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71.
Tamara Holmlund Nelson 《Journal of Science Teacher Education》2008,19(3):235-254
Preservice teachers in a K–8 science methods course used guided video reflection to examine their interactions with children
during science teaching. This inquiry approach helped preservice teachers identify and respond to gaps between their beliefs
and intentions about teaching all children and their enactment of those beliefs. The experience of teaching a science lesson
and then viewing it multiple times through a critical framework provided an opportunity for preservice teachers to recognize
hidden assumptions, unexamined behaviors, and the unintentional meanings they may have conveyed to children. This encouraged
them to think more critically about their roles as teachers in creating spaces where all children have access to quality science
learning experiences.
相似文献
Tamara Holmlund NelsonEmail: |
72.
新一代的音视频压缩标准MPEG-4不断走向成熟,成为视频应用的不可或缺的一个基础标准,具有的高压缩率、强交互能力和灵活分级能力,使之在网络媒体特别是视频点播中拥有广阔的应用前景。本文针对视频点播系统的应用,提出了MPEG-4视频点播系统的结构,实现了MPEG-4视频点播服务器的构建。 相似文献
73.
谈网络视频流媒体技术 总被引:1,自引:0,他引:1
智莹 《鞍山师范学院学报》2004,6(4):59-61
多媒体信息在网上的传输越来越重要,流式技术以其边下载边播放的特性深受教育、娱乐等行业的喜爱,本文主要描述流媒体系统及主要的流式技术,提出了流式技术的主要解决方案. 相似文献
74.
《Communication monographs》2012,79(2):217-233
Research on violent video games suggests that play leads to aggressive behavior. A longitudinal study of an online violent video game with a control group tested for changes in aggressive cognitions and behaviors. The findings did not support the assertion that a violent game will cause substantial increases in real-world aggression. The findings are presented and discussed, along with their implications for research and policy. 相似文献
75.
沈敏善 《贵阳学院学报(自然科学版)》2012,7(3)
经过多年的发展,公交视频已然成为城市生活的一部分。在公交车的封闭性空间里,公交视频的强迫传播受到了广告主的认可和青睐。然而,当大城市公交视频转身为公交电视的时候,中小城市的公交视频仍然在固步自封,徘徊不前,在他们那里赢利与服务仿佛是"鱼和熊掌"不可兼得。 相似文献
76.
高职影视鉴赏选修课程为学生想象力、创造力、艺术感悟力、综合分析与表达能力的发展提供了实践平台。力求在明确学生创新能力和创新能力培养原则的基础上,探讨影视鉴赏选修课程学生创新能力培养的实施路径。从"习、赏、感、研、作"联动培养模式入手,坚持知识、能力、素质的辩证统一,在课堂教学、课外鉴赏、社团辅助、鉴赏批评、创作实践这五方面全面提升课程教学与实践,进而实现提升学生创新能力培养的目的。 相似文献
77.
Aaron Hess 《Critical Studies in Media Communication》2013,30(4):339-356
Narrative and ludological analysis suggests that Electronic Arts’ Medal of Honor: Rising Sun constructs a narrative of World War II that selectively retells history and constructs an Orientalist representation of the Japanese Empire. The gaming environment exists as an interactive museum that immerses gamers into history so that they experience warfare in their homes. Combining newsreels, fictional letters from home, and interviews with veterans of the “Good War,” Medal of Honor: Rising Sun retells a history that omits details of Japanese internment or atomic weapons. The intertwined themes of personal revenge for the loss of a family member and historical revenge for the attack on Pearl Harbor guide gamers through an “educational” experience of the war. Finally, its failure to simulate violence means that Medal of Honor: Rising Sun invites a critical blindness to commemorating war. 相似文献
78.
Vincent Cicchirillo 《Communication Research Reports》2013,30(2):122-131
The following study examines the influence of racial representations in violent video games upon stereotype associations. Participants were assigned to play either a violent video game with a stereotypical African American avatar or a Caucasian avatar. Following game play, participants completed several measures related to aggression and an implicit association task. The results showed significant differences between the conditions for IAT response times. African American participants showed faster response times to stereotype associations of African Americans than participants who played as a Caucasian avatar. The results also showed a significant interaction effect between participant race and avatar race for aggressive affect. 相似文献
79.
80.
Donna M. Arnold 《The Reference Librarian》2013,54(2):146-150
As reference work changes dramatically due to computer technology, tangible reference collections are disappearing from academic libraries in many fields. Such is not the case in music research libraries, however. While many important online music reference resources exist, many print resources remain vitally important, and because of limited funding, they are unlikely to be digitized soon. Music libraries and music reference collections are currently a combination of traditional and online resources, enhanced by human expertise. This beneficial combination should be maintained. 相似文献