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41.
叶兰 《图书情报工作》2020,64(13):51-57
[目的/意义] 对比分析数据管理能力成熟度模型,为图书馆选择与应用数据管理能力成熟度模型提供参考方案。[方法/过程] 通过模型文本的研究,介绍各模型的结构。采用比较分析法从评价维度(功能域)的设置、模型的组织体系、评价标准与规则、可操作性、公开度等5个方面对7个数据管理能力成熟度模型进行评析。[结果/结论] 每个模型具有其特色功能。CMMI、DMM、DCAM和中国DCMM的评价维度较为全面,中国DCMM即中国-数据中心服务能力成熟度模型具有较强的操作性,且其定量与定性相结合的评价方法值得借鉴。研究数据管理的能力成熟度模型(雪城大学秦健教授团队)和研究数据管理能力成熟度模型(澳大利亚ANDS)考虑图书馆数据管理的实际情况,可作为首选模型。基于各模型的对比与评析结果,形成3种适应不同情境的图书馆选择与应用数据管理能力成熟度模型的方案。  相似文献   
42.
李楠  张超  路璐  邹沐宏 《图书情报工作》2020,64(15):151-156
[目的/意义] 以中国科学院文献情报中心"中国科讯"为例,分析专业图书馆应急科学传播服务的举措及成效,为应急事件下专业图书馆科学传播服务提供借鉴。[方法/过程] 梳理新冠肺炎疫情期间"中国科讯"微信公众号推送的服务内容,从日均用户增长和阅读量分析用户对不同类型内容的关注程度,提出应急科学传播服务的思考。[结果/结论] 疫情期间,"中国科讯"日均用户增长明显,电子资源保障类内容阅读量最高,其次为新冠病毒科技攻关进展相关内容、科普类直播和信息素养教育直播观看人数达到数万人。应急事件下,专业图书馆应加强特色服务的宣传、加强信息甄选和审核机制,重大公共卫生事件下应急科学传播工作预案缺失也需引起重视。  相似文献   
43.
[目的/意义] 灰色预测法可有效处理情报研究中广泛存在的小样本数据,通过对灰色预测法在情报研究中的应用情况进行梳理,总结其在应用过程中存在的不足,为灰色预测法在情报研究中的进一步应用提供参考。[方法/过程] 通过综述情报研究中涉及灰色预测法的相关文献,从数据选取、模型构建和解决的问题等方面对情报研究中灰色预测法的应用进行概述,总结当前情报研究中灰色预测法的应用所存在的问题,并提出改进建议。[结果/结论] 在方法应用上,已有研究主要采用数列灰预测,且模型集中在单变量灰色预测模型,根据预测对象不同,灰色预测法已经在包括期刊分析、图书馆运行管理、热点主题分析及科研机构评价方面得到了很好的应用,未来可根据预测对象特点及研究目标尝试不同的灰色预测方法,扩宽灰色预测法在其他方面的情报研究问题中的应用。  相似文献   
44.
医学统计学在科学研究中的重要性不容忽视。为培养本科生的医学科研素养,提升他们科学的统计思维和解决科研实际问题的能力,在医学统计学本科生课程教学中,有必要结合科研训练的课程。文章在分析医学统计学教学现状的基础上,提出了医学统计学结合科研训练教学的新模式,并结合实际教学经验就教学内容、教学模式、考核方式的改革提出了具体的思路和实践方法。希望通过加强对本科生的科研训练,提升他们的科研意识和科研创新能力。  相似文献   
45.
Game-based learning can have a positive impact on medical education, and virtual worlds have great potential for supporting immersive online games. It is necessary to reinforce current medical students' knowledge about radiological anatomy and radiological signs. To meet this need, the objectives of this study were: to design a competition-based game in the virtual world, Second Life and to analyze the students' perceptions of Second Life and the game, as well as to analyze the medium-term retention of knowledge and the potential impact on the final grades. Ninety out of 197 (45.6%) third-year medical students voluntarily participated in an online game based on self-guided presentations and multiple-choice tests over six 6-day stages. Participants and non-participants were invited to perform an evaluation questionnaire about the experience and a post-exposure knowledge test. Participants rated the experience with mean scores equal to or higher than 8.1 on a 10-point scale, highlighting the professor (9.5 ± 1.1; mean ± SD) and the virtual environment (8.9 ± 1.1). Participants had better results in the post-exposure test than non-participants (59.0 ± 13.5 versus 45.3 ± 11.5; P < 0.001) and a lower percentage of answers left blank (6.7 ± 8.4 versus 13.1 ± 12.9; P = 0.014). Competitive game-based learning within Second Life is an effective and well-accepted means of teaching core radiological anatomy and radiological signs content to medical students. The higher medium-term outcomes obtained by participants may indicate effective learning with the game. Additionally, valuable positive perceptions about the game, the educational contents, and the potential benefit for their education were discovered among non-participants.  相似文献   
46.
This study investigates the sociomaterial movements of student engagement in a school's makerspace. Here, we understand sociomaterial movements as emergent and relational, comprising complex dynamics of agency across students, teachers and materials in situated, culturally framed activities. Our study draws on data comprising 85 hours of video recordings of 9–12-year-old students' (N = 94) engagement in a technology-rich makerspace in a Finnish elementary school. The video data were transcribed and analyzed qualitatively using a multimodal interaction analysis. The sociomaterial movements were found to be displayed across a tension-laden continuum between (1) procedural activity—analysis and reflection; (2) individual activity—collaboration; (3) “doing school”—empowerment; and d) alienation—identification. Together, the study offers a potential approach for investigating and understanding the often overlooked workings of sociomateriality that constitutes students' emergent engagement and learning opportunities in science, technology, engineering and mathematics (STEAM) learning contexts.  相似文献   
47.
In this article, we report on the challenges entailed in the development of concepts, methods, and strategies for designing and implementing a cross-national research study of the first-years of school-mathematics teaching, including an exploration of how beginning mathematics teachers differ in their preparation, knowledge for teaching, teaching practice, working conditions, and pupil characteristics. The study was designed as a proof-of-concept for a study of teaching and teacher education to be implemented by educationalists, teacher educators, and early career teachers as an ongoing professional endeavor. Primary among the challenges was the development of the sampling design and the construction of measures.  相似文献   
48.
The development of three-dimensional learning among all K-12 student demographics remains a prominent goal for the field of science education. However, substantial research in science teacher education for urban populations showcases hurdles to overcome in order to achieve this goal, particularly for elementary teachers. Research shows that urban elementary teachers are often ill-prepared to develop a type of science pedagogy responsive to students' learning needs. The fidelity of such pedagogies that these teachers adhere to when trying to implement such a requested content–relationality between these populations and how their local contexts can be used as sites to learn science in relevant ways are often not fully realized, as well. Given that science achievement gaps exhibit racial disparities starting in primary grades and attitudes toward science have been shown to affect academic achievement and motivation, we argue that one way to ameliorate, in at least an incremental way, this disparity is to design novel learning experiences to prime students to see the relevancy of science in their local contexts before such three-dimensional designed learning is set to occur. In this research, we leveraged the immersive nature of Virtual Reality 360 videos and present a design-based research iteration testing how this novel technologically enhanced learning experience may have influenced close to 400 urban elementary students' attitudes toward science around those attitudes labeled as “behavioral beliefs” by the field. Using a concurrent, convergent mixed-methods design with a two-way multivariate analysis of covariance quantitative data set triangulated with students' qualitative self-reports that were transformed into quantitative preponderances in graphic form, the data support that our design iteration emphasizing the importance of context as a design focus can prime students who struggle to see science as relevant to change their attitudes. Implications are discussed around relationality, novel technological affordances, and the use of local contexts as learning resources.  相似文献   
49.
在"马拉松热"的背景下,对跑步参与过程中马拉松跑者的深度休闲特质进行探究。采用滚雪球抽样方式,对20名马拉松跑者进行半结构式访谈,通过质性分析软件NVivo 11.0对访谈资料进行分析。研究结果表明马拉松跑者具有深度休闲的6个特质:坚持不懈、生涯性、显著的个人努力、强烈的认同感、独特的文化、持久的收益。本研究进一步丰富了已有研究成果,其中坚持不懈中的"毅力"和"自我管理"两方面体现了马拉松项目的特点。对马拉松跑者来讲,经济回报和团队发展并不是明显的持久收益。本研究结果拓展了对我国"马拉松热"现象的理解,未来应采用定量方法进行深入研究。  相似文献   
50.
罗予 《教育教学论坛》2020,(18):369-370
基于岗位需求,以"够用、适用"为应用语文建设的原则,构建"项目引领、任务驱动"应用语文,开发适用理实一体化、线上线下混合的教学模式的教学资源,进行教学手段与方法的改革,设计课程教学方案流程,提高应用语文有效性。  相似文献   
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