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251.
252.
The use of interactive video cases for teacher professional development is an emergent medium inspired by case study methods used extensively in law, management, and medicine, and by the advent of multimedia technology available to support online discussions. This paper focuses on Web-based grounded discussions—in which the participants base their contributions on specific events portrayed in the case—and the role facilitators play in these online interactions. This paper analyzes the online exchange of messages in one school district that participated in a video-case-based program of teacher professional development and derives principles that will help facilitators lead grounded online interactions.  相似文献   
253.
This paper is a case study of how a high school student, whom we call Karen, used a computer-based tool, the Contour Analyzer, to create graphs of height vs. distance and slope vs. distance for a flat board that she positioned with different slants and orientations. With the Contour Analyzer one can generate, on a computer screen, graphs representing functions of height and slope vs. distance corresponding to a line traced along the surface of a real object. Karen was interviewed for three one-hour sessions in an individual teaching experiment. In this paper, our focus is on how Karen came to recognize by visual inspection the mathematical behavior of the slope vs. distance function corresponding to contours traced on a flat board. Karen strove to organize her visual experience by distinguishing which aspects of the board are to be noticed and which ones are to be ignored, as well as by determining the point of view that one should adopt in order to see the variation of slope along an object. We have found it inspiring to use Winnicott's (1971) ideas about transitional objects to examine the role of the graphing instrument for Karen. This theoretical background helped us to articulate a perspective on mathematical visualization that goes beyond the dualism between internal and external representations frequently assumed in the literature, and focuses on the lived-in space that Karen experienced which encompassed at once physical attributes of the tool and human possibilities of action.This revised version was published online in September 2005 with corrections to the Cover Date.  相似文献   
254.
Self-regulated learning with hypermedia: The role of prior domain knowledge   总被引:2,自引:0,他引:2  
Think-aloud and pre-test data were collected from 49 undergraduates with varying levels of prior domain knowledge to examine the relationship between prior domain knowledge and self-regulated learning with hypermedia. During the experimental session, each participant individually completed a pretest on the circulatory system, and then one 40-min hypermedia learning task during which he or she learned about the circulatory system. Think-aloud data were collected during the 40-min learning task to measure each participant’s use of specific self-regulated learning processes related to planning, monitoring, and strategy use. Results indicate that prior domain knowledge is significantly related to how the participants self-regulated their learning during the 40-min learning task with hypermedia. Specifically, prior domain knowledge is positively related to participants’ monitoring and planning and negatively related to their use of strategies during the hypermedia learning task.  相似文献   
255.
Abstract

This study analysed the influence of field dimension and players’ skill level on collective tactical behaviours during small-sided and conditioned games (SSCGs). Positioning and displacement data were collected using global positioning systems (15 Hz) during SSCGs (Gk+4 v. 4+Gk) played by two groups of participants (NLP- national-level and RLP-regional-level players) on different field dimensions (small: 36.8 × 23.8 m; intermediate: 47.3 × 30.6 and large: 57.8 × 37.4 m). Team tactical performance was assessed through established dynamic team variables (effective playing space, playing length per width ratio and team separateness) and nonlinear signal processing techniques (sample entropy of distances to nearest opponents and the teams’ centroids’ mutual information). Results showed that the effective playing space and team separateness increased significantly with pitch size regardless of participant skill level (< 0.001, η2 = 0.78 and < 0.001, η2 = 0.65, respectively). Playing length per width ratio increased with pitch size for the NLP but was maintained at a relatively constant level by RLP across treatments indicating different playing shapes. There was significantly more irregularity in distances to nearest opponents for the NLP in small (= 0.003) and intermediate fields (= 0.01). Findings suggest that tactical behaviours in SSCGs are constrained by field size and skill level, which need to be considered by coaches when designing training practices.  相似文献   
256.
257.
It is evident that companies and research centres can find a myriad of instruments to fund their R&D (Research & Development) activities. Due to the dynamics of the information management in these circumstances there is a need for intermediary businesses intervention. Consequently, intermediary companies are thus involved in a complex process that needs to be managed and controlled. Within this scenario an Information Technology (IT) platform, named RDi-Advise, was developed by EgeoIT using semantic technologies to support R&D process decisions. This case analysis describes the development and implementation of the platform including the lessons learned during the activity period.  相似文献   
258.
European Journal of Psychology of Education - Socioeconomic status has been a long-time discussed topic due to its impact on children’s school paths. However, despite extant research...  相似文献   
259.
Game-based learning environments hold significant promise for facilitating learning experiences that are both effective and engaging. To support individualised learning and support proactive scaffolding when students are struggling, game-based learning environments should be able to accurately predict student knowledge at early points in students' gameplay. Student knowledge is traditionally assessed prior to and after each student interacts with the learning environment with conventional methods, such as multiple choice content knowledge assessments. While previous student modelling approaches have leveraged machine learning to automatically infer students' knowledge, there is limited work that incorporates the fine-grained content from each question in these types of tests into student models that predict student performance at early junctures in gameplay episodes. This work investigates a predictive student modelling approach that leverages the natural language text of the post-gameplay content knowledge questions and the text of the possible answer choices for early prediction of fine-grained individual student performance in game-based learning environments. With data from a study involving 66 undergraduate students from a large public university interacting with a game-based learning environment for microbiology, Crystal Island , we investigate the accuracy and early prediction capacity of student models that use a combination of gameplay features extracted from student log files as well as distributed representations of post-test content assessment questions. The results demonstrate that by incorporating knowledge about assessment questions, early prediction models are able to outperform competing baselines that only use student game trace data with no question-related information. Furthermore, this approach achieves high generalisation, including predicting the performance of students on unseen questions.

Practitioner notes

What is already known about this topic
  • A distinctive characteristic of game-based learning environments is their capacity to enable fine-grained student assessment.
  • Adaptive game-based learning environments offer individualisation based on specific student needs and should be able to assess student competencies using early prediction models of those competencies.
  • Word embedding approaches from the field of natural language processing show great promise in the ability to encode semantic information that can be leveraged by predictive student models.
What this paper adds
  • Investigates word embeddings of assessment question content for reliable early prediction of student performance.
  • Demonstrates the efficacy of distributed word embeddings of assessment questions when used by early prediction models compared to models that use either no assessment information or discrete representations of the questions.
  • Demonstrates the efficacy and generalisability of word embeddings of assessment questions for predicting the performance of both new students on existing questions and existing students on new questions.
Implications for practice and/or policy
  • Word embeddings of assessment questions can enhance early prediction models of student knowledge, which can drive adaptive feedback to students who interact with game-based learning environments.
  • Practitioners should determine if new assessment questions will be developed for their game-based learning environment, and if so, consider using our student modelling framework that incorporates early prediction models pretrained with existing student responses to previous assessment questions and is generalisable to the new assessment questions by leveraging distributed word embedding techniques.
  • Researchers should consider the most appropriate way to encode the assessment questions in ways that early prediction models are able to infer relationships between the questions and gameplay behaviour to make accurate predictions of student competencies.
  相似文献   
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