期刊文献+
共找到2篇文章
< 1 >
每页显示 20 50 100
从仪式到助记符——映射我们世界的记号系统
1
作者 魏浩波 周可 谢劲松 《当代建筑》 2020年第8期43-47,共5页
本文从西南亚文化圈乡土带族群共同体独特而具体的仪式性生活的观察分析开起,以H.哈林的仪式化功能的有机体探索为启示,以彼得·布伦德尔·琼斯关于建筑与仪式的研究为基本的思辨指引,将隐匿于族群共同体背后的"仪式—助记... 本文从西南亚文化圈乡土带族群共同体独特而具体的仪式性生活的观察分析开起,以H.哈林的仪式化功能的有机体探索为启示,以彼得·布伦德尔·琼斯关于建筑与仪式的研究为基本的思辨指引,将隐匿于族群共同体背后的"仪式—助记符"结构呈现出来,并尝试与功能指引、知识机体相配合,发展为西线工作室特别的"助记符"工作系统。 展开更多
关键词 族群共同体 “仪式—助记符”结构 仪式化功能 建筑与仪式 功能指引 知识机体 西线工作室 仪式—助记符—功能指引
下载PDF
Impact of an active educational video game on children's motivation,science knowledge, and physical activity 被引量:3
2
作者 Haichun Sun Yong Gao 《Journal of Sport and Health Science》 SCIE 2016年第2期239-245,共7页
Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the eff... Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students' science knowledge learning, physical activity (PA) level, and interest-based motivation. Methods: In this randomized controlled study, 53 elementary school students were assigned to an experimental condition or a comparison condition. The experimental condition provided an AVG learning environment, whereas the comparison condition was based on sedentary educational video games. Results: The results of repeated measures analysis of variance (ANOVA) on the knowledge test showed that students in both groups performed better on the post-test than they did on the pre-test (p 〈 0.001, η2 = 0.486), and their post-test scores did not differ significantly. The experimental condition provided a more active environment since the students' average heart rates (HRs) were in the Target-Heart-Rate-Zone (HR = 134 bpm), which was significantly higher than the average HR (103 bpm) from the comparison condition (t = 7.212, p 〈 0.001). Students in the experimental condition perceived a higher level of situational interest than their counterparts in the comparison group (p 〈 0.01, and η2 = 0.301). Conclusion: These results suggest that AVGs benefit children more in terms of PA and motivation than traditional video games by providing an enjoyable learning experience and sufficient PA. 展开更多
关键词 Educational video game Exergame Heart rate INTENSITY INTEREST
下载PDF
上一页 1 下一页 到第
使用帮助 返回顶部