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601.
以湖南长沙与浙江永康6所中学的630名初二学生为被试,对教师期望、教师支持、学生感知支持及学生自我概念进行相关分析、单因素方差分析及多元线性回归分析。结果表明:1)教师期望与学生自我概念显著相关。教师期望对自我概念的变异具有较强的解释作用,学生感知支持起到中介作用;2)教师期望、学生感知支持与学生自我概念在三组学生之间呈现非常显著的差异。教师支持行为在高期望学生与中等期望学生之间未呈现显著差异。  相似文献   
602.
网络团购经营中的一个热点问题是如何提高消费者的参与意愿,有效进行需求聚集.本文即基于这一问题,通过对需求外部性、价格、信任等因素的探讨,分析影响消费者参与网络团购的主要原因,在此基础上提出了消费者网络团购参与意愿影响因素的理论模型并进行实证研究.研究结果发现,价格认知是消费者参与网络团购最重要的影响因素,同时需求外部性和信任对消费者的团购意愿也有相当程度的影响,在此基础上为网络团购经营提出了营销方面的建议.  相似文献   
603.
Managing a romantic partner’s substance misuse can be challenging, especially in cases where attempts to show support end up worsening the negative behavior. Understanding what might predict one’s actions towards a partner who smokes or drinks can help to alleviate some of the difficulty associated with these interactions. Therefore, this study was designed to examine how issues of undesirable substance use are managed within college students’ romantic relationships. More specifically, the study applied inconsistent nurturing as control theory to assess the extent to which relational uncertainty, perceived network helpfulness, and perceived network hindrance predict the reinforcement and/or punishment of a partner’s smoking or drinking. Results from cross-sectional, self-report survey data (n = 203) revealed that perceived network helpfulness and hindrance were both significant predictors of punishment but not reinforcement. Relational uncertainty was not a significant predictor of reinforcement or punishment. Implications for studying predictors of reinforcement and punishment strategies are discussed, as is the importance of communicating about young adult substance misuse within romantic relationships.  相似文献   
604.
为深入探究价值共创模式下影响虚拟社区用户持续使用意愿的关键因素,整合价值共创理论与交易成本理论,系统研究知觉价值、交易成本对价值共创动机的影响以及价值共创对持续使用意愿的影响效果,分析信息咨询类和情感类两种不同类型虚拟社区的调节效应。实证结果表明:知觉价值中的情感价值、信息价值以及交易成本中的信息搜寻成本对价值共创有显著影响,而价值共创对社区用户的持续使用意愿有显著影响;对价值共创的影响效果,情感价值对两类社区均有显著影响,信息价值在信息咨询类社区的影响大于在情感类社区,娱乐价值在情感类社区的影响效果大于在信息咨询类社区。  相似文献   
605.
Purpose: The purposes of this study were to (a) investigate the effect of physical effort (cycling for 60 min at 60 ± 5% of individually computed reserve heart-rate capacity), combined with 2 different levels of cognitive demand (2-back, oddball), on intraocular pressure (IOP) and subjective judgments of perceived exertion (ratings of perceived exertion [RPE]), affect (Affective Valence subscale of the Self-Assessment Manikin [SAM]), and mental workload (National Aeronautics and Space Administration Task Load Index [NASA-TLX]); and (b) ascertain whether baseline IOP, measured before exercise, is associated with individual differences in subjective assessments of effort and affective response during exercise. Method: Seventeen participants (Mage = 23.28 ± 2.37 years) performed 2 physical/cognitive dual tasks, matched in physical demand but with different mental requirements (2-back, oddball). We assessed IOP before exercise, after 2 min of active recovery, and after 15 min of passive recovery, and we also collected RPE and SAM measures during the sessions (28 measurement points). We used NASA-TLX and cognitive performance as checks of the mental manipulation. Results: (a) Intraocular pressure increased after concomitant physical/mental effort, with the effect reaching statistical significance after the 2-back task (p = .002, = 0.35) but not after the oddball condition (p = .092, = 0.29). (b) Baseline IOP was associated with subjective sensitivity to effort and showed statistical significance for the oddball condition (= .03, ?p2 = .622) but not for the 2-back task (F < 1). Conclusions: Results suggest a relationship between IOP and physical/cognitive effort, which could have implications for the management of glaucoma. Additionally, a rapid measure of IOP could be used as a marker of individual effort sensitivity in applied settings.  相似文献   
606.
于越  阮槟  高颀 《体育科研》2018,(1):93-98
踝关节扭伤被认为是最常发生的反复损伤。32%~74%的急性踝关节扭伤患者会转变为慢性踝关节不稳。由于慢性踝关节不稳的专业术语、定义以及在ICF(International Classification of Functioning, Disability, and Health)模式下的损伤因素均未达成统一看法,研究人员及临床从业者对其了解甚少。基于国际足踝联盟(International Ankle Consortium)提出的慢性踝关节不稳筛选标准、Hertel提出的慢性踝关节不稳模型及Hiller改良后的模型,为今后慢性踝关节不稳的相关研究提供筛选标准并针对性指导临床治疗。  相似文献   
607.
The purpose of this study was to translate Arnold and her colleagues’ (Arnold, Fletcher, & Daniels, 2013) Organizational Stressor Indicator for Sport Performers (OSI-SP) into Chinese and examine its psychometric properties with Taiwanese athletes. In study 1, the psychometric properties of the items and the underlying structure of the translated Chinese OSI-SP were examined. In study 2, we used confirmatory factor analysis to examine the factorial structure and examined measurement invariance across genders. In study 3, we examined concurrent and discriminant validity via correlations among the Chinese OSI-SP, coping self-efficacy, perceived stress, and burnout to provide further evidence of criterion validity. Study 4 examined the test-retest reliability of the Chinese OSI-SP. Across these phases, results showed the 5-factor, 16-item Chinese OSI-SP had adequate factor structure, measurement invariance, criterion validity, and reliabilities. We suggest future studies may use this revised Chinese OSI-SP in Taiwan and other Chinese athletic settings.  相似文献   
608.
Educational applications (apps) offer opportunities for designing learning activities children enjoy and benefit from. We redesigned a typical mobile learning activity to make it more enjoyable and useful for children. Relying on the technology acceptance model, we investigated whether and how implementing this activity in an app can increase children's intention to use. During the 27-day study, children (N = 103, 9–14 years) used the app to memorize one-sentence learning plans each day. Children used three different app-based learning activities throughout the study. In two standard activities, children reread or reassembled the words of the plan. In the redesigned activity, children represented the meaning of the plan with emojis. Children repeatedly reported on their attitude towards each activity. Subsequently, children reported perceived enjoyment and intention to use the app. Results showed children found the emoji activity most enjoyable, and enjoyment of the emoji activity contributed uniquely towards intention to use. Additionally, children's enjoyment of the app mediated their intention to use the app in the future. Overall, the study suggests that children's enjoyment of an app is crucial in predicting their subsequent intention to use, and it provides a concrete example of how emojis can be used to boost enjoyment.

Practitioner notes

What is already known about this topic
  • Educational applications provide children with unrestricted access to mobile learning resources.
  • Positive attitudes towards educational applications predict behavioural intention to use these applications, at least in young adults.
  • There is a need for more research examining the relevance of enjoyable learning activities in fostering children's sustained usage of an educational application.
What this paper adds
  • Positive attitude towards the use of emojis during learning activities uniquely contributed to children's behavioural intention to use the application.
  • Perceived enjoyment predicted behavioural intention to use the application.
  • Perceived enjoyment mediated the effect of attitude towards using learning activities on the behavioural intention to use the mobile educational application.
Implications for practice and/or policy
  • These findings highlight the importance of enjoyment for children's' acceptance of educational applications.
  • Enjoyable learning activities are necessary to ensure sustained usage of educational applications.
  • The paper provides a concrete example of how emojis can be used to boost enjoyment of a typical mobile learning activity.
  相似文献   
609.
This paper reports on the findings of a BERA-funded small-scale project that explores the impacts of COVID-19 lockdowns on the educational experiences of autistic children and young people who attend mainstream schools and their parents/carers in England. We observe that, unsurprisingly, lockdown resulted in associated stresses for families. However, our main argument is that for the participants, the pandemic has not been experienced to the same extent as is popularly understood; that is, causing major disruption to children's schooling experiences and/or unusual levels of social isolation. Using the concept of stigma as a theoretical resource, we argue that this is because the families with whom we spoke were already experiencing, pre-COVID-19, disrupted schooling and degrees of social isolation. Indeed, for many of the young people, the break from school occasioned by lockdown allowed them a release from the more negative and stigmatising aspects of their routine experiences within school. We therefore argue that the disruption of the pandemic sheds light on how stigma shapes students' daily school experiences.  相似文献   
610.
The technology acceptance model (TAM) uses perceived usefulness and perceived ease of use to predict the intention to use a technology which is important when deciding to invest in a technology. Its extension for e-learning (the general extended technology acceptance model for e-learning; GETAMEL) adds subjective norm to predict the intention to use. Technology acceptance is typically measured after the technology has been used for at least three months. This study aims to identify whether a minimal amount of exposure to the technology using video demonstrations is sufficient to predict the intention to use it three months later. In two studies—one using TAM and one using GETAMEL—we showed students of different cohorts (94 and 111 participants, respectively) video demonstrations of four digital technologies (classroom response system, classroom chat, e-lectures, mobile virtual reality). We then measured technology acceptance immediately after the demonstration and after three months of technology use. Using partial least squares modelling, we found that perceived usefulness significantly predicted the intention to use three months later. In GETAMEL, perceived usefulness significantly predicted the intention to use for three of the four learning technologies, while subjective norm only predicted the intention to use for mobile virtual reality. We conclude that video demonstrations can provide valuable insight for decision-makers and educators on whether students will use a technology before investing in it.

Practitioner notes

What is already known about this topic
  • The technology acceptance model helps decision-makers to determine whether students and teachers will adopt a new technology.
  • Technology acceptance is typically measured after users have used the technology for three to twelve months.
  • Perceived usefulness is a strong predictor of intention to use the technology.
  • The predictive power of perceived ease of use for the intention to use varies from insignificant to strong.
What this paper adds
  • For the four digital learning technologies (classroom chat, classroom response system, e-lectures and mobile virtual reality), we measure technology acceptance after a video demonstration and again after three months of usage.
  • Using structural equation modelling, we are able to predict intention to use after three months, with perceived usefulness measured after the video demonstration.
  • We replicate these findings with a second study using the general extended technology acceptance model.
Implications for practice and/or policy
  • Short video demonstrations can provide information for educators to predict whether students will use a technology.
  • Early impressions of perceived usefulness are very important and valuable to predict whether students will use a technology.
  相似文献   
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