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The objective of this study was to determine which chemical treatment used for disinfecting water in indoor swimming pools had the least impact on users' perceptions of health problems, and which generated the greatest satisfaction with the quality of the water. A survey on satisfaction and perceived health problems was given to 1001 users at 20 indoor swimming pools which used different water treatment methods [chlorine, bromine, ozone, ultraviolet lamps (UV) and salt electrolysis]. The findings suggest that there is a greater probability of perceived health problems, such as eye and skin irritation, respiratory problems and skin dryness, in swimming pools treated with chlorine than in swimming pools using other chemical treatment methods. Pools treated with bromine have similar, although slightly better, results. Other factors, such as age, gender, time of day of use (morning and afternoon) and type of user (competitive and recreational), can also affect the probability of suffering health problems. For all of the above, using combined treatment methods as ozone and UV, or salt electrolysis produces a lower probability of perceived health problems and greater satisfaction.  相似文献   
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Science literacy includes understanding technology. This raises questions about the role of technology in science education as well as in general education. To explore these questions, this article begins with a brief history of technology education as it relates to science education and discusses how new conceptions of science and technological literacy are moving beyond the dichotomies that formerly characterized the relationship between science and technology education. It describes how Benchmarks for Science Literacy, the National Science Education Standards, and the Standards for Technological Literacy have been making a case for introducing technology studies into general education. Examples of specific technological concepts fundamental for science literacy are provided. Using one example from the design of structures, the article examines how understanding about design (i. e., understanding constraints, trade‐offs, and failures) is relevant to science literacy. This example also raises teaching and learning issues, including the extent to which technology‐based activities can address scientific and technological concepts. The article also examines how research can provide guides for potential interactions between science and technology and concludes with reflections on the changes needed, such as the creation of curriculum models that establish fruitful interactions between science and technology education, for students to attain an understanding of technology. © 2001 John Wiley & Sons, Inc. J Res Sci Teach 38: 715–729, 2001  相似文献   
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This article reports on a six‐week online capacity learning and telementoring program at the Universities of the Canary Islands. Firstly, the authors give their view of online training and mentorship perspectives. They structure the argument introducing concepts about the mentor method. Simultaneously, the empirical project is illustrated with a case study: the University Teaching Professional Development (UTPD), a University training program for the development of curriculum and teaching capacities with reference to change within university teaching programs. Finally, the authors discuss the results, which lead to improvement, focusing on the difficulties of learning and practice of capacities within an online training course.  相似文献   
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Both the origin and development of artificial intelligence (AI) are connected with the origin and development of computers. Computers play a very important role in engineering education. AI influences such disciplines like CAD, CASE, CAE, and others. The specific experience concerning AI education at a technical university has been gathered in this paper. There is stressed need of good balance between theoretical background and individual training with computers as well as importance of personal experience in solving practical AI.  相似文献   
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The objective of this study centres on identifying and classifying the conceptions of teaching and learning held by future secondary school teachers, and on analysing the relationship between these conceptions and the way classroom space is organized and exams are designed. The test instruments used were applied to a sample of 138 graduates, who were all following the Pedagogical Aptitude Course (CAP) during the academic year 2002/03. Results show that the more traditional teaching/learning models are related to a more vertical classroom layout. Significant correlations between beliefs and exam demands were also found.  相似文献   
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Purpose: This paper demystifies the processes, methodologies and outputs of three co-design projects, identifying how and to what extent are aims and principles of the multi-actor approach realised and upheld in the field. Implications from the cases for participatory principles are discussed.

Design/Methodology/approach: A detailed ethnographic account is presented of three multi-actor co-design cases, supporting diverse readers’ interpretations and learnings.

Findings: Three paradoxes were identifiable from the multi-actor processes: (1) outputs can be orphaned when they lack strong identifiers and affiliations with discrete professional communities outside of the co-design team; (2) combining diverse knowledges co-design can generate outputs that are new and strange (rather than familiar and acceptable) to end-users; (3) for Responsible Research and Innovation, co-creating interventions that are challenging (rather than popular) to society may be required.

Practical implications: Awareness of dynamics and paradoxes arising in the implementation of multi-actor co-design supports enhanced facilitation of processes and impacts of outcomes. Together, the paradoxes highlight the critical importance of communications and engagement initiatives across diverse communities in the aftermath of co-design efforts.

Theoretical implications: Although co-design processes are case-dependent, reflexive accounts of how they play out contribute to the body of knowledge of how co-design may be better understood. The cases in this paper identify paradoxes with implications for principles and theory of multi-actor co-design.

Originality/Value: This paper presents a detailed account of three unique co-design processes. Practical and theoretical implications of the cases are identified.  相似文献   

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