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Impacts of Human Activities and Season on Species Diversity and Abundance of Butterflies in Mpanga Kipengere Game Reserve and Surrounding Farmlands, Tanzania
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作者 Privatus M. Kasisi Nsajigwa Mbije Paul Lyimo 《Open Journal of Ecology》 2024年第4期274-291,共18页
Maintaining natural habitats is crucial for the preservation of insects and other species that indicate environmental changes. However, the Mpanga/Kipengere Game Reserve and its surrounding farmlands are facing distur... Maintaining natural habitats is crucial for the preservation of insects and other species that indicate environmental changes. However, the Mpanga/Kipengere Game Reserve and its surrounding farmlands are facing disturbance due to human activities, which is putting many wildlife species, particularly larger mammals, at risk. To determine the impact of human activities on butterfly species diversity and abundance in the reserve and its surrounding areas, we conducted a study from November 2021 to October 2023. We collected butterfly data using transect walks and baited traps in two habitat types. Our study yielded 2799 butterfly Individuals ranging in 124 species divided into five families habitat, season, and anthropogenic factors are significant environmental variables influencing species diversity and abundance of butterflies. Therefore, it’s important to protect habitat and dry-season water for the conservation of invertebrates such as butterflies. Our study findings provide essential information for ecological monitoring and future assessment of the Mpanga/Kipengere Game Reserve ecosystem health. 展开更多
关键词 Mpanga Kipengere game Reserve Species Diversity HABITAT Butterflies SEASON Human activities
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Research on Children’s Game Activity Design Strategies Based on Embodied Cognition Theory
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作者 Xiangmiao He 《Journal of Contemporary Educational Research》 2024年第4期54-58,共5页
Edutainment,in the kindergarten education stage,emphasizes the game as the basic activity and combines the content of education with the form of the game,thus it also forms the educational method of gamification teach... Edutainment,in the kindergarten education stage,emphasizes the game as the basic activity and combines the content of education with the form of the game,thus it also forms the educational method of gamification teaching.Through investigation and analysis,it is found that the current kindergarten game activity design has the problem of improper combination of educational content and game form.The current kindergarten game activity design has problems such as stereotypes,children’s lack of active learning opportunities in activities,teachers’insufficient theoretical understanding,inappropriate teacher guidance methods,and so on.Embodied cognition theory attaches importance to the important role of the body in the development of cognition,provides new guidance for classroom teaching,and opens up a new path for classroom teaching reform.Based on the perspective of embodied cognition theory,the concept of body and mind integration should be adhered to in kindergarten teaching with games as the basic activity,experiential teaching situation should be created,children’s subjective experience should be respected,and games and interactions should be designed to promote children’s physical and mental participation,thus laying a foundation for the realization of children’s individual freedom,autonomy,and all-round development.Therefore,this paper aims at the existing problems in the current kindergarten gamification teaching and discusses the design strategy of children’s game activities based on embodied cognition theory. 展开更多
关键词 Embodied cognition Children’s play game activity design
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Rejuvenating and Facilitating Second Language Teaching Process With Activities and Games
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作者 LIU Xu-liang 《Sino-US English Teaching》 2016年第6期440-444,共5页
Second language teachers are often impressed that activities and games are always enjoyed by students of different levels. When some novel and original activities and games are conducted in the classroom, students wou... Second language teachers are often impressed that activities and games are always enjoyed by students of different levels. When some novel and original activities and games are conducted in the classroom, students would participate in with great interest and enthusiasm, and often yield unexpected teaching results. Despite the usefulness and significance, its role has long been despised and marginalized. This article is intended to reexamine its role and status in language teaching and make them serve the teaching objectives the best. 展开更多
关键词 activities and games DIVERSITY FLEXIBILITY
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A Study of Games and Activities Used in English Lessons
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作者 韩澍芃 《海外英语》 2015年第19期226-227,236,共3页
With the process of globalization,English has become more and more important.For non-English-speaking countries,each of them almost has English lessons in their schools for their children.Nowadays,how to make English ... With the process of globalization,English has become more and more important.For non-English-speaking countries,each of them almost has English lessons in their schools for their children.Nowadays,how to make English lessons fun and interesting has been a focused issue for English teachers.This essay illustrates a lot of effective games and activities for English teachers to make their classes active and interesting.Also,the purpose of writing this essay is to try to explore a proper way to combine English lessons and entertainments with each other. 展开更多
关键词 ENGLISH TEACHING gameS activities
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Optimal Active Defence Using Dynamic Multi-Stage Signalling Game 被引量:2
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作者 ZHANG Hengwei LI Tao +1 位作者 WANG Jindong HAN Jihong 《China Communications》 SCIE CSCD 2015年第S2期114-122,共9页
Nowadays, security defence of network uses the game theory, which mostly applies complete information game model or even the static game model. To get closer to the actual network and defend actively, we propose a net... Nowadays, security defence of network uses the game theory, which mostly applies complete information game model or even the static game model. To get closer to the actual network and defend actively, we propose a network attack-defence game model by using signalling game, which is modelled in the way of dynamic and incomplete information. We improve the traditional attack-defence strategies quantization method to meet the needs of the network signalling game model. Moreover, we give the calculation of the game equilibrium and analyse the optimal defence scheme. Finally, we analyse and verify effectiveness of the model and method through a simulation experiment. 展开更多
关键词 active DEFENCE DYNAMIC INCOMPLETE information MULTI-STAGE SIGNALLING game theory
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Health, Physical Activity and the Rio de Janeiro 2016 Olympic Games: Legacy or Fallacy? 被引量:4
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作者 Vagner Rosa Bizarro Tatiane Andreazza Lucchese +7 位作者 Amanda Maia Breis Karine Rucker Minelli Salles Alves Fernandes Mikele Torino Paletti Ana Luísa Conceição de Jesus Raphael Calafange Marques Pereira Denise Rosso Tenório Wanderley Rocha Alberto Krayyem Arbex 《Health》 CAS 2016年第1期9-17,共9页
It is generally expected that the Rio de Janeiro 2016 Olympic and Paralympic Games will bring health and social benefits to their host city and to Brazil. This assumption comes from “common sense”, as a logical conc... It is generally expected that the Rio de Janeiro 2016 Olympic and Paralympic Games will bring health and social benefits to their host city and to Brazil. This assumption comes from “common sense”, as a logical conclusion arising from the fact that host cities “inspire” and stimulate lifestyle changes. Benefits are also expected on tourism, self-image, architecture and the economy of the country as a whole. But are these expectations real and evidence-based? What parts of these “facts” are concrete and which ones are not? This paper suggests available ways of quantifying positive effects of hosting an Olympic Game, and puts the focus of this approach on the Rio de Janeiro 2016 Olympic Games and their true legacy, seeking scientific certainties. 展开更多
关键词 Physical activity Olympic games Paralympic games Olympic Legacy Rio de Janeiro Rio 2016
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Fight fire with fire?Promoting physical activity and health through active video games 被引量:4
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作者 Zan Gao 《Journal of Sport and Health Science》 SCIE 2017年第1期1-3,127,共4页
Physical inactivity has been identified as one of the leading causes of many chronic diseases such as cardiovascular disease,type 2 diabetes,and obesity.Technology such as video games plays a complicated role in physi... Physical inactivity has been identified as one of the leading causes of many chronic diseases such as cardiovascular disease,type 2 diabetes,and obesity.Technology such as video games plays a complicated role in physical inactivity—much like a double-edged sword.Traditionally,video games have contributed to the epidemic of physical inactivity and have 展开更多
关键词 AVG PA Promoting physical activity and health through active video games Fight fire with fire
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Impact of exergames on physical activity and motivation in elementary school students: A follow-up study 被引量:4
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作者 Haichun Sun 《Journal of Sport and Health Science》 SCIE 2013年第3期138-145,共8页
The present study was built upon a previous study on the new generation video game, exergame, in elementary school physical education (PE). The purpose of the study was to examine the effect of exergames on elementa... The present study was built upon a previous study on the new generation video game, exergame, in elementary school physical education (PE). The purpose of the study was to examine the effect of exergames on elementary children's in-class physical activity (PA) intensity levels and perceived situational interest over time. The results indicated that students' situational interest dropped dramatically over two semesters, but their PA intensity increased over time. The results showed that boys and girls were equally active in the exergaming lessons, but boys perceived their gaming experiences more enjoyable than girls did. The findings suggest that exergames may be a possible means to enhance PA in PE. However, whether exergaming is a sustainable way to motivate children in PA is questionable. 展开更多
关键词 active video game Calorie expenditure GENDER Physical education Situational interest
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Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students 被引量:1
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作者 Caio Victor Sousa Jungyun Hwang +4 位作者 Romina Cabrera-Perez Austin Fernandez Aika Misawa Kelsey Newhook Amy Shirong Lu 《Journal of Sport and Health Science》 SCIE 2022年第2期164-171,I0002,共9页
Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might inc... Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR. 展开更多
关键词 active video game Cognitive performance Mnemonic similarity test MVPA Virtual reality
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基于分布鲁棒优化的车-站-网日前能量管理与交易 被引量:4
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作者 葛少云 杜咏梅 +3 位作者 郭玥 崔凯 刘洪 李俊锴 《电力系统自动化》 EI CSCD 北大核心 2024年第5期11-20,共10页
为考虑上级电网电价、光伏出力等多重多层级不确定性对车-站-网互动博弈模型的影响,且充分体现配电网主动管理技术支撑效果,文中提出了一种基于分布鲁棒优化的车-站-网能量管理与交易方法。首先,针对主动配电网内多元主体能量管理与交... 为考虑上级电网电价、光伏出力等多重多层级不确定性对车-站-网互动博弈模型的影响,且充分体现配电网主动管理技术支撑效果,文中提出了一种基于分布鲁棒优化的车-站-网能量管理与交易方法。首先,针对主动配电网内多元主体能量管理与交易问题,建立了配电网运营商、充电站和电动汽车的日前市场互动框架。其次,融合主动网络管理技术和网络约束,在配电网运营商与聚合了电动汽车的多个充电站之间构建了以多主体各自利益最大为目标的双层Wasserstein分布鲁棒互动博弈模型。然后,提出了结合Karush-Kuhn-Tucker条件、对偶原理和大M法的化简方法以解决多层级不确定性造成的求解难题,将双层Wasserstein分布鲁棒模型转化为单层混合整数二阶锥规划模型,并利用商业求解器YALMIP/GUROBI进行了求解。最后,通过算例仿真验证了所提模型和方法的有效性。 展开更多
关键词 分布鲁棒优化 能量管理与交易 主动配电网 互动博弈 多层级不确定性
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基于演化博弈的拟态防御策略优化
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作者 王敏 付文昊 +1 位作者 王宝通 石乐义 《计算机应用研究》 CSCD 北大核心 2024年第2期576-581,共6页
网络空间拟态防御是近些年出现的一种主动防御理论,以异构冗余和动态反馈机制不断调整执行环境来抵抗攻击。然而,面对黑客的多样化攻击手段,仅凭借拟态防御抵抗攻击是不安全的。为了增强系统的安全防御能力,在目前已有的防御系统基础上... 网络空间拟态防御是近些年出现的一种主动防御理论,以异构冗余和动态反馈机制不断调整执行环境来抵抗攻击。然而,面对黑客的多样化攻击手段,仅凭借拟态防御抵抗攻击是不安全的。为了增强系统的安全防御能力,在目前已有的防御系统基础上提出更为合理的防御选取方法。将有限理性的演化博弈引入到拟态防御中,构建了由攻击者、防御者和合法用户组成的三方演化博弈模型,并提出了最优防御策略求解方法。该博弈模型利用复制动态方程得到了演化稳定策略。仿真实验结果表明,系统通过执行推理的演化稳定策略可以降低损失,遏制攻击方的攻击行为,对拟态防御系统中防御策略选取和安全性增强具有一定的借鉴意义。 展开更多
关键词 拟态防御 主动防御 演化博弈 演化稳定策略 防御决策
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活动理论视角下游戏化学习中知识转移活动的特征及运行过程研究
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作者 储节旺 刘雅娇 李佳轩 《情报杂志》 北大核心 2024年第1期199-206,F0003,共9页
[研究目的]将活动理论引入游戏化学习的知识转移活动中,系统性推动游戏化学习中知识转移活动中各要素的高效协作,加快知识转移与共享,促进知识增值和创新。[研究方法]基于活动理论特质和知识特征确定游戏化学习中知识转移特征,并构建知... [研究目的]将活动理论引入游戏化学习的知识转移活动中,系统性推动游戏化学习中知识转移活动中各要素的高效协作,加快知识转移与共享,促进知识增值和创新。[研究方法]基于活动理论特质和知识特征确定游戏化学习中知识转移特征,并构建知识转移活动模型,以明确各要素的协调交互对知识转移效果的作用,最后以博物馆知识剧本杀为例,验证结论。[研究结论]活动理论能够明确知识转移的运行过程,可以应用于具体活动的显隐性知识转移分析,研究发现活动中的矛盾、游戏内容、技术赋能、共同体的互动和游戏情境对主体的知识转移效果产生显著影响。 展开更多
关键词 游戏化学习 知识转移 活动理论 案例研究 知识剧本杀 沉浸式学习
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基于ADMM的共享储能参与电网辅助服务的分布式优化模型 被引量:3
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作者 彭大健 肖浩 +1 位作者 裴玮 孔力 《电力自动化设备》 EI CSCD 北大核心 2024年第2期1-8,共8页
提出了一种共享储能参与主动配电网辅助服务市场的互动博弈优化模型和基于交替方向乘子法(ADMM)的分布式求解方法。设计了共享储能参与主动配电网辅助服务市场的框架与互动运行模式;考虑主动配电网的优化运行目标与共享储能设备的约束条... 提出了一种共享储能参与主动配电网辅助服务市场的互动博弈优化模型和基于交替方向乘子法(ADMM)的分布式求解方法。设计了共享储能参与主动配电网辅助服务市场的框架与互动运行模式;考虑主动配电网的优化运行目标与共享储能设备的约束条件,建立了主动配电网与共享储能的互动博弈优化模型;基于ADMM,将系统全局互动博弈问题分解为分布式优化问题,并进行分布式优化求解。以改进IEEE 33节点系统为算例进行仿真,结果验证了所提互动博弈优化模型和分布式求解方法的合理性与有效性,表明所提方法能在保护共享储能和主动配电网隐私的情形下,兼顾主动配电网的经济性与安全性需求,实现主动配电网与共享储能用户的互利共赢。 展开更多
关键词 共享储能 主动配电网 辅助服务 互动博弈 分布式优化 交替方向乘子法
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基于生命周期理论的区域综合能源系统-配电网博弈优化调度 被引量:1
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作者 李昊泉 袁乐 +3 位作者 徐懂理 徐北硕 高瑞阳 钱俊杰 《电力系统及其自动化学报》 CSCD 北大核心 2024年第7期106-115,149,共11页
为解决区域综合能源系统与主动配电网因交互产生的利益冲突和自身碳排放问题,提出一种基于生命周期理论的区域综合能源系统-配电网博弈优化调度方法。首先,在能源系统耦合侧采用以热电联产机组为核心,使用耦合碳捕集与电转气设备构建动... 为解决区域综合能源系统与主动配电网因交互产生的利益冲突和自身碳排放问题,提出一种基于生命周期理论的区域综合能源系统-配电网博弈优化调度方法。首先,在能源系统耦合侧采用以热电联产机组为核心,使用耦合碳捕集与电转气设备构建动态碳循环,并利用需求侧资源进一步限制碳排放行为。然后,在阶梯碳交易制度下引入生命周期理论,分析各环节的碳排放,实现对多元能源活动的整个生命周期碳排放量计量。最后,构建以主动配电网为主体,区域综合能源系统为跟随者的博弈模型,并求解和筛选所提模型的纳什均衡解。仿真结果表明,博弈双方均能不断优化自身能源策略,最终实现低碳、经济运行。 展开更多
关键词 主动配电网 动态碳循环 生命周期 阶梯碳交易 主从博弈
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游戏管理模式对小儿心胸术后早期下床活动及呼吸功能恢复的影响
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作者 李艳芳 陈桂花 +1 位作者 温运慧 邹露露 《河北医药》 CAS 2024年第16期2495-2497,2501,共4页
目的探讨游戏管理模式对小儿心胸术后早期下床活动及呼吸功能恢复的影响。方法选择2021年11月至2022年10月,收治的小儿心胸98例,按照护理干预方式不同分为对照组和观察组,每组49例。对照组给予常规护理,观察组给予游戏管理模式干预;对2... 目的探讨游戏管理模式对小儿心胸术后早期下床活动及呼吸功能恢复的影响。方法选择2021年11月至2022年10月,收治的小儿心胸98例,按照护理干预方式不同分为对照组和观察组,每组49例。对照组给予常规护理,观察组给予游戏管理模式干预;对2组患儿术后恢复情况比较;观察2组患儿早期下床活动情况;比较2组患儿术后呼吸功能恢复情况,观察2组患儿依从性及家长满意度情况。结果观察组术后拆线时间、住院时间比对照组缩短,术后24 h疼痛评分低于对照组(P<0.05);观察组首次下床时间比对照组短,下床活动的时间及活动量高于对照组(P<0.05);观察组术后呼吸功能恢复优于对照组(P<0.05);观察组患儿依从性高于对照组,观察组家长满意度高于对照组(P<0.05)。结论对小儿心胸术后给予游戏管理模式干预,可以加快术后恢复,减轻术后疼痛,促进术后早期下床活动及呼吸功能的恢复,并可提高患儿护理依从性及家长对护理的满意度。 展开更多
关键词 游戏管理模式 小儿心胸手术 早期下床活动 呼吸功能 依从性
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面向重大活动电磁安全管控的协同电磁压制方法
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作者 石嘉 李安童 +2 位作者 李赞 肖什贵 魏庆 《电子与信息学报》 EI CAS CSCD 北大核心 2024年第5期1908-1919,共12页
该文研究了复杂环境条件下重大活动安保区域的电磁安全协同压制技术问题。首先采用了城市环境电波传播模型,建模分析了城市复杂电磁环境的特征。其次,针对高效电磁压制与有效避免有害干扰问题,利用势博弈方法设计电磁压制设备协同部署算... 该文研究了复杂环境条件下重大活动安保区域的电磁安全协同压制技术问题。首先采用了城市环境电波传播模型,建模分析了城市复杂电磁环境的特征。其次,针对高效电磁压制与有效避免有害干扰问题,利用势博弈方法设计电磁压制设备协同部署算法,基于此,提出了基于遗传算法的压制设备功率优化方法,实现了电磁压制设备协同工作下干扰功率的高效投送。仿真结果表明,所提出的电磁压制设备位置部署算法可获得与理论最优方法(即遍历算法)近似的优异性能,且运算复杂度更低;在保证相同干扰效果下,所提功率优化算法相较于传统干扰功率分配方法的传输功率降低了50%以上,实现了精准协同管控。 展开更多
关键词 通信干扰 电磁管控 重大安保活动 博弈论 遗传算法
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主动学习视角下互动游戏融入高校微观经济学课堂研究
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作者 陈洁 《江苏商论》 2024年第10期119-122,共4页
本文基于主动学习视角探讨将互动游戏融入高校微观经济学课堂的途径和利弊,并提出相应对策。通过搜集最新文献并结合个人教学经历,结合SWOT方法,分析互动游戏在经济学课程中的应用空间、实现方式以及互动游戏如何提升学生课堂参与度和... 本文基于主动学习视角探讨将互动游戏融入高校微观经济学课堂的途径和利弊,并提出相应对策。通过搜集最新文献并结合个人教学经历,结合SWOT方法,分析互动游戏在经济学课程中的应用空间、实现方式以及互动游戏如何提升学生课堂参与度和学习成绩。互动游戏能够提高学生在课堂上的主动性、参与度和学习效果,但也可能导致学生学习目标不清晰从而影响学习效果。据此,文章提出互动游戏应用于微观经济学课堂的情境,并就其优劣和注意事项进行具体分析并提出实施建议。 展开更多
关键词 主动学习 互动游戏 微观经济学 高校 SWOT
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游戏结合靶向训练对缺血性脑卒中病人上肢功能与日常生活活动能力的影响
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作者 陈杰 钱丹 徐庶 《循证护理》 2024年第2期377-380,共4页
目的:探讨游戏训练与靶向训练结合模式对缺血性脑卒中病人上肢功能与日常生活活动能力的影响。方法:选取2021年2月—2023年2月本院收治的82例缺血性脑卒中病人,按随机数字表法分为两组,对照组(41例)给予常规康复护理,观察组(41例)在常... 目的:探讨游戏训练与靶向训练结合模式对缺血性脑卒中病人上肢功能与日常生活活动能力的影响。方法:选取2021年2月—2023年2月本院收治的82例缺血性脑卒中病人,按随机数字表法分为两组,对照组(41例)给予常规康复护理,观察组(41例)在常规康复护理基础上实施游戏训练与靶向训练结合模式干预。比较两组病人的康复训练依从性、上肢功能、上肢痉挛程度与肌力、日常生活活动能力。结果:干预后,观察组康复依从性、上肢肌力评分、Fugl-Meyer运动功能评分量表(FMA)上肢评分、Barthel指数评分高于对照组(P<0.05);观察组美国国立卫生研究院卒中量表(NIHSS)评分、患侧上肢的Ashworh痉挛量表(MAS)评分低于对照组,差异有统计学意义(P<0.05)。结论:游戏训练与靶向训练结合模式应用于缺血性脑卒中病人中可有效提升其康复依从性,改善神经功能、上肢痉挛程度与肌力,进而达到提升上肢功能与日常生活活动能力的效果。 展开更多
关键词 缺血性脑卒中 游戏训练 靶向训练 上肢功能 日常生活活动能力 护理
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老龄化背景下“新老人”康养游戏设计应用
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作者 邓亚平 张云帆 《丝网印刷》 2024年第17期94-97,共4页
在积极老龄化背景下,提出基于Kinect的康养游戏设计,满足新老人健康需求。分析新老人特征、游戏情感与交互设计,利用blender和Unity构建虚拟环境,通过Kinect采集人体数据识别行为,开发休闲益智类体感游戏。
关键词 积极老龄化 KINECT 康养游戏设计 虚拟环境构建
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户外游戏活动中幼儿语言能力的发展:价值、困境与策略
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作者 王伟 《黑龙江教师发展学院学报》 2024年第1期149-152,共4页
语言是交流和思维的工具。幼儿期是语言能力发展的重要时期,幼儿的语言能力发展于交流和运用中。户外游戏活动依托于具有丰富学习资源的自然环境,涵盖幼儿认知发展的条件,为幼儿提供了大量的语言交流机会,幼儿在自然的交往情境中逐渐形... 语言是交流和思维的工具。幼儿期是语言能力发展的重要时期,幼儿的语言能力发展于交流和运用中。户外游戏活动依托于具有丰富学习资源的自然环境,涵盖幼儿认知发展的条件,为幼儿提供了大量的语言交流机会,幼儿在自然的交往情境中逐渐形成人际交互的意愿。现实情境下的户外游戏活动面临理念陈旧、内容单一和组织失效的三重困境。在儿童本位的理念指引下,创设游戏环境、融入语言元素、提质师幼互动将共同作用于幼儿语言能力的生成与发展。 展开更多
关键词 户外游戏活动 幼儿语言能力发展 价值 困境 策略
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