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时序知觉指对两个事件是否同时出现以及相继出现时彼此先后顺序的知觉, 是我们理解语音、欣赏音乐、参与体育运动等行为的基础. 本文总结了近10年来几百毫秒内的时序知觉的行为、脑损伤、脑成像与电生理研究成果, 发现时序知觉受到刺激通道、属性、特征以及任务类型的影响; 单通道的时序知觉主要激活颞顶联合部、顶内沟、前运动与辅助运动区、前额叶等脑区, 而跨通道的时序知觉主要激活顶下叶、顶内沟、脑岛和上丘等脑区...
We have developed a training tool of division technique among 5 techniques in ASIT for problem solving method for Intellectual Property Right. Even though with its good capability, there were no appl...
In redesigning a methods course for Singapore Secondary Mathematics prospective teachers, we leverage on video technology to help them learn about the instructional practice of going through textbook-...
This study is the first of its kind in the nation to examine the strategies used by principals in leading the ICT integration among their teachers. It also attempted to study the extent to which these...
Information Visualization (IV) is a current field that has the potential to develop methods of accessing, processing and managing of information (Chen & Czerwinski, 2000). IV applications are develope...
Based on a survey of 2,010 senior university students from nine universities in Xi’an, China, this paper analyzes the student’s entrepreneurial intention level and its influencing factors. The results...
This study is aimed to identify the student needs for Arabic M-learning modules in Institute of Teacher Education (ITE) in Malaysia. The sample comprises 150 respondents, 120 respondents were among t...
This study on ‘The Development of the Interactive E-Tutorial System to Develop Problem-Solving Ability and Self-Regulation for Undergraduate Students in Open University’ has the major purpose to learn...
Physical intensive course construction is an important component of the teaching quality and teaching reform in colleges and universities. In this study, after reviewingliterature and applying compute...
This study aimed to investigate students’ acceptance and use of Moodle employing the model of Unified Theory of Acceptance and Use of Technology (UTAUT) and further understand the four constructs of t...
Mobile learning (m-Learning) is a type of a learning system that combines mobile, computer, and modern educational technologies to facilitate teaching and learning. Social network use Web 2.0 technolo...
This research is study sustainable education development on arts management, arranging the education with system approach which is operational method that emphasize on design, implementation and evalu...
Case-based learning (CBL) on web makes its challenging students interested and engaged in learning and to develop the skills. Because of the nature of teaching and learning on the web is teaching with...
Gamers versus the Index     Games   Education   Knowledge   Learning   Culture       2013/2/20
This paper presents an ethnographic study of pupils within a trial programme (P2), aimed at developing an upper secondary education for so-called ‘gamers’ who had ‘dropped out’ of school. It was done ...
Recent studies have emphasized group creativity within a socio-cultural context rather than at an individual level, but not many researchers reported strategies for developing group creativity. This p...

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