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31.
This study examined whether persuasive health messages embedded in shooter games have broad or targeted effects on players’ willingness to engage in risk behaviors (N = 145). Participants presented with in-game health messages discouraging alcohol-impaired driving of motor vehicles showed reduced willingness to drink alcohol and to operate both motor and nonmotor vehicles, compared to those in a no-message gaming control condition. There were no spillover effects on willingness to smoke cigarettes or marijuana, thus implying targeted persuasive effects. In addition, players experiencing high instead of low cognitive load showed decreased postexperiment willingness to drink and operate nonmotor vehicles, thus suggesting that playing a game under high cognitive load can influence players’ attitudes. The findings replicate previous research and further expand on knowledge-activation and thought-disruption mechanisms underlying the persuasiveness of health messages.  相似文献   
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Automatic detection of source code plagiarism is an important research field for both the commercial software industry and within the research community. Existing methods of plagiarism detection primarily involve exhaustive pairwise document comparison, which does not scale well for large software collections. To achieve scalability, we approach the problem from an information retrieval (IR) perspective. We retrieve a ranked list of candidate documents in response to a pseudo-query representation constructed from each source code document in the collection. The challenge in source code document retrieval is that the standard bag-of-words (BoW) representation model for such documents is likely to result in many false positives being retrieved, because of the use of identical programming language specific constructs and keywords. To address this problem, we make use of an abstract syntax tree (AST) representation of the source code documents. While the IR approach is efficient, it is essentially unsupervised in nature. To further improve its effectiveness, we apply a supervised classifier (pre-trained with features extracted from sample plagiarized source code pairs) on the top ranked retrieved documents. We report experiments on the SOCO-2014 dataset comprising 12K Java source files with almost 1M lines of code. Our experiments confirm that the AST based approach produces significantly better retrieval effectiveness than a standard BoW representation, i.e., the AST based approach is able to identify a higher number of plagiarized source code documents at top ranks in response to a query source code document. The supervised classifier, trained on features extracted from sample plagiarized source code pairs, is shown to effectively filter and thus further improve the ranked list of retrieved candidate plagiarized documents.  相似文献   
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The current study examined the link between academic enablers and different types of reading achievement measures. Academic enablers are skills and behaviors that support, or enable, students to perform well academically, such as engagement, interpersonal skills, motivation, and study skills. The sample in this study consisted of 61 third‐, fourth‐, and fifth‐grade students (54% male). Academic enablers were rated by classroom teachers via the Academic Competence Evaluation Scales (ACES; DiPerna & Elliott, 2000 ). Four different measures of reading achievement were included: classroom grades, global ratings of reading skills, standardized test scores, and Reading CBM scores. Results indicated that academic enablers were significantly related to each type of reading outcome. Academic enablers accounted for the greatest amount of variance for classroom grades (45%) and the least amount of variance in standardized test scores (11%). Results suggest that academic enablers are an important part of academic success in reading, particularly classroom grades, but when considering the variance accounted for by academic enablers, they alone are not likely to improve Reading CBM scores or standardized test scores.  相似文献   
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Families immigrating to Australia face many challenges integrating into the educational system, including language barriers and interrupted schooling. We have qualitatively evaluated the educational concerns of Arabic migrants from Sudan and Iraq to Melbourne, Victoria, Australia, a city that receives a high percentage of Australia's immigrants. Using an interactive paradigm incorporating focus group discussions for thematic analysis, we concluded that the parents’ frame of reference for education was a more didactic style of learning. Parents viewed education as an essential part of the way forward for their children in Australia. However, it was stressful for them to try to cope with a new host nation's expectation of their involvement in their children's education while at the same time dealing with a language barrier. Professionals should look to empower parents with structural information about the key elements of the educational curriculum with minimal reliance on written technical language and match their expectations of parental involvement to the situation of the parents.  相似文献   
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In several of his papers, Charles S. Peirce illustrates processes of interpreting and understanding signs by examples from second language vocabulary teaching and learning. The insights conveyed by means of these little pedagogical scenarios are not meant as contributions to the psychology of second language learning, but they aim at elucidating fundamental semiotic implications of knowledge acquisition in general. Peirce's semiotic premise that a well‐understood sign is one that represents an object and creates an interpretant is essential to the understanding of how new words and signs in general can be taught and learned. The article argues that Peirce's theory of the object of the sign, especially of the necessity of collateral experience of the object of a sign, can help to understand the riddle posed by of the Meno paradox of the impossibility of learning what we do not yet know. It examines the semiotic implications of the didactic methods of teaching and learning through translation, ostension, mental and real images, as well as metacognition, and it shows how icons, indices, and symbols are essential to learning new words.  相似文献   
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ABSTRACT

The aims of the present study were to provide an in-depth comparison of inter-limb asymmetry and determine how consistently asymmetry favours the same limb during different vertical jump tests. Eighteen elite female under-17 soccer players conducted unilateral squat jumps (SJ), countermovement jumps (CMJ) and drop jumps (DJ) on a portable force platform, with jump height, peak force, concentric impulse and peak power as common metrics across tests. For the magnitude of asymmetry, concentric impulse was significantly greater during the SJ test compared to CMJ (p = 0.019) and DJ (p = 0.003). No other significant differences in magnitude were present. For the direction of asymmetry, Kappa coefficients revealed fair to substantial levels of agreement between the SJ and CMJ (Kappa = 0.35 to 0.61) tests, but only slight to fair levels of agreement between the SJ and DJ (Kappa = ?0.26 to 0.18) and CMJ and DJ (Kappa = ?0.13 to 0.26) tests. These results highlight that the mean asymmetry value may be a poor indicator of true variability of between-limb differences in healthy athletes. The direction of asymmetry may provide a useful monitoring tool for practitioners in healthy athletes, when no obvious between-limb deficit exists.  相似文献   
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ABSTRACT

The objective of this study was to analyse the effect of the use of social networks in smartphones or playing video games on the passing decision-making performance in professional soccer athletes. Participants were 25 male professional soccer athletes (mean ± SD: age 23.4 ± 2.8 years). The participants performed three randomised conditions divided into three groups: control (CON), smartphone (SMA), and video game (VID). Before and after each experimental condition, the Stroop Task assessed the level of induced mental fatigue. Then, the athletes performed a simulated soccer match. A CANON® camera recorded the matches for further analysis on passing decision-making performance. A group effect was identified (< .01) with impairment on passing decision-making performance for the SMA (p = .01, ES = 0.5) and VID (p = .01, ES = 0.5) conditions. We concluded that the use of social networks on smartphones and/or playing video games right before official soccer matches might impair the passing decision-making performance in professional soccer athletes.  相似文献   
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