首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   174篇
  免费   3篇
  国内免费   2篇
教育   100篇
科学研究   11篇
体育   59篇
文化理论   2篇
信息传播   7篇
  2024年   1篇
  2023年   1篇
  2022年   2篇
  2021年   8篇
  2020年   12篇
  2019年   11篇
  2018年   13篇
  2017年   12篇
  2016年   11篇
  2015年   5篇
  2014年   4篇
  2013年   34篇
  2012年   12篇
  2011年   6篇
  2010年   4篇
  2008年   5篇
  2007年   6篇
  2006年   5篇
  2005年   1篇
  2004年   2篇
  2003年   4篇
  2002年   1篇
  2000年   2篇
  1999年   1篇
  1998年   2篇
  1997年   1篇
  1996年   2篇
  1995年   1篇
  1990年   1篇
  1987年   1篇
  1986年   1篇
  1977年   1篇
  1976年   2篇
  1975年   1篇
  1974年   1篇
  1972年   1篇
  1971年   1篇
排序方式: 共有179条查询结果,搜索用时 15 毫秒
61.
62.
63.
Interactive or Dynamic Geometry System (DGS) is a tool that help to teach and learn geometry using a computer-based interactive environment. Traditionally, the interaction with DGS is based on keyboard and mouse events where the functionalities are accessed using a menu of icons. Nevertheless, recent findings suggest that such a traditional model of interaction has a steep learning curve and is inadequate to develop DGS for devices with multi-touch screens. Thus, we propose a new interaction model for DGS based on a gesture dictionary which enables the construction and manipulation of geometric objects without the need of accessing a menu of icons. The dictionary is divided into three types: (i) kernel gestures: which are the basis for defining gestures; (ii) navigation gestures: related to the manipulation and editing of geometric objects; and (iii) basic gestures of construction: to construct geometric objects. To validate our interaction model, a DGS for mobile device, GeoTouch, has been developed using the proposed dictionary. Usability tests were performed comparing GeoTouch with three other DGS for mobile devices. The results indicate that the GeoTouch interface has fewer usability problems than the other three DGS software and it is easier to learn and interact with.  相似文献   
64.
One of the new challenges facing pastoral care in schools is dealing with the rapid growth of cyberbullying by school-aged children. Within digital cyberspace, cyberbullies are finding more opportunities to express their aggression towards others as social networks become technologically more sophisticated. An important feature of cyberbullying is the extent to which hostile messages can go viral, in the sense that they are seen and then forwarded to others many times over. This paper considers psychosocial aspects of why cyberbullying messages can go viral, and what can be done to reduce this phenomenon. This paper focuses on the role of the hostile cyberbullying bystander (viz. the person who receives and then forwards to others a cyberbullying message). Finally, we develop intervention strategies based on pastoral care, which may be effective in inhibiting hostile cyberbullying bystander behaviour.  相似文献   
65.
Alternative methods of assessing student knowledge are useful since assessment is increasingly being emphasized by administrators, accrediting agencies and legislators. A game (team) format to assess students' knowledge of course material was experimentally compared with the traditional format of testing a student who answers individually. Team‐game scores were more often correct than individual scores in all comparisons. Team decisions, which involved cooperation within one's group while at the same time competing against other teams, were rarely the result of a single individual deciding on the team answer. Students preferred the game‐assessment condition more and also perceived it as a more accurate measure of their course knowledge.  相似文献   
66.
67.
68.
69.
A rugby scrum’s front row must act uniformly to transfer maximal horizontal force and improve performance. This study investigated the muscle activation patterns of lower extremity muscles in front row forwards during live and machine scrums at professional and amateur levels. Electromyography was collected bilaterally on vastus lateralis, rectus femoris and gastrocnemius muscles of 75 male rugby prop players during live and machine scrums. ANOVAs compared muscle reaction time, rate of change in muscle amplitude and muscle amplitude between groups and conditions. Cross-correlation analysis explored muscle synchronicity. There were significantly greater rates of change in each muscle amplitude in professional players than amateur players. Additionally, there was significantly quicker muscle reaction time in all muscles, and greater amplitude in vastus lateralis and gastrocnemius, during the live scrum vs. machine condition. The professional props produced more synchronised muscle activation than amateur players and all players produced more synchronised muscle activation against the scrum machine vs. live scrummage. The results indicate a higher skill proficiency and muscle synchronicity in professional players. While scrum machine training is ideally suited for functional muscle strengthening during practice, to truly simulate the requirements of the scrum, training should incorporate the live situation as much as possible.  相似文献   
70.
Abstract

In an effort to evaluate various carbohydrate (CHO) molecules for inclusion in an athletic drink, the gastric emptying characteristics of 5, 10, 20, and 40% solutions of glucose and a glucose polymer were compared. The volume of gastric residue remaining 30 minutes after ingestion of 400 ml of each of the solutions was determined in 15 healthy individuals. The volume of gastric residue recovered increased progressively with increasing solute concentration. At the lowest CHO concentration the glucose polymer yielded a significantly smaller gastric residue than glucose. The smaller residue appeared to be attributable both to a greater rate of exit of the polymer from the stomach as well as to a lower rate of gastric secretion induced by the polymer. The calculated delivery of CHO to the intestine increased with solute concentration. At the lowest CHO concentration the more rapid gastric emptying of the polymer allowed significantly greater calculated CHO delivery. We conclude that at low CHO concentrations (≤5 g/100 ml), such as used in drinks designed for athletics participants, the glucose polymer might be an advantageous alternative to glucose as a source of CHO.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号