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61.
62.
A healthy civil society has long been held as vital to a healthy democracy and there is interest in whether the Internet affects this linkage. This paper explores the relationships between offline and online modes of associational life and also analyzes offline and online interactions with local governments in the US context. Based on our empirical analyses of 1,203 respondents, we show that online participation is not simply an extension of offline participation, but can be distinguished in important ways. First, we find that political and community-oriented engagements cluster separately from more private-regarding engagements. Second, participants of online democratic engagement are not characterized by the SES markers associated with offline democratic engagement who are older, have higher incomes, and have lived in the community longer. Finally, we find significant links between democratic engagement with the political system and involvement with political associations (but not social and community-oriented associations). 相似文献
63.
Jensen TK Gulbrandsen W Mossige S Reichelt S Tjersland OA 《Child abuse & neglect》2005,29(12):1395-1413
OBJECTIVE: The present study investigated the context in which children were able to report their child sexual abuse experiences and the children's views as to what made it difficult to talk about abuse and what helped them in the disclosing process. The aim was to study disclosures as they were occurring in their natural settings. METHOD: Data were obtained from therapeutic sessions and follow-up interviews from 20 families with 22 children. These children had said something that made their caregivers concerned about ongoing child sexual abuse. Qualitative analysis was conducted to capture the children's and caregiver's perspectives of the disclosure process. RESULTS: The children felt it was difficult to find situations containing enough privacy and prompts that they could share their experiences. They also were sensitive to others reactions, and whether their disclosures would be misinterpreted. When the children did disclose they did it in situations where the theme of child sexual abuse was in some form addressed or activated. The results indicate that disclosure is a fundamentally dialogical process that becomes less difficult if the children perceive that there is an opportunity to talk, and a purpose for speaking, and a connection has been established to what they are talking about. CONCLUSIONS: It is difficult for children to initiate a conversation about something secret, confusing and distressful, and where there are few conversational routines in a family for talking about such themes. Children also are sensitive to the needs of their caregivers and fear consequences for their family and offender. Children need a supportive structure or scaffold in order to reveal their experiences of child sexual abuse. 相似文献
64.
In the light of substantial improvements to the quality and availability of virtual reality (VR) hardware seen since 2013, this review seeks to update our knowledge about the use of head-mounted displays (HMDs) in education and training. Following a comprehensive search 21 documents reporting on experimental studies were identified, quality assessed, and analysed. The quality assessment shows that the study quality was below average according to the Medical Education Research Study Quality Instrument, especially for the studies that were designed as user evaluations of educational VR products. The review identified a number of situations where HMDs are useful for skills acquisition. These include cognitive skills related to remembering and understanding spatial and visual information and knowledge; psychomotor skills related to head-movement, such as visual scanning or observational skills; and affective skills related to controlling your emotional response to stressful or difficult situations. Outside of these situations the HMDs had no advantage when compared to less immersive technologies or traditional instruction and in some cases even proved counterproductive because of widespread cybersickness, technological challenges, or because the immersive experience distracted from the learning task. 相似文献
65.
Effects of craniofacial deformity in infancy on the quality of mother-infant interactions 总被引:1,自引:0,他引:1
Self-report and behavioral observation procedures were used to assess the quality of mothers' interactions with facially deformed infants. This assessment strategy also provided an opportunity to evaluate the hypothesis that parents of facially deformed infants may deny or be unaware of deficits in their relationships with these children. 10 mothers, 5 with unattractive/craniofacially deformed infants and 5 with normal infants, completed self-report measures of stress, social support, satisfaction with parenting, and general life satisfaction. Mother-infant interactions were videotaped and rated on discrete and global behavioral measures. Results revealed that mothers of deformed infants rated their parental satisfaction and current life satisfaction more positively than did mothers of normal infants. However, these same mothers were observed to behave in a consistently less nurturant manner than mothers of normal children. These results suggest that infant facial deformity/unattractiveness may affect the quality of infant-caregiver interactions without parental awareness. 相似文献
66.
Knowledge,Action and Pro-environmental Behaviour 总被引:1,自引:2,他引:1
Bjarne Bruun Jensen 《Environmental Education Research》2002,8(3):325-334
This article begins by clarifying and discussing the concept of 'pro-environmental behaviour', which (implicitly) constitutes the central concept--or aim--of environmental education in the article. This is followed by a discussion of the concept of knowledge per se and its position in working with environmental problems. These two concepts require further refinement if research efforts are to make a contribution to the development of environmental education. A few examples and conceptual models will be proposed to clarify the discussion. Finally, comments and suggestions are offered for an elaboration of the model proposed by Kollmuss and Agyeman. This present article primarily draws on research and insights into environmental education in schools. Furthermore, the article primarily explores work with environmental problems in Danish schools and focuses on the general pedagogical dimensions of work done in schools in order to relate these directly to issues discussed by Kollmuss and Agyeman. 相似文献
67.
Summary Adults have tried to identify and to seek complex explanations for Potter's success. She explained it simply: “It is much
more satisfactory to address a real live child. I often think that was the secret of the success of Peter Rabbit; it was written
to a child—not made to order” (Lane, 1976, p. 183). She felt the more spontaneous the pleasure, the better the result.
You are encouraged to heed Potter's advice. Address the real live child as you enjoy the pleasure of this adventure into the
life and times of Beatrix Potter and all her animal friends. 相似文献
68.
There is a vast terrain of emerging research that explores recent innovations in digital games, particularly as they relate to questions of teaching and learning science. One such game, Citizen Science, was developed to teach players about the practice of citizen science as well as lake ecology. Citizen science is a pedagogy that has a long history within the scientific community, engaging the public in ongoing community and environmental surveys to collect data for existing small-scale studies. More recently, citizen science has gained traction as an educational context for teaching and learning science in ways that connect to students?? lives and interests. By placing citizen science within the realm of digital worlds, Matthew Gaydos and Kurt Squire invite new possibilities for knowledge to become more kinetic, moving in multiple directions. In this article we discuss some of the tensions we experienced as we explored the digital game, Citizen Science. We highlight questions about narrative and complexity, emergent game play and transfer to encourage thinking about the development and implementation of games such as Citizen Science. 相似文献
69.
70.