首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   40篇
  免费   0篇
  2021年   1篇
  2020年   1篇
  2019年   3篇
  2018年   2篇
  2017年   2篇
  2016年   2篇
  2015年   2篇
  2014年   2篇
  2013年   10篇
  2012年   4篇
  2011年   2篇
  2009年   2篇
  2007年   2篇
  2006年   1篇
  2005年   1篇
  2004年   2篇
  2003年   1篇
排序方式: 共有40条查询结果,搜索用时 31 毫秒
21.
Humans have modified their environments for millennia, but the role of these impacts on economic and social strategies among communities can be difficult to assess. This is due in part to the difficulty of quantifying impacts, which hinders our evaluations of the effects of different resource acquisition strategies and impairs attempts to understand competing demands on resources and their effects on the evolution of social relations. In this paper we employ footprint analysis, a tool used in ecology, to assess the impact of prehistoric subsistence farming communities on the environment, specifically faunal resources. We use footprint analysis to quantify the impact of various strategies of game acquisition by Classic Mimbres period (AD 1000-1130) farmers in the North American Southwest. Assessments are then employed in identifying changes in social relations among communities that may have contributed to settlement changes in the region.  相似文献   
22.
What is a “historical” video game, let alone a successful one? It is difficult to answer this question because all our definitions of history have been constructed in a linear‐narrative cultural context that is currently being challenged and in large part displaced by digital media, especially video games. I therefore consider this question from the point of view of historical semantics and in relation to the impact of digital technology on all aspects of the historiographical operation, from the establishment of digital archives, to the production of e‐texts, to the digital remediation of visual modes of historical representation. Seen from this dual perspective, video games appear to participate in a process of spatialization and virtualization of historical semantics. In the first place, video games have begun to detach the notion of history from its double reference to the past and to the real—“what essentially happened”—that it had acquired at the end of the eighteenth century. Second, they also challenge the semiotic production of “historic events” that has characterized the construction of modern historical consciousness. Historical video games, in other words, replace representation with simulation and presence with virtuality, thereby marginalizing the oscillation of the modern historical imagination between historical facts and historic events, transcendence and immanence, representation and presence. Although digital reworkings of historical semantics have not produced any grammatical transformation of the signifier, history—nor does this essay propose one—I do argue that the impact of video games on our contemporary historic(al) culture is of paradigmatic proportions similar to those described by Reinhart Koselleck for the dawn of the modern age. Focusing on one of the most successful contemporary video games, Sid Meier's Civilization, I show how the remediation of cinematic genres by video games is pushing the processes of de‐temporalization and de‐referentialization of history toward the formation of a new notion of the historical that may be conceptualized as the inversion of the classic Aristotelian paradigm: history has replaced poetry and philosophy as the realm of the possible.  相似文献   
23.
Documentary films have often taken a pivotal role in strategies to internationalize (geography) curricula and classrooms, being used as a method of bringing the world to the classroom. These documentaries overwhelmingly take ethnographic form. Problematically, the documentary gaze is characteristically that of an outside film crew and narrator mediating relationships between the “subjects” of the documentary and the ways they are heard and seen. Yet other forms of documentary also exist, including those offering autoethnographic perspectives to viewers. Autoethnographic documentaries offer a highly promising resource for internationalization of the geography curriculum, providing careful, analytic, theoretically-informed understandings of documentarians’ own worlds – which may be in the next neighbourhood or on the other side of the planet. This paper reviews documentaries as curriculum-internationalizing learning-and-teaching resources before going on to examine the flaws of “traditional” ethnographic documentary in this endeavour. It makes the case for greater – though not necessarily exclusive – use of autoethnographic films in our work to educate global citizens and provides some preliminary resources for locating and evaluating this form of film. As such it contributes not only to critical pedagogy surrounding internationalization of the geography curriculum but also to filmic geography.  相似文献   
24.
网络经济时代,随着地理区位的弱化,传统地理学面临着如何在网络经济领域找到切入点的问题。本文以"天龙游"推出为契机,探讨网络游戏旅游这种新的旅游形式,以此作为地理学的切入点和传统旅游产业的创新点之一。由于网络游戏是一种特殊的旅游资源,不能同于传统资源的开发方式,所以本文尝试设计了一个新的开发模型-螺旋模型,并重点阐述了该模型的应用流程。  相似文献   
25.
任中海 《攀登》2007,26(5):111-112
我国少数民族传统体育内容丰富,形式多样,反映出我国各少数民族文化的丰富内涵。在新时期,随着市场经济的发展,民族传统体育呈现出新的特点。只有顺应社会发展需求,不断改革传统体育存在的不适宜社会发展的内容,我国的少数民族传统体育运动会才能呈现出勃勃生机。  相似文献   
26.
宣传片在塑造目的地形象和激发旅游兴趣上的作用不可忽视,但聚焦于宣传片对旅游目的地形象(TDI)感知过程的影响研究较少。以巴厘岛为案例,通过实验法探索旅游者感知形象变化过程。研究结果如下:①宣传片能够影响潜在旅游者的TDI感知,不同类型的宣传片影响效果存在差异。②潜在旅游者的原生形象呈现“粗线条、点集中”的特征;引致形象感知细节增加,要素种类增多,整体形象偏向性明显。③研究基于选择性注意理论和Baddeley工作记忆模型剖析了旅游者对TDI感知变化的内在机制,发现从原生形象到引致形象存在视觉选择性注意和信息加工的过程。研究结果为目的地营销组织(DMO)应对突发事件推出宣传片进行营销提供了一定的借鉴和启示。  相似文献   
27.
In the present article it is argued that Pieter de la Court's Political Maxims of the State of Holland presented a remarkably consistent grand strategy for Holland in relation to its Dutch allies and the European powers. I present an outline of this strategy, which was built around the accomplishment and defence of commercial goals; I sketch a historical context that takes into account the general historical shift from tribute-taking agrarian societies towards commercial wealth-generating polities, and also the violent contemporary military and ideological background against which De la Court's strategy stands out; I argue that his strategy can be understood by his use of three basic game theoretic concepts (prisoner's dilemma, assurance game and free-riding); and I stress the distinctive character of De la Court's work, by comparing the practical and strategic use of these concepts in the Maxims with the function of the same concepts in the philosophical contract theories of Thomas Hobbes and Benedict de Spinoza.  相似文献   
28.
This article discusses the process and findings of a study in which video annotation (VideoANT) and a learning management system (LMS) were implemented together in the microteaching lessons of fourth-year geography student teachers. The aim was to ensure adequate assessment of and feedback for each student, since these aspects are, in general, a shortcoming of micro-lesson facilitation. VideoANT is an online environment synchronizing web-based video application with timeline-based text annotations, and it was imported into and managed in the university's LMS called eFundi. The web videos of the geography students' micro-lessons on VideoANT were made accessible by the lecturer according to a rotational time schedule managed in eFundi. This enabled students to assess fellow students' micro-lessons in a collaborative blended learning environment and to receive feedback on their own lessons. Qualitative as well as quantitative data were collected, and the results indicate that geography student teachers held positive views of these technology applications for geography microteaching in particular and for their teaching training in general.  相似文献   
29.
陈芳 《安徽史学》2012,(1):38-45
甲午战争之后以张之洞为代表的地方督抚将强兵与教育当作富国图强的第一要务。基于人才匮乏,选择向日本派遣留学生,试图借助日本的教育资源作为解决瓶颈的捷径;事与愿违的是留日学生迅速觉醒,他们种种"反叛"行径使督抚们的名誉声望和辖区统治受到严重挑战。为此,张之洞等采用加强行政管理、严格选送学生、强化政治思想监控、参与制定留学生的考核办法和恩威并重等策略与留日学生展开政治博弈,但是,学生们的革命思想日渐成熟,在满、汉矛盾加剧的政治环境下,在辛亥革命前夕,这场政治博弈胜负已经底定。  相似文献   
30.
This article provides evidence from a 4-year longitudinal study on the comparative use of illustrative video podcasts during Economic Geography lectures vis-à-vis traditional educational methods in order to guide pedagogic practice and future research on the relative merits of technology-enhanced learning in higher education. Key benefits derived from the introduction of video podcasts identified in this study included positive affective and cognitive attitudes of students towards educational technologies, increased teacher satisfaction and improved teaching evaluations. Key challenges included negative impact of video podcasts on student behaviour (attendance and broader engagement), and uncertain impact on learning performance (exam scores). The study highlights the benefit of sequencing the improvements to the learning/teaching process, starting with a module review and revised content, before proceeding towards the integration of learning technologies into the content delivery. More broadly, the paper calls for pedagogy to remain vigilant, critically reflecting on the intricate relationship between educational technologies, teaching content, and the wider socio-political context.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号