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151.
Background: Systematic reviews can provide accurate and timely information on adverse effects. An essential part of the systematic review process is a thorough search of the literature. This often requires searching many different sources. However, it is unclear which sources are most effective at providing information on adverse effects. Objective: To identify and summarise studies that have evaluated sources of information on adverse effects. Methods: Studies were located by searching in 10 databases as well as by reference checking, hand searching, citation searching and contacting experts. Results: A total of 6218 citations were retrieved yielding 19 studies which met the inclusion criteria. The included studies tended to focus on the adverse effects of drug interventions and compare the relative value of different sources using the number of relevant references retrieved from searches of each source. However, few studies were conducted recently with a large sample of references. Conclusions: This review suggests that embase , Derwent Drug File, medline and industry submissions may potentially provide the greatest number of relevant references for information on adverse effects of drugs. However, a systematic evaluation of the current value of different sources of information for adverse effects is urgently required.  相似文献   
152.
Despite the potential of augmented reality (AR) in enabling students to construct new understanding, little is known about how the processes and interactions with the multimedia lead to increased learning. This study seeks to explore the affordances of an AR tool on learning that is focused on the science concept of magnets and magnetic fields. Seventy students in grades 5 through 7 participated in the study in a non- AR or AR condition. Findings showed that students in the AR condition interacted with the magnets significantly longer and demonstrated higher amounts of teamwork. In interviews, students identified five affordances of the AR on learning that are closely related to the literature on dynamic visualizations, such as the ability to visualize invisible phenomenon and scaffolds that focus attention on relevant information.  相似文献   
153.
This study examines Twitter use by the central government in Korea and the federal government in the USA by employing the webometric technique to extract their Twitter activity (basic Twitter statistics such as the numbers of followers, followings, and Tweets) and the social network analysis technique to map the relationship between their Twitter accounts and the direction of outlinks in their Tweets. The results of the initial analysis indicate some differences in Twitter strategies between the two governments. For example, Korean ministries were well connected through a dense network, engaged in collective cooperation, and retweeted common content to reinforce their collective agendas regardless of their main administrative functions, whereas US government departments were less collective and more individualistic and retweeted those messages that specifically fit the purpose of each department. In addition, the results for outlinks indicate that US government departments preferred private sources of information, whereas Korean ministries, government sources.  相似文献   
154.
The random walk of spherical living cells on a silicon dioxide glassy substrate was studied experimentally and numerically. This random walk trajectory exhibited erratic dancing, which seemingly obeyed anomalous diffusion (i.e., Lévy-like walk) rather than normal diffusion. Moreover, the angular distribution (−π to π) of the cells'' trajectory followed a “U-shaped pattern” in comparison to the uniform distribution seen in the movements of negatively charged polystyrene microspheres. These effects could be attributable to the homeostasis-driven structural resilient character of cells and physical interactions derived from temporarily retained nonspecific binding due to weak forces between the cells and substrates. Our results provide new insights into the stochastic behavior of mesoscopic biological particles with respect to structural properties and physical interactions.  相似文献   
155.
Game-based assessment (GBA), a specific application of games for learning, has been recognized as an alternative form of assessment. While there is a substantive body of literature that supports the educational benefits of GBA, limited work investigates the validity and generalizability of such systems. In this paper, we describe applications of learning analytics methods to provide evidence for psychometric qualities of a digital GBA called Shadowspect, particularly to what extent Shadowspect is a robust assessment tool for middle school students' spatial reasoning skills. Our findings indicate that Shadowspect is a valid assessment for spatial reasoning skills, and it has comparable precision for both male and female students. In addition, students' enjoyment of the game is positively related to their overall competency as measured by the game regardless of the level of their existing spatial reasoning skills.

Practitioner notes

What is already known about this topic:
  • Digital games can be a powerful context to support and assess student learning.
  • Games as assessments need to meet certain psychometric qualities such as validity and generalizability.
  • Learning analytics provide useful ways to establish assessment models for educational games, as well as to investigate their psychometric qualities.
What this paper adds:
  • How a digital game can be coupled with learning analytics practices to assess spatial reasoning skills.
  • How to evaluate psychometric qualities of game-based assessment using learning analytics techniques.
  • Investigation of validity and generalizability of game-based assessment for spatial reasoning skills and the interplay of the game-based assessment with enjoyment.
Implications for practice and/or policy:
  • Game-based assessments that incorporate learning analytics can be used as an alternative to pencil-and-paper tests to measure cognitive skills such as spatial reasoning.
  • More training and assessment of spatial reasoning embedded in games can motivate students who might not be on the STEM tracks, thus broadening participation in STEM.
  • Game-based learning and assessment researchers should consider possible factors that affect how certain populations of students enjoy educational games, so it does not further marginalize specific student populations.
  相似文献   
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