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41.
In this article, we analyse the impact of academic mobility on the construction of knowledge for Chilean scholars who have studied abroad. We conducted 41 semi-structured interviews with Chilean-born scholars in the social sciences and humanities, who accepted jobs at national research universities in Chile after receiving their doctorates abroad. Findings show that international academic mobility allowed these participants to question legitimised ways of doing knowledge, where they can stretch the academic harness that increasingly rules their knowledge construction. Our main argument is that knowledge construction process is neither linear nor unidimensional and it occurs as a rhizomatic process in a multidimensional space.  相似文献   
42.
Through the analysis of survey and interview data, we investigated the attitudes and perceptions of 32 multilingual teachers of Spanish in Belize, a code-switching (CS) context where Spanish is in intense contact with English and Belizean Kriol. More specifically, we examined teachers’ and students’ attitudes toward Spanish and CS and teachers’ perceptions vis-à-vis students’ attitudes toward Spanish instruction. The study revealed that whereas some teachers held negative views of Northern Belizean Spanish, they did not markedly perceive standard Spanish as “better” than the local variety of Belizean Spanish. The analysis also showed that most teachers had a positive predisposition to the use of CS as a pedagogical tool in their classrooms, a finding that suggests that ultra-normative attitudes toward Spanish varieties are not prevalent among these educators. In view of students’ attitudes, teachers concurred that students had overwhelmingly negative attitudes toward standard Spanish, in line with previous findings. We argue that educational reforms and status-planning efforts are vital to destigmatize Spanish and to promote its maintenance alongside Belizean Kriol and English.  相似文献   
43.
The concepts and instruments required for the teaching and learning of geometric optics are introduced in the didactic process without a proper didactic transposition. This claim is secured by the ample evidence of both wide- and deep-rooted alternative concepts on the topic. Didactic transposition is a theory that comes from a reflection on the teaching and learning process in mathematics but has been used in other disciplinary fields. It will be used in this work in order to clear up the main obstacles in the teaching-learning process of geometric optics. We proceed to argue that since Newton’s approach to optics, in his Book I of Opticks, is independent of the corpuscular or undulatory nature of light, it is the most suitable for a constructivist learning environment. However, Newton’s theory must be subject to a proper didactic transposition to help overcome the referred alternative concepts. Then is described our didactic transposition in order to create knowledge to be taught using a dialogical process between students’ previous knowledge, history of optics and the desired outcomes on geometrical optics in an elementary pre-service teacher training course. Finally, we use the scheme-facet structure of knowledge both to analyse and discuss our results as well as to illuminate shortcomings that must be addressed in our next stage of the inquiry.  相似文献   
44.
The aim of the present study was to conduct an analysis of TIMSS (Trends in International Mathematics and Science Study) 2003 database and to determine how negative school factors, such as aggression, are associated to the mathematical and science achievement of students. The analyses were conducted separately for national and international data. National analyses for Slovenia show significant associations between math and science achievement and the experience of aggressive behaviour. Students who experienced aggressive behaviour scored lower in math and science, both in the fourth and in the eighth grade. The results of the regression analysis show that negative factors, such as aggressive behaviour, are good predictors of educational achievement in Slovenia. International analyses for the selected countries (high‐ and low‐achieving countries from the whole TIMSS population) confirm that this type of finding is culturally impartial as well as valid for the level of achievement both in math and in science.  相似文献   
45.
46.
The aim of this study was to assess the effects of quality of opposition and match status on technical and tactical volleyball performances, as measured by block, attack, serve, and set actions related to the tasks, space, players, and efficacy of selected game actions. Twenty-five matches from the men's World Cup 2007 were notated and through cluster analysis were classified as "high" (HIGH), "intermediate" (INT) or "low" (LOW) quality. The difference between points scored and points allowed was used to define match status. Multinomial logistic regression identified an association of match status with: set direction (likelihood ratio test [LRT]?=?15.5, P?=?0.017) and block typology (LRT?=?9.6, P?=?0.047) in HIGH vs. HIGH matches; attack player (LRT?=?17.4, P?=?0.026) and block typology (LRT?=?9.2, P?=?0.010) in LOW vs. LOW matches; and serve type (LRT?=?17.4, P?=?0.002), block strategy (LRT?=?53.7, P?<0.001), and serve efficacy (LRT?=?26.0, P?=?0.001) in HIGH vs. LOW matches. Results suggest that volleyball teams took more risky decisions in unbalanced situations. They also carried less risk through technical and tactical decisions in balanced and moderate situations whether they had the advantage or not. Therefore, strategic behaviour was affected by the interaction of quality of opposition and match status, providing a better understanding of volleyball game performance and new insights for practice, competition, and research.  相似文献   
47.
Separation and sorting of biological entities (viruses, bacteria, and cells) is a critical step in any microfluidic lab-on-a-chip device. Acoustofluidics platforms have demonstrated their ability to use physical characteristics of cells to perform label-free separation. Bandpass-type sorting methods of medium-sized entities from a mixture have been presented using acoustic techniques; however, they require multiple transducers, lack support for various target populations, can be sensitive to flow variations, or have not been verified for continuous flow sorting of biological cells. To our knowledge, this paper presents the first acoustic bandpass method that overcomes all these limitations and presents an inherently reconfigurable technique with a single transducer pair for stable continuous flow sorting of blood cells. The sorting method is first demonstrated for polystyrene particles of sizes 6, 10, and 14.5 μm in diameter with measured purity and efficiency coefficients above 75 ± 6% and 85 ± 9%, respectively. The sorting strategy was further validated in the separation of red blood cells from white blood cells and 1 μm polystyrene particles with 78 ± 8% efficiency and 74 ± 6% purity, respectively, at a flow rate of at least 1 μl/min, enabling to process finger prick blood samples within minutes.  相似文献   
48.
Journal of Science Education and Technology - The sciences are a complex and especially demanding area of study for undergraduate students, particularly in the earlier years, which are a critical...  相似文献   
49.
Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder awareness for IGL, and allow individuals to practice skills related to it. By interviewing members of the European Union (EU)-funded SILVER-project we aim to find out suitable contexts, interventions and mechanisms that allow us to design such a game. Based on the interviews we found out that the game should be easily contextualized so that it works in—or is easily adapted to—different countries and cultures. For example sports or nature could be such contexts. As for mechanisms and interventions we found out that there are many possibilities. We conclude that such a logical combination of mechanisms and interventions that support the selected context must be chosen.  相似文献   
50.
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL.  相似文献   
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