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71.
ABSTRACT

We performed a randomized, controlled trial to analyse the effects of resistance training (RT) on cognitive and physical function among older adults. Fifty participants (mean age 67 years, ~60% woman) were randomly assigned to an RT program or a control group. Participants allocated to RT performed three sets of 10-15RM in nine exercises, three times per week, for 12-weeks. Control group did not perform any exercise. Variables included cognitive (global and executive function) and physical function (gait, mobility and strength) outcomes. At completion of the intervention, RT was shown to have significantly mitigated the drop in selective attention and conflict resolution performance (Stroop test: -494.6; 95%CI: -883.1; ?106.1) and promoted a significant improvement in working memory (digit span forward: -0.6; 95%CI: ?1.0; ?0.1 and forward minus backward: -0.9; 95% CI: ?1.6; ?0.2) and verbal fluency (animal naming: +1.4, 95%CI 0.3, 2.5). No significant between-group differences were observed for other cognitive outcomes. Regarding physical function, at completion of the intervention, the RT group demonstrated improved fast-pace gait performance (?0.3; 95% CI: ?0.6; ?0.0) and 1-RM (+21.4 kg; 95%CI: 16.6; 26.2). No significant between-group differences were observed for other mobility-related outcomes. In conclusion, RT improves cognitive and physical function of older adults.  相似文献   
72.
ABSTRACT

The objective of this study was to analyse the effect of the use of social networks in smartphones or playing video games on the passing decision-making performance in professional soccer athletes. Participants were 25 male professional soccer athletes (mean ± SD: age 23.4 ± 2.8 years). The participants performed three randomised conditions divided into three groups: control (CON), smartphone (SMA), and video game (VID). Before and after each experimental condition, the Stroop Task assessed the level of induced mental fatigue. Then, the athletes performed a simulated soccer match. A CANON® camera recorded the matches for further analysis on passing decision-making performance. A group effect was identified (< .01) with impairment on passing decision-making performance for the SMA (p = .01, ES = 0.5) and VID (p = .01, ES = 0.5) conditions. We concluded that the use of social networks on smartphones and/or playing video games right before official soccer matches might impair the passing decision-making performance in professional soccer athletes.  相似文献   
73.
ABSTRACT

This systematic review and meta-analysis aimed to determine differences in body compositionn between playing standard and age in male rugby union and rugby league athletes. The MOOSE (Meta-analysis of Observational Studies in Epidemiology) guidelines for design, implementation, and reporting were followed. Studies were required to be in male rugby union or league and have body composition as the primary or secondary outcome. Data was required to be presented separately for positional groups and body composition presented as whole-body. A systematic search was performed in PubMed, Cochrane Library, MEDLINE, SPORTDiscus, and CINHAHL via EBSCOhost. 57 studies were included for meta-analysis. Results highlighted significantly higher fat-free mass in senior elite than senior sub-elite or junior elite athletes for all RU and RL forwards. Small and non-significant differences were found in fat mass between rugby union playing standards and age categories. Rugby league senior elite forwards had less fat mass than junior elite forwards. Practitioners should prioritise training and nutritional strategies that maximise fat-free mass development, especially in junior elite cohorts.  相似文献   
74.
摘要:“互联网+”成为新时期体育文化建构和产业延伸关键词,“互联网+体育”逐渐形成。冬奥会申办的成功给我国冬季运动发展带来契机,但冬季项目尤其是冰球运动的文化根基和发展现状而言,我国与北美传统优势强国之间存在较大差距。基于上述背景和发展要求,主要采用文献资料法、例证比较法等研究方法,运用胡塞尔“视域”概念及《冰雪运动发展规划(2016—2025年)》,借鉴北美冰球运动泛文化发展现状,提出适于我国“互联网+”和冬奥项目自身发展要求的拓延策略,最终提出3点建议,即群众参与的前提是政策助力,希望有关冬季项目政策能够出台更多有利于泛文化发展和全民普及的相关内容;媒体报道需更进一步加强,目前新闻类内容较多,文化类内容仍有待挖掘;借助产业链发展形态,促进冰雪产业与其他产业、国际合作等交流接轨,实现全球化的文化传播样态和理念。  相似文献   
75.
Substituting basketball players during competition is a key process to optimise collective performance. Available research on this topic is scarce, probably due to the difficulty in isolating these effects; thus, the aim of this study was to identify the temporal effects of substitutions in basketball (Spanish professional basketball league). The sample was composed of 1118 substitutions gathered from 21 basketball games. The analysed variables were coach-controlled (player and team’s personal fouls, player in and player out roles, player’s in and out minutes on-court and timeout situation); on-court (foul committed, free throws, 2- and 3-point field-goal effectiveness) and situational variables (scoreline, quality of opposition, game location and game quarter). The results showed positive scoring performances after the substitution for all the analyses. During the first quarter, there were significant effects for fouls committed, scoreline and game location after the substitution. The player’s out personal fouls, free-throw effectiveness, player in, minutes on-court player in, timeout situation and 3-point field-goal effectiveness were significant during the second quarter. The team’s personal fouls, game location, and scoreline were identified as important in the third quarter. The fourth quarter did not show significant effects on the independent variables. Current findings allow optimising coaches’ plans and team management of on-court and bench players throughout the game.  相似文献   
76.
Scrummaging is a major component of Rugby Union gameplay. Successful scrummaging is dependent on the coordination of the forward players and the strength of the eight individuals. The study aim was to determine whether individual scrummaging kinetics and other candidate factors associated with scrummaging performance discriminate team scrum performances. Sixteen club-level forwards (stature: 1.80?±?0.1?m; mass: 99.0?±?18.2?kg) were initially divided into two scrummaging packs. A total of 10 various scrum permutations were tested, where players were randomly swapped between the two packs. Winning scrums were determined by two observers on opposite sides of the scrum. Fatigue (100?mm visual analogue scale (VAS)) and scrummaging effort (6–20 rating of perceived exertion (RPE)) were assessed following each scrum contest. Individual scrummaging kinetics were acquired through an instrumented scrum ergometer and muscular power indicated through vertical jump heights. Student’s t-tests were used to differentiate between winning and losing scrum packs. VAS and RPE were assessed using repeated measures ANOVAs. Winning scrum packs had significantly larger combined force magnitudes (p?<?.002), regardless of the player contribution calculations. Additionally, winning packs had less individual movement (p?=?.033) and higher combined vertical jump heights (p?<?.001) but were not significantly heavier (p?=?.759) than losing scrum packs. While perceived VAS and RPE values progressively increased (p?<?.001), no differences in the individual scrum magnitudes were observed between the 1st and 10th scrum (p?=?.418). The results indicated that the combination of individual forces, variation in movement and factors related to scrummaging performance, such as vertical jump height, were associated with team scrummaging success.  相似文献   
77.
Abstract

A “look-up line” (LUL) has been proposed for ice hockey, which is an orange 1?m (40′) warning line (WL) painted on the ice at the base of the boards. The LUL purports to provide an early warning to players to keep their head up prior to and as they are being checked. We determined if players looked up more on a rink with the LUL compared to a traditional Control rink. Elite offensive (O) and defensive (D) players competed 1 vs. 1, while wearing an eye tracker that recorded their quiet eye (QE) and fixation and tracking (F-T) and an electrogoniometer that measured head angle. External cameras recorded skate duration during four skate phases: P1 preparation, P2 decision-making, P3 cut to boards, P4 contact. The QE was the final fixation prior to contact between O and D as they skated towards and across the WL during P3 and P4. Skate phase durations (%) did not differ by rink or rink by position. More QE and F-T occurred on the WL on the LUL rink than on the Control. The expected increase in head angle on the LUL rink did not occur during P3 or P4. Post-hoc results also showed O and D skated further from the boards on the LUL rink, suggesting the players preferred to control the puck on white ice, rather than the orange colour of the LUL rink. More research is needed to determine if these results apply to the competitive setting.  相似文献   
78.
摘要:通过文献资料法、问卷调查法、专家访谈法、数理统计法等,从中学体育教师、学校领导角度出发对中学校园足球文化结构进行了理论假设与验证,同时调查了体育教师对中学校园足球文化结构的认知差异情况。结果表明:1)通过综述以往研究,提炼出了中学校园足球文化由政策解读、校本实际、自我能力、学生情况、地域文化、社会环境、足球核心价值7个维度构成,并得到了良好的验证。2)通过进行单因素方差分析发现:中学体育教师因为教龄、性别、任教地区、任教阶段的不同,对中学校园足球文化结构的认知存在一定的差异。立足于中学体育教师和学校领导展开的调查,旨在为中学校园足球文化的基本结构及内涵认识情况进行了解,中学的校园足球文化参与者有了清晰的认识,就能够在一定程度上引领学生参与和学习正确的足球运动,从而为中学校园足球文化的构建奠定一定的理论基础。通过对中学体育教师认识差异的原因进行科学的分析和讨论,积极探索当前社会背景下构建中学校园足球文化的方法和途径,为中学特色校园足球文化的可持续发展提供积极的理论基础,也为中学校园足球的开展提供积极的理论借鉴。  相似文献   
79.
贺青 《铜仁学院学报》2007,1(3):100-102,118
"合作式学习、督促式参与和小组化评分"正是在坚持传统理论教学基础上对教学活动量化的探索和模式创新,主要由"合作式学习"、"督促式参与"和"小组化评分"三个相互联系的教学环节结合而成,而学生的课程最终成绩将由"小组总成绩"、"个人表现成绩",以及通过学期考试所得到的"卷面成绩"三部分组成。  相似文献   
80.
李晶  张嵘 《编辑学报》2016,28(5):460-462
作为科技期刊的主要作者群——研究生,其学术不端行为频频发生并且具有不同于一般科研人员的特点.在2个研究生学术不端行为案例的基础上,调查与探讨研究生学术不端行为现状及认知情况,并提出了科技期刊编辑的应对策略.  相似文献   
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