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This study examined the use of iPads with anatomy applications (apps) in the laboratory sections of the largest undergraduate course at the university, Anatomy and Physiology, serving more than 300 students. The majority of these students were nursing, exercise science/physical education and biology majors. With a student survey (student opinion) and student practicum grades as metrics, this study determined whether the introduction of this novel mobile technology improved student grades and aided the students in learning the course material. The results indicated that students’ grades improved with the introduction of the iPads, and 78% of the students reported that the iPads facilitated their ability to learn the course material. There was a positive association between frequency of app use and standardized mastery of the course material, as students who used the apps more frequently scored higher and indicated that they felt as though they had learned the material more comprehensively. Owning or having an iPad at home did not have a significant effect on the learning of the material. The general consensus by students was that iPad anatomy apps should be used frequently to better develop student understanding of the course material. Anat Sci Educ 11: 336–345. © 2017 American Association of Anatomists.  相似文献   
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ABSTRACT

In this paper, we address algorithmic imaginary, perception and tactics of Italian dating apps users. Little attention has hitherto been devoted to the ways in which the algorithms employed by mobile dating platforms (to rate users, to manage user visibility, to arrange results) might contrast, or enhance, people’s homophily. Our goal is to explore whether and how mobile dating algorithms modify the perception of what we define as “relational filter bubbles”; and whether, and how, users believe dating algorithms reshape (extend or limit) the heterogeneity of their intimate interactions. The paper builds on literature addressing online dating, the datafication of society, the rise of the so-called quantified self, and of the algorithmic culture. We organized 4 focus groups involving Italian dating apps users, who reported a variety of sexual orientations and of dating apps usage. Overall, while dating apps’ algorithms operate in an opaque way, participants developed an “algorithmic imaginary”. Moreover, they appreciate the role of mobile dating apps in reinforcing their relational homophily (their tendency to like people that are “similar” to them), whilst, at the same time, mainly using these apps for increasing the diversity of their intimate interactions in terms of extending their preexisting networks.  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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Bryan Alexander described the digital environment that we live in, giving an extensive overview of the current state of interactive devices, particularly mobile devices, which are moving us beyond the personal computer. He covered recent major developments that have transformed the world in surprising ways in a rather short period of time. The world of apps is further expanding what these devices can do, also bringing with them more challenges to individual privacy. Gaming and augmented reality are becoming deeply embedded in much of what we do. Alexander laid out four possible futures that these contemporary developments could lead to.  相似文献   
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The purpose of this paper is to examine the utilization of the marketing adaptability of branded mobile applications (apps) in order to understand the relationship between consumers and their attachment to branded apps. We develop a model grounded in the purchaser-brand relationship theory of remarketing in order to develop the consumer-brand relationship through mediator brand experience (BE) and moderator digital footprint. A survey was conducted with 421 participants from different regions in India. AMOS 21.0 and SPSS plugin called “Process Analysis System” proposed by Hayes (2013) were used to analyze the hypotheses. The results corroborate the proposed research model. It approves brand association with brand connection for those brands that are easily identifiable. The result also confirms that the comprehensive consumption values are the major influencing factors in the adoption of branded apps. The study enhances the comprehension of the impact of brand connotation on consumer behavior in terms of the usage of various branded apps and the practical and non-useful esteem attached to them.  相似文献   
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Civic technology is used to improve how citizens, businesses, and other groups engage and conduct business with governments. Libraries across the United States are uniquely positioned to be key players in the civic technology movement. Libraries offer community spaces where everyone is welcome and where people can come together, learn about new technologies, access information, and solve shared problems. By bringing our unique attributes and resources to bear, libraries can play a part in developing applications and services that power our communities.  相似文献   
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[目的/意义] 以哮喘为例,对其相关手机应用程序的可信性及全面性作详细探讨。[方法/过程] 以中英文关键词"哮喘"asthma"肺功能"lung function"峰流量"peak flow"吸入器"inhaler",在App Store、Google Play及安卓市场上搜寻,并下载相关程序进行筛查及评估。根据英国BTS/SIGN、美国EPR-3、国际GINA及HONcode的医学及信息指引去统计哮喘疾病和相关治疗资料并评估其可信性及全面性。[结果/结论] 研究发现许多手机应用程序的内容与医学指引不一致,如果医护工作者以手机应用程序内容作学习用途并依此为患者提供医学意见,有可能对患者健康造成危害。目前在市场上较难找出优质的应用程序,应用程序的开发者及应用程序平台的管理者应作出改善。  相似文献   
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Given the rise in obesity and the positive exercise effects in curbing obesity levels, exercise promoters are expected to use technological applications—social media and fitness applications—in their exercise motivational programs. The purpose of this article is to critique the use of social media and fitness apps as both ineffective and potentially harmful. An alternative approach is proposed where phronesis (practical wisdom) in exercise participation can be achieved via physical and cognitive mastery of the action for its own sake (real techne-art, embodiment). Emphasizing exercise outcomes (e.g., energy expenditure) captured by external devices distracts from embodied and phronetic action. Drawing on the philosophies of phronesis, techne, and embodiment, exercise promoters should emphasize embodied exercise experiences via mastery of action, social interactions, and connectedness to nature. They should target real action in real communities, and not emotionless and meaningless online forums about how to become the ultimate virtual fitness buff.  相似文献   
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This article provides a more differentiated understanding of mobile health consumers, and considers whether health app use may contribute to new digital inequalities. It focuses on factors associated with mobile health app use, and identifies which factors explain the use of different types of health apps. Data from a large representative sample of the Dutch population (N = 1,079) show that mobile health app users were generally younger, higher educated, and had higher levels of e-health literacy skills than non-users. Interestingly, different usage patterns were found for specific types of health apps. Theory and policy implications are discussed.  相似文献   
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