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The effects of ability grouping in schools on students' self-concept were examined in a sample of 23 secondary schools with a range of structured ability groupings. Measures of general self-concept, academic self-concept, and achievement were collected from over 1600 students aged 14–15 years and again two years later. Students' academic self-concept, but not their general self-concept, was related to the extent of ability grouping in the school attended. Subject-specific facets of academic self-concept were not related to the number of years of ability grouping students had experienced in English, mathematics and science; however, they were related to students' position in the grouping hierarchy, with students in high-ability groups having significantly higher self-concepts in all three subjects than students in low-ability groups. Students' intentions to learn in future were more strongly affected by self-concept than by achievement.  相似文献   
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Our Theme is a significant one: “The Role of Jewish Education in Shaping the Jewish Future.” It speaks to some of our current concerns and emerging needs as educators. Yet, I must confess I didn't choose that wording. If I had titled it, it would have been titled “The Role of the Jewish Educator in Shaping the Jewish Future.”  相似文献   
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Residence halls at large institutions are increasingly becoming sites for powerful undergraduate learning experiences. A study of living‐learning programs at four research universities—the prelude to a nationwide project—tells an important story.  相似文献   
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To improve educational services to students with disabilities, the United States government has mandated that each state develop a Comprehensive System of Personnel Development. The following article highlights the results of a state-wide needs assessment conducted by one state's Department of Education in order to tailor their system of personnel development. Four percent of the state's general educators, and 6% of the state's special education teachers completed the surveys for a total of 289 surveys. Perceptions of ability to positively affect students, understanding of inclusion, self-efficacy in serving students in inclusive settings, the need for inservice training in various areas, and the availability of supports to promote inclusion were examined for both special and general education teachers. In every area assessed, special education teachers rated their efficacy, ability, understanding, and resources higher than general education teachers. These results are discussed in terms of meeting professional development needs for both groups of teachers.  相似文献   
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The present paper explores social and cognitive considerations in the context of a computer-game microworld or learning culture environment. Forty-one boys and 57 girls, aged 8 to 12 years (Grades 4, 5, and 6) were observed playing a computer game called Phoenix Quest. This computer game, featuring an adolescent female protagonist, is an interactive, mystery-adventure with embedded language and mathematics activities. The issues discussed include (a) the development of a computer game learning culture or microworld, (b) interdependence in the process of learning social skills, (c) computer game-playing strategies, (d) gender differences in computer-game play, and (e) mathematics concepts explored in the Phoenix Quest environment. These findings not only contribute to the understanding of how students create and shape a microworld around a computer game like Phoenix Quest, but also indicate some of the inherent teaching and learning limitations of educational software when the guidance of a teacher is absent.  相似文献   
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This article describes a case study of six girls' experiences with the Phoenix Quest computer game. In addition to the case study, a supplementary large-scale study of the reactions of both boys and girls to the same computer game was conducted for comparative analysis. Phoenix Quest (PQ) was designed not only to encourage children to explore language and mathematics, but also to offer game features that would especially appeal to girls. Participants in the case study were given opportunities to become acquainted with PQ for several months before being observed and interviewed. Four issues that emerged as being important to the participants were (a) presentation of the story in a non-linear format, (b) appreciation for the problem-solving elements of PQ, (c) identification with the main character (female), and (d) lack of awareness of the mathematics embedded within the game. The findings provided evidence that PQ appealed to girls because the protagonist was of their age and gender, and because the puzzles and searches were engaging throughout the game. Some aspects of the game, however, were less successful; for instance, the non-linear story format was disconcerting to all but one of the participants, and only one student identified the mathematics in the game structure. The large-scale study involved 41 boys and 57 girls, aged 8-12, from four junior school classes (Grades 4, 5 and 6). The aggregate data collected showed that more girls than boys used the postcard-writing feature of PQ and appreciated following the adventures of a female protagonist. More boys than girls were reported to offer advice to other students, discuss the game during their free time, and observe others playing the game. Some boys even formed groups to exchange information and game-playing strategies. Also, more boys than girls recognised the mathematics embedded within the game. Although these studies did not focus on teacher-student interaction, the finding that more than 25% of participating students were not able to identify the mathematics embedded in PQ, supports supplementary instruction on the part of a teacher as a requirement for making the mathematics more salient. Further research to address this issue is strongly recommended. Both the case study and the large-scale study revealed that among computer games, PQ's uncommon approach of celebrating and challenging a female protagonist is important to girls. This does not suggest that the presentation of a female protagonist will discourage boys from playing and enjoying the game. On the contrary, our findings showed that boys were also engaged by PQ, a game that encourages cooperative play and group problem-solving. In the realm of computer games, gender identification plays a key role, in first capturing the attention of girls, and then sustaining their interest, enjoyment and participation.  相似文献   
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"黑色幽默"(Black Humor)出现于20世纪60年代,是当代美国文学中最重要的文学流派之一.美国作家约瑟夫·海勒(Joseph_Heller)的长篇小说<第二十二条军规>(Catch-22)被誉为当代美国文学"黑色幽默"的经典作品.文章从主题的不确定性、情节的不确定性、形象的不确定性和语言的不确定性,对这部经典之作进行解读.认为它是西方文学史上一部带有浓厚后现代主义"黑色幽默"色彩的杰作.  相似文献   
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The authors explored how college students’ disordered eating behaviors affect their peers. Participants were 8 undergraduate students from a northeastern university with a peer who currently or previously engaged in eating disorder (ED) behaviors. Results from a consensual qualitative analysis provided preliminary evidence that students’ EDs negatively affect peers. Outreach and interventions such as cognitive behavior therapy could be used to assist peers of students with EDs. Researchers should investigate the impact of students’ ED behaviors on peers’ health and academic performance.  相似文献   
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