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101.
Brian Findsen 《Studies in Philosophy and Education》2007,26(6):545-559
Central tenets of Freirean philosophy and pedagogy are explored and applied to the emerging field of older adults’ learning
(educational gerontology), a sub-field of adult education. I argue that many of Freire’s concepts and principles have direct
applicability to the tasks of adult educators working alongside marginalized older adults. In particular, Freire’s ideas fit
comfortably within a critical educational gerontology approach as they challenge prevailing orthodoxies and provide a robust
analytical framework from which radical adult educators can work effectively in promoting social transformation.
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Brian FindsenEmail: |
102.
内部动机与外部动机的关系 总被引:27,自引:2,他引:25
内部动机与外部动机的关系问题在20世纪90年代重新成为动机研究的热点。该文综述了内部动机与外部动机关系的实验研究与理论研究状况。认为实验研究经历了外部动机削弱内部动机、外部动机与内部动机共存、外部动机能够对内部动机产生促进作用三个阶段,研究者的心理学立场是造成分歧结果出现的重要原因;不同的理论模式各有所长,尤其是自我决定理论的新进展“有机辨证元理论”中关于需要的阐述是近期动机研究的亮点,在更高层次上实现了对内部动机与外部动机关系的整合。并提出探讨内部动机与外部动机具体成分之间的关系,检验特质状态与情境状态中二者的相互作用,及心理需要对情境与动机的中介机制应当成为未来研究的方向 相似文献
103.
This paper explores the historic philosophical contributions ofMill and Marx toward a comprehensive conception of intellectual freedomas a basic educational entitlement. In a perhaps surprising confluence,Marx's theory of a material base for freedom of thought is then extendedin a discussion of contemporary freedoms including, importantly,academic freedom and its implication for teaching, the profession andits training. 相似文献
104.
This paper reviews and augments important work in philosophy of education on intrinsic aims for education, of knowledge, of knowledge of values, and of rationality. A contemporary conception of knowledge as ``rationality's `data-base' is proposed and an in-depth section on the intrinsic value of rationality is incorporated. 相似文献
105.
Louisa R. Livingston 《Group》2001,25(1-2):59-73
This paper examines transferences toward the male/female co-therapists within a developmental context, using concepts from self psychology, intersubjectivity, and infant research. In addition, it proposes that some individuals have selfobject needs specifically related to the parental unit, so triadic relationships can influence one's development. Clinical examples elucidate the repetitive and selfobject dimensions of the transferences within the intersubjective field formed by the triad of a patient and the male and female co-therapists. 相似文献
106.
107.
Empirical results are presented from school-based interventions in three California counties that are pioneering participants in a carefully evaluated effort to create an innovative system of care for youth with severe emotional disturbance. Data are presented about the educational attendance and achievement of youth enrolled in clinical and academic programs designed to provide collaborative mental health and education services. Attendance levels were uniformly high. The youth were below expected grade level as measured by standardized tests at program admission. Across programs, two counties demonstrated grade level increases of one year or more for one year in school on all subscales of established measures of educational achievement. The third county demonstrated increases of slightly less than one year on two of three subscales of the educational achievement measures. These results are the first from a multisite demonstration of integrated education and mental health programs embedded within a broader system of care for youth. The findings, combined with those from our prior studies, illustrate that is possible to reduce and control placements in restrictive levels of care while improving the academic performance of a vast majority of the youth enrolled in specialized programs within the care systems. 相似文献
108.
John Colwell Clare Grady Sarah Rhaiti 《Journal of community & applied social psychology》1995,5(3):195-206
Playing computer games has become an increasingly popular leisure time activity amongst adolescents, but concerns have been expressed over possible associated consequences. One research area has investigated reasons for playing, and two prior explanations relate it to the functional concepts of ‘electronic friendship’ and ‘self-esteem’. A questionnaire study was conducted among 120 adolescents to obtain information on a number of measures including gratification of needs and self-esteem. Results showed that playing computer games is equally popular with males and females, but males spend more time on it. Positive correlations between playing and items on the needs scales were obtained. In particular males who were heavy players scored highly on the ‘preference to friends’ need, but interestingly they were also likely to see their friends more often outside school, thus providing no support for the theory that computer games are taking the place of normal social interaction. For females there was evidence of a negative relationship between self-esteem and need gratification through playing computer games. However more adolescents spend much more time watching television than playing computer games. These results are discussed in the context of previous research. 相似文献
109.
We examined the educational implications of newborn screening for cystic fibrosis (CF) as performed by combining the measurement of immunoreactive trypsin with analysis for the most common CF mutation, F508. Four out of 77 (5%) of maternity staff from 11 hospitals in rural New South Wales, Australia had learned about the salient features of the screening protocol from a pamphlet distributed from a central laboratory. In comparison, a didactic lesson resulted in a significantly greater (p<0.00006) number of maternity staff learning about the salient features of the screening protocol. Most maternity staff expanded their explanation to parents of newborn babies because of the didactic lesson. 相似文献
110.
Designing an aesthetic interaction is an important issue for Interaction Design (ID) and Human-Computer Interaction (HCI). While a number of frameworks exist, the experimental study of potential underlying principles remains rare. In this paper, we suggest that particular interaction attributes (e.g., “fast”) are systematically related to particular experiential qualities (e.g., “feeling competent”) and that interaction “feels better” if interaction matches the intended experience. A laboratory study (N = 32) explores this notion by testing two different ways of interacting within the same activity (opening a wine bottle) in two different experiential scenarios (focusing on relatedness, focusing on competence). Two corkscrews with different interaction profiles were used: one assumed to support a feeling of competence and the other to support relatedness. As expected, we found systematic shifts in preferences for specific corkscrews, differences in affective experience and in the relationships between interaction attributes and experiential qualities depending on the fit of interaction to the experience. 相似文献