordable evaluation in field conditions. This study evaluated the validity and reliability of a low-cost digital dynamometer to assess the maximal isometric strength of upper limb muscles. Fourteen physically active volunteers performed the main movements of the upper limb at maximal isometric strength: flexion-extension, internal-external rotation and abduction-adduction of the shoulder; and flexion-extension of both elbow and wrist. Validity was examined by comparing the strength values from the low-cost digital dynamometer and those measured by an isokinetic dynamometer, assumed as the gold standard. The correlation between both devices was perfect (r > 0.913), while Bland-Altman plots showed absolute agreement between both devices, the maximum range of the values of bias was ?0.99–1.00 N in wrist extension. Inter-tester and intra-tester reliability were excellent for all movements (ICC ≥ 0.855). The low-cost digital dynamometer showed strong validity and excellent reliability in assessing maximal isometric strength during the main movements of the upper limb. Professionals may use it for an affordable isometric muscle strength assessment in field situations.  相似文献   
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In the past five years, there have been significant changes concerning the material and design properties of digital books, with an impact on children's enjoyment and learning from reading on screen. Despite the rapid advances in technology, research on children's digital books is disjointed. This is because of no consistent approach to the study of interactivity, an under‐theorised relationship between print and digital books, and a binary design focused on either learning or playful engagement with digital books. Drawing on the discourse reminiscent of digital game designers, some developers, scholars and professionals celebrate interactivity in digital books as a possibility to motivate and engage children in reading, while a body of experimental research documents the negative impact of interactivity on children's story comprehension and vocabulary learning. This paper presents an integrative framework based on a comprehensive literature review and a content review of the hundred most popular children's digital interactive books. The framework offers: (1) methodological guidance and a definition of interactivity based on five key categories; (2) theoretical guidance based on the third‐space theory; and (3) innovative design and evaluation models based on a ‘method assemblage’. As such, the integrative framework provides new tools and perspectives to advance the field of children's digital books.  相似文献   
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The paper compares the American and Soviet transformations at Kabul University, Afghanistan, during the 1960s to the 1980s explained in terms of Americanisation and Sovietisation. Using new declassified documents from both American and former Soviet archives, the author reveals that both powers attempted to impose their rival models of university education in Afghanistan. However, resistance on the part of the Afghan university undermined both of their cultural influences, thus causing their policies of reform to eventually fail. The case of Kabul University demonstrates the inability of the superpowers to encourage the formation of pliable students and professors. Despite crucial transformations in the structure, administration apparatus, and content of disciplines, both superpowers were not able to change the traditions and values of professors and students. The university community has been proven to be the main cause for the success or failure of any reforms brought to a university by external powers.  相似文献   
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Student interaction in school contexts is a topic that has been researched from many different perspectives. However, the role of students as tutors scaffolding other peers is not normally addressed, since studies are usually focused on the teacher. Moreover, considering the many technologies that can support students’ work nowadays, studies describing specific practices are still needed in order to understand the many possibilities and constraints that can emerge from the use of these tools in the field of education. This exploratory case study aims to extend research on scaffolding between students, presenting data from an ethnographic study where a commercial video game was introduced as part of the curricular activities. Analytically, the scaffolding metaphor is the departing point to describe in detail how the scaffolding process took place, focusing on its purposes and on the role of students as tutors. Our findings reveal how students offered mostly procedural scaffoldings, performing tutor functions such as highlighting relevant features, reducing levels of freedom or controlling the frustration. Results highlight that students can perform scaffolds, and this should be considered as part of the classroom design, making this process visible. Moreover, specific features of the video game enhanced these interactions, which should also be considered when designing game learning environments in the future.  相似文献   
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This paper offers a new characterisation of young children’s (2–8 years) reading for pleasure (RfP) with digital books. This characterisation is rooted in a re-contextualisation of Anna Craft’s conceptualisation of twenty-first century childhoods in Creativity and education futures (Stoke on Trent, Trentham, 2011) and a review of the literature concerning young children’s RfP with digital books. The paper develops Craft’s (2011) work by considering the ways in which digital books can resource the ‘4Ps of digital childhood’ in reading for pleasure. Six facets of reader engagement, nested within Craft’s (2011) 4Ps, are presented: affective, creative, interactive, shared, sustained and personalised reading engagements. It is argued that this characterisation of young children’s reading engagements can enrich our understanding of the affordances of digital books in relation to RfP in the twenty-first century. The paper thus offers an important new contribution, going beyond established work in the field, which typically explores digital books in relation to children’s learning, product design or developmental outcomes.  相似文献   
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The analysis of 21,409 participants of the Early Childhood Longitudinal Study–Kindergarten cohort focused on home and school factors sought to understand the level of reading mastery that children experienced throughout elementary school and Grade 8 by relating home language use, timing of oral English language proficiency, and the provision of school-based English language learner services to reading mastery. Results confirm that non-English language use at home is associated with a decreased reading mastery at higher levels of proficiency in Grades 1 and 3, and is reduced to nonsignificance in Grades 5 and 8 with the inclusion of teacher and school factors. Also, the negative association between timing of oral English language proficiency and reading mastery is partially explained by teacher and school factors, particularly children's receipt of English language learner services. The findings provide support for policies that provide language services for language minority children and families during the transition to school and through the elementary school years.  相似文献   
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Mixture Rasch models have been used to study a number of psychometric issues such as goodness of fit, response strategy differences, strategy shifts, and multidimensionality. Although these models offer the potential for improving understanding of the latent variables being measured, under some conditions overextraction of latent classes may occur, potentially leading to misinterpretation of results. In this study, a mixture Rasch model was applied to data from a statewide test that was initially calibrated to conform to a 3‐parameter logistic (3PL) model. Results suggested how latent classes could be explained and also suggested that these latent classes might be due to applying a mixture Rasch model to 3PL data. To support this latter conjecture, a simulation study was presented to demonstrate how data generated to fit a one‐class 2‐parameter logistic (2PL) model required more than one class when fit with a mixture Rasch model.  相似文献   
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Purpose: This study investigated the effect of summer camp session context on Russian girls’ physical activity (PA). Method: Girls (n = 32, Mage = 10.7 years, SD = 0.6 years) from a resident summer camp taking place in the Vologda Region of Russia were exposed to 1 session context/day (i.e., free play, organized with no choice, organized with choice) on Wednesday, Thursday, and Friday for 3 weeks, with the context order counterbalanced across the 3 weeks. The organized session sport/game changed weekly. The primary outcome was accelerometer-assessed PA. Repeated-measures mixed models were used to analyze all outcome data. Results: Findings showed that girls spent a greater percentage of session time (%time) in moderate-to-vigorous PA (p < .001; effect sizes between free play and organized with no choice and organized with choice, respectively = .60, .42) and moderate PA (p < .001; effect size = .57, .39) and a lower %time in light PA (p < .001; effect size = .55, .52) in organized PA contexts compared with free play. Conclusions: This study provides novel findings in a Russian setting, suggesting that a well-planned, organized camp session can elicit higher PA levels in girls, relative to a free-play session.  相似文献   
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