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61.
复杂系统中的信息--概念、视角与特征   总被引:3,自引:0,他引:3  
给信息下定义是极其困难的 ,也许要经历几代人的努力。从若干学科对于信息概念的不同理解和运用中 ,经过比较与分析 ,我们找出了信息的若干实质属性 :局部构成整体时产生的新的质 ;以特定系统的状态所表达的抽象含义 ;系统演化过程的记录和痕迹 ;客观存在与主观效用的统一。这四点在一定程度上概括了若干学科对信息理解的共性 ,特别是社会经济领域的复杂系统的性质。当然 ,这只是探索中的一些思考 ,离形成一般的信息概念还有很大距离 ,许多问题有待进一步研究  相似文献   
62.
Learners can have difficulty in decomposing conventionally designed animations to obtain raw material suitable for building high quality mental models. A composition approach to designing animations based on the Animation Processing Model was developed as a principled alternative to prevailing approaches. Outcomes from studying novel and conventional animation designs (independent variable) were compared with respect to mental model quality, knowledge of local kinematics, and capacity to transfer (dependent variables). Study of a compositional animation that presented material in a contiguous fashion resulted in higher quality mental models of a piano mechanism than non-contiguous or control (conventional) versions but no significant differences regarding local kinematics or transfer. Eye fixation data indicated that the compositional animation led to superior mental models because it particularly fostered relational processing. Implications for future research and the design of educational animations are discussed.  相似文献   
63.
邹京 《湖北体育科技》2008,27(2):219-220
体育教学的发展,不仅需要我们以现实的体育教学实践为基础,更需要有一个新的观察、审视、思辨、诠解的角度。复杂性思维以非线性、整体性、开放性、生成性作为事物的主要特征考察其运动变化,提供了一个研究、思考体育教学的新方向。  相似文献   
64.
There is increasing support to describe and examine the teaching of game skills in physical education from a complex and nonlinear perspective. The emergence of game behaviours as a consequence of the dynamic interactions of the learner, the game environment and the task constraints within the game context highlights the nonlinear and complex nature of how learning of game skills can occur. While there is increasing recognition that teaching and learning should be seen from a complex and nonlinear perspective, the challenge is to provide teachers with ideas on how to deliver lessons and activities that are underpinned by specific pedagogical practices from this perspective and in alignment with emerging curricular guidelines. In this paper, key features of complex and nonlinear pedagogy are discussed and exemplified through a Singaporean PE context. Practical implications are shared on how lessons/activities (soccer) based on aspects of complex and nonlinear pedagogy can be delivered in the school.  相似文献   
65.
"五四"女作家自我意识的复杂性主要表现在以下三个方面:自由恋爱的追求与传统妻子、母亲角色的回归,母亲们居住环境的破坏与母亲精神的师法,传统齐家治国平天下思想的承传与西方文化的认同。  相似文献   
66.
在复杂动态系统范式的指导下, 我们采用多元科际研究法对国外团队学习的相关理论进行归纳和演绎, 提出了一个团队学习的整合系统模型.研究表明, 有效的团队学习需要团队成员间建立对话性空间, 在这个对话性空间中, "分享"、"协作建构"和"建设性冲突"等传播行为是平衡的.然而, 仅仅发现这一点是不够的.在团队学习中, "交流什么"、"跟谁交流"以及"为什么交流"等问题也是非常关键的.因此, 模型中"团队自反性"、"团队活动"、"边界跨越"、"存储"和"恢复"是团队学习的五个核心过程变量.除此之外, 我们的模型还对团队学习的输入、催化应急状态以及学习结果等因素也进行了整合.  相似文献   
67.
Recently, the popularity of smart wearable technologies, such as Fitbit, has significantly increased. There are numerous potential benefits in using these devices, especially among seniors. Yet, little is known about seniors’ adoption behavior. Through a mixed-methods approach, this study investigates the factors that impact seniors’ intention to use wearable devices. Results from an online survey and interviews showed that seniors’ perception of the complexity of working with these devices is a barrier to their adoption decisions. Looking more deeply into the role of complexity revealed that seniors’ concern about the complexity of reading and interpreting the output of wearable devices is the main deterring element. Furthermore, we explored the role of two important elements: seniors’ cognitive age, and the influence of their subjective well-being on their adoption behavior. Results demonstrated that cognitive age does not significantly impact use intention by itself; nonetheless, subjective well-being moderates its effect. This result revealed an interesting finding, which is that the influence of cognitive age on seniors’ use intention depends on seniors’ level of subjective well-being. When seniors’ subjective well-being is low, surprisingly, cognitive age increases seniors’ intention to use the device. These findings provide interesting implications for practice and future research.  相似文献   
68.
A predominant area of instruction in school physical education programs is game play. Effective decision making is important to the successful execution of skills. Unfortunately, the task of teaching effective decision making in varying game situations is not easy. The demands of the game require far more than simply physical skillfulness. Game play is interwoven with numerous decision-making opportunities for the participant. Successful game players must make these decisions in an effective and timely manner. The purpose of this article is to compare two models of game instruction: the technique model and the “games for understanding” model. This analysis indicates that the games for understanding model provides a more viable way of teaching strategic decision making for game players. Included will be discussions on the various theories that contrast the two approaches. A final section provides suggestions for future research into the validity of the “games for understanding model.”  相似文献   
69.
利用贪心算法解决如何使用最少的资源安排一系列活动。并证明了贪心算法解决此问题的有效性,且进行了实例验证,并进行了复杂度分析,此算法是解决资源组合规划问题较好的方法。  相似文献   
70.
就某产品软件问题进行了分析,介绍了降低软件圈复杂度、基本复杂度和扇出数的方法,阐明了依据测试结果从软件早期阶段就开始对复杂度等质量指标进行限制的重要性。实践结果表明,用从测试结果中发现的问题反馈来指导软件设计,可以提高软件的质量和可靠性。  相似文献   
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