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201.
202.
Traditionally, transmission of cultural knowledge between generations in Micronesia was the role of family, in particular parents and grand parents. To what extent is that role still important today? In this article, we draw on data obtained from questionnaires distributed to high school and primary school children throughout Micronesia in 2002 and 2003 to consider how culture is being transferred between generations today. We argue the importance of local communities being closely involved in all aspects of formal education including developing and managing schools and their curricula to ensure that local aspirations are satisfied. Micronesian children have expressed preferences for favourite food, drink, and entertainment that follow international trends closely and are moving away from traditional choices. The data also show a shift away from traditional family-based cultural education to a more formal school-based model that emphasises the importance of teachers being familiar and sympathetic with local culture. 相似文献
203.
Dirk T. Tempelaar Alexandra Niculescu Bart Rienties Wim H. Gijselaers Bas Giesbers 《The Internet and Higher Education》2012,15(3):161-169
This empirical study investigates students' learning choices for mathematics and statistics in a blended learning environment, composed of both online and face-to-face learning components. The students (N = 730) were university freshmen with a strong diversity in prior schooling and a wide range of proficiency in quantitative subjects. In this context, we investigated the impact that individual differences in achievement emotions (enjoyment, anxiety, boredom, hopelessness) had on students' learning choices, in terms of the intensity of using the online learning mode versus the face-to-face mode. Unlike the general level of learning activities, which is only minimally influenced by achievement emotions, these emotions appear to have a moderately strong effect on a student's preference for online learning. Following this, we explored the antecedents of achievement emotions. Through the use of path-modeling, we conclude that while goal setting behavior only marginally impacts achievement emotions, effort views—a crucial component of the social-cognitive model of implicit theories of intelligence—have a substantial impact on achievement emotions. 相似文献
204.
Dirk Dohse 《Research Policy》2000,29(9)
Only recently, it has been argued that technology policy should give more attention to the regions as they could play a key role in the process of technological change. The German Federal Government has tried to do so by initiating a contest in which Germany's leading Biotech regions competed for a given amount of public funding. This paper reports on the aims, the conceptual design and the results of the BioRegio contest (BRC) and tries to place it into a broader theoretical context. It is shown that the new policy instrument cannot solve the fundamental information problem associated with government intervention into the process of technological change, but that it goes into the right direction by taking the regions seriously and giving prominence to the well-functioning interplay of the various elements of regional innovation systems. 相似文献
205.
儿童和青少年时期系统的足球训练,可以促进年轻足球运动员专项技能和专项体能的发展。旨在结合最新的研究成果、科学知识和应用实践,区分5岁到成年足球运动员的训练目标和方法,审视足球长期教育过程是否符合现代足球训练、运动表现和比赛的要求。强调各个年龄组足球运动员应有特定的足球教育理念、训练目标和方法,这对青春期(U15和U17)及青春期后(U19和U21)的足球运动员尤其重要,因为他们必须准备并确保顺利过渡到精英足球运动员水平。 相似文献
206.
John W. Fantuzzo Cynthia A. Rohrbeck A. Dirk Hightower William C. Work 《Psychology in the schools》1991,28(2):175-181
This study examined teacher reports of reward use and students' preferences for rewards across elementary school grades. Forty-eight urban elementary school teachers indicated which of four basic categories of rewards (edible, tangible, activity, and social rewards) they use in their classrooms and their evaluation of the effectiveness of these rewards for their age group of students. Ninety-eight second through fifth graders randomly selected to represent the students assigned to these teachers were individually administered a reward preference survey. Findings revealed high reward use by teachers. Children reported a wide variety of reward preferences, with no significant gender or age differences found. Additionally, there was no clear relationship between teacher use and children's preferences. Implications for intervention programming are discussed. 相似文献
207.
Sofie Debaere Christophe Delecluse Dirk Aerenhouts Friso Hagman Ilse Jonkers 《Sports biomechanics / International Society of Biomechanics in Sports》2017,16(4):452-462
The aim of this study was to investigate differences in joint power generation between well-trained adult athletes and young sprinters from block clearance to initial contact of second stance. Eleven under 16 (U16) and 18 under 18 (U18) promising sprinters executed an explosive start action. Fourteen well-trained adult sprinters completed the exact same protocol. All athletes were equipped with 74 spherical reflective markers, while an opto-electronic motion analysis system consisting of 12 infrared cameras (250 Hz, MX3, Vicon, Oxford Metrics, UK) and 2 Kistler force plates (1,000 Hz) was used to collect the three-dimensional marker trajectories and ground reaction forces (Nexus, Vicon). Three-dimensional kinematics, kinetics, and power were calculated (Opensim) and time normalised from the first action after gunshot until initial contact of second stance after block clearance. This study showed that adult athletes rely on higher knee power generation during the first stance to induce longer step length and therefore higher velocity. In younger athletes, power generation of hip was more dominant. 相似文献
208.
Yizhen Huang Eric Richter Thilo Kleickmann Dirk Richter 《British journal of educational technology : journal of the Council for Educational Technology》2023,54(2):467-488
Video is a widely used medium in teacher training for situating student teachers in classroom scenarios. Although the emerging technology of virtual reality (VR) provides similar, and arguably more powerful, capabilities for immersing teachers in lifelike situations, its benefits and risks relative to video formats have received little attention in the research to date. The current study used a randomized pretest–posttest experimental design to examine the influence of a video- versus VR-based task on changing situational interest and self-efficacy in classroom management. Results from 49 student teachers revealed that the VR simulation led to higher increments in self-reported triggered interest and self-efficacy in classroom management, but also invoked higher extraneous cognitive load than a video viewing task. We discussed the implications of these results for pre-service teacher education and the design of VR environments for professional training purposes.
Practitioner notes
What is already known about this topic- Video is a popular teacher training medium given its ability to display classroom situations.
- Virtual reality (VR) also immerses users in lifelike situations and has gained popularity in recent years.
- Situational interest and self-efficacy in classroom management is vital for student teachers' professional development.
- VR outperforms video in promoting student teachers' triggered interest in classroom management.
- Student teachers felt more efficacious in classroom management after participating in VR.
- VR also invoked higher extraneous cognitive load than the video.
- VR provides an authentic teacher training environment for classroom management.
- The design of the VR training environment needs to ensure a low extraneous cognitive load.
209.
210.
David Gibson Vitomir Kovanovic Dirk Ifenthaler Sara Dexter Shihui Feng 《British journal of educational technology : journal of the Council for Educational Technology》2023,54(5):1125-1146
This paper discusses a three-level model that synthesizes and unifies existing learning theories to model the roles of artificial intelligence (AI) in promoting learning processes. The model, drawn from developmental psychology, computational biology, instructional design, cognitive science, complexity and sociocultural theory, includes a causal learning mechanism that explains how learning occurs and works across micro, meso and macro levels. The model also explains how information gained through learning is aggregated, or brought together, as well as dissipated, or released and used within and across the levels. Fourteen roles for AI in education are proposed, aligned with the model's features: four roles at the individual or micro level, four roles at the meso level of teams and knowledge communities and six roles at the macro level of cultural historical activity. Implications for research and practice, evaluation criteria and a discussion of limitations are included. Armed with the proposed model, AI developers can focus their work with learning designers, researchers and practitioners to leverage the proposed roles to improve individual learning, team performance and building knowledge communities.
Practitioner notes
What is already known about this topic- Numerous learning theories exist with significant cross-over of concepts, duplication and redundancy in terms and structure that offer partial explanations of learning.
- Frameworks concerning learning have been offered from several disciplines such as psychology, biology and computer science but have rarely been integrated or unified.
- Rethinking learning theory for the age of artificial intelligence (AI) is needed to incorporate computational resources and capabilities into both theory and educational practices.
- A three-level theory (ie, micro, meso and macro) of learning that synthesizes and unifies existing theories is proposed to enhance computational modelling and further develop the roles of AI in education.
- A causal model of learning is defined, drawing from developmental psychology, computational biology, instructional design, cognitive science and sociocultural theory, which explains how learning occurs and works across the levels.
- The model explains how information gained through learning is aggregated, or brought together, as well as dissipated, or released and used within and across the levels.
- Fourteen roles for AI in education are aligned with the model's features: four roles at the individual or micro level, four roles at the meso level of teams and knowledge communities and six roles at the macro level of cultural historical activity.
- Researchers may benefit from referring to the new theory to situate their work as part of a larger context of the evolution and complexity of individual and organizational learning and learning systems.
- Mechanisms newly discovered and explained by future researchers may be better understood as contributions to a common framework unifying the scientific understanding of learning theory.