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111.
Tenaha O'Reilly Sonya Symons Heather MacLatchy-Gaudet 《Contemporary educational psychology》1998,23(4):434-445
The purpose of the present study was to examine the effectiveness of two learning strategies, self-explanation and elaborative interrogation, for the retention of scientific facts. University students (N= 55) were asked to learn facts about the cardiovascular system using one of three approaches. Self-explanation participants were required to explain what the facts meant to them and how they related to their prior knowledge. Elaborative interrogation participants answered “why” the facts made sense. Finally, the control group simply repeated the facts aloud. Self-explanation participants significantly outperformed elaborative interrogation and repetition control participants on measures of cued recall and recognition. Elaborative interrogation was no more effective than repetition. Results were discussed in terms of the practicality and flexibility of each approach. 相似文献
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In the present experiments, we examined the role of within-compound associations in the interaction of the overshadowing procedure
with conditioned stimulus (CS) duration, using a conditioned suppression procedure with rats. In Experiment 1, we found that,
with elemental reinforced training, conditioned suppression to the target stimulus decreased as CS duration increased (i.e.,
the CS duration effect), whereas, with compound reinforced training (i.e., the overshadowing procedure), conditioned suppression to the target stimulus
increased as CS duration increased. In subsequent experiments, we replicated these findings with sensory preconditioning and
demonstrated that extinction of the overshadowing stimulus results in retrospective revaluation with short CSs and in mediated
extinction with long CSs. These results highlight the role of the duration of the stimulus in behavioral control. Moreover,
these results illuminate one cause (the CS duration) of whether retrospective revaluation or mediated extinction will be observed. 相似文献
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Bodil Y Oudshoorn Heather F Driscoll Marcus Dunn David James 《Journal of sports sciences》2018,36(8):914-919
Laceration injuries account for up to 23% of injuries in rugby union. They are frequently caused by studded footwear as a result of a player stamping onto another player during the ruck. Little is known about the kinetics and kinematics of rugby stamping impacts; current test methods assessing laceration injury risk of stud designs therefore lack informed test parameters. In this study, twelve participants stamped on an anthropomorphic test device in a one-on-one simulated ruck setting. Velocity and inclination angle of the foot prior to impact was determined from high-speed video footage. Total stamping force and individual stud force were measured using pressure sensors. Mean foot inbound velocity was 4.3 m ? s?1 (range 2.1–6.3 m ? s?1). Mean peak total force was 1246 N and mean peak stud force was 214 N. The total mean effective mass during stamping was 6.6 kg (range: 1.6–13.5 kg) and stud effective mass was 1.2 kg (range: 0.5–2.9 kg). These results provide representative test parameters for mechanical test devices designed to assess laceration injury risk of studded footwear for rugby union. 相似文献
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Heather?DraperEmail authorView authors OrcID profile Tom?Sorell 《Ethics and Information Technology》2017,19(1):49-68
Values such as respect for autonomy, safety, enablement, independence, privacy and social connectedness should be reflected in the design of social robots. The same values should affect the process by which robots are introduced into the homes of older people to support independent living. These values may, however, be in tension. We explored what potential users thought about these values, and how the tensions between them could be resolved. With the help of partners in the ACCOMPANY project, 21 focus groups (123 participants) were convened in France, the Netherlands and the UK. These groups consisted of: (i) older people, (ii) informal carers and (iii) formal carers of older people. The participants were asked to discuss scenarios in which there is a conflict between older people and others over how a robot should be used, these conflicts reflecting tensions between values. Participants favoured compromise, persuasion and negotiation as a means of reaching agreement. Roles and related role-norms for the robot were thought relevant to resolving tensions, as were hypothetical agreements between users and robot-providers before the robot is introduced into the home. Participants’ understanding of each of the values—autonomy, safety, enablement, independence, privacy and social connectedness—is reported. Participants tended to agree that autonomy often has priority over the other values, with the exception in certain cases of safety. The second part of the paper discusses how the values could be incorporated into the design of social robots and operationalised in line with the views expressed by the participants. 相似文献
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Heather L. Reid 《体育哲学杂志》2013,40(2):182-186
This paper contains a consideration of the notion of genius and its significance to the discussion of the aesthetics of sport. We argue that genius can make a positive aesthetic contribution in both art and sport, just as some have argued that the moral content of a work of art can affect its aesthetic value. A genius is an exceptional innovator of successful strategies, where such originality adds aesthetic value. We argue that an original painting can have greater aesthetic value than an exact replica, merely because it is the original. By parity of reasoning, a successful innovation in sport has additional aesthetic value just because it is a new creation. The genius is one who can provide this extra aesthetic pleasure and on that basis is rightly valued. The genius need not be conscious of how they achieve such innovations and thus find their own genius to be something they cannot explain but only demonstrate. In sport, innovations that offer new ways of playing or solving problems can produce competitive success which demands instant recognition and rewards. 相似文献
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