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61.
John E. Newhagen 《The Information Society》2004,20(5):395-400
A major step in resolving conceptual ambiguity surrounding interactivity involves making a distinction between micro-level psychological processes and the macro-level societal effects that emerge from them. The proposition cuts against the epistemological grain of social sciences, such as psychology and sociology, which have ontological commitments to a particular level of analysis. The position advanced here suggests theories where processes operate at one level and generate effects that emerge at a higher level. Further, it is argued that the best place to begin looking at the process of interaction is at the level of the neural circuit, a realm far below discussions that center at the interpersonal or cultural levels. 相似文献
62.
Hsin-Yi Chang 《Interactive Learning Environments》2017,25(8):1083-1097
Two investigations were conducted in this study. In the first experiment, the effects of two types of interactivity with a computer simulation were compared: experimentation versus observation interactivity. Experimentation interactivity allows students to use simulations to conduct virtual experiments, whereas observation interactivity allows students to observe segmented video clips of the simulation at their own pace and sequence. In the second experiment, the effects of two types of scaffolding for experimentation interactivity were compared: the driving question versus structured prompt scaffolding. A total of 128 eighth-grade students were involved. The learning outcomes examined include the students’ understanding of the concepts in the simulation, their learning time, total numbers of virtual experiments conducted or observed, and learning efficiency. All four designs resulted in comparable learning gains for the students. The driving question scaffolding resulted in better learning efficiency, whereas the structured prompt scaffolding supported students in conducting more virtual experiments. 相似文献
63.
啦啦操是一项新兴的体育运动项目,对于高校学生具有很广泛的价值,在丰富校园体育文化内涵的同时对促进整个校园体育文化的建设发挥着重要的作用,而丰富多彩的校园文化活动是啦啦操生存和发展的基础,两者互相促进,共同推动和谐校园的建设. 相似文献
64.
李慧敏 《黔东南民族师专学报》2011,(4):F0002-F0002
刘书华,苗族,注册执业药师,1957年4月生,贵州麻江人。1978年8月毕业于贵阳医学院药学系药学专业,分配到黔东南卫生学校从事教学工作,2002年因学校合并,进入黔东南民族职业技术学院,继续从事教学工作。刘书华教授从事教学科研工作至今已有33年,现为黔东南州药学会副理事长、药理学专业委员会主任委员、黔东南民族职业技术学院学术委员会医学专门委员会主任、 相似文献
65.
为理解我国企业微博互动现状,为我国企业微博实现与消费者有效互动提供建议,研究以品牌拟人化指标体系为测量维度,对2013年3月1日至3月30日期间的中外最有价值品牌50强新浪官方微博进行内容分析,比较两类企业官方微博的互动差异.我国企业微博需提供更多品牌认同线索、需更多分享和关注“想什么”,快消品企业微博需要特别强化品牌拟人化表现. 相似文献
66.
This paper describes our use of the ADDIE protocol to design and develop an interactive tutorial for students learning molecular symmetry operations and point groups. The tutorial provides a 3-D environment where students can examine molecules, structures, and symmetry elements. Most such tutorials are connected to courses or instructors in ways that make them difficult for others to use. Our goal was to create a freely available tutorial that would be independent of course, textbook, or instructor but would scaffold student learning of these abstract concepts. A usability study was also conducted in order to assist the designers in creating or improving key features of the tutorial and to determine whether the tutorial would be viewed as valuable to students. We found that students appreciated the features, especially mouse-overs and applets that afforded the opportunity to freely rotate accurate images of molecules. 相似文献
67.
68.
服务产生和交付给顾客的过程是服务营销组合中的一个主要因素,服务业公司的顾客们所获得利益或满足,不仅来自服务本身,同时也来自服务的递送过程。把服务过程视作由服务组织、一线员工以及顾客构成的互动系统,是实施成功的服务过程生产率和质量管理与控制的关键。在过程实施角度,对服务接触的控制至关重要。本文探讨了服务接触过程冲突的可能起因,提出了相关的管理对策。 相似文献
69.
S. Shyam Sundar 《The Information Society》2013,29(5):385-389
Noting that interactivity is often defined but seldom theorized in the literature, this article provides some pointers for developing theories about effects of interactivity, particularly as it applies to Web-based mass communication. It first makes the case that interactivity is an attribute of the technology and not that of the user. It exposes the tautology of studying the effects of perceived interactivity and calls for the consideration of ontological aspects that constitute interactivity while specifying its social and psychological effects. Theoretical explorations may be categorized in terms of three classes of outcome measures—behavioral, attitudinal, and cognitive—as we investigate the role played by interactivity in initiating action, changing attitudes, and altering the nature of information processing. These would result in theories about technology rather than psychology in that they help us specify direct and combination effects of interactivity, modality, navigability, and other technological attributes of the Web medium. 相似文献
70.
Jennifer Stromer-Galley 《The Information Society》2013,29(5):391-394
This article attempts to clarify the murky conceptual water of “interactivity,” arguing that the term refers to two distinct phenomena: interactivity between people and interactivity between people and computers or networks. The former orients research on the process of interactivity. The latter orients research on the product of interactivity. That two distinct phenomena have been labeled with the same term causes problems when one wants to move from theorizing about interactivity in the abstract to investigating what effects interactivity has and then to operationalizing measurement terms. Studying interactivity-as-process entails a research focus on human interaction. Studying interactivity-as-product entails a research focus on user interactions with technology. In wading into the murky waters of what interactivity is, we must not lose sight of why it matters. In research focused on the opportunities and constraints for citizen participation in the political process afforded by communication technology, for example, interactivity is a variable of importance. 相似文献