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1.
金丹元  陈莎 《美育学刊》2020,11(2):47-54
2019年正值新中国成立70周年,我国电视剧创作出产了许多革命历史题材和现实主义电视剧佳作,同时网络剧也开始从边缘走向中心,成为观众喜闻乐见的电视剧形式。通过梳理、概括国内重要的学术期刊、报纸和会议论文中关于电视剧研究的文章,并从内容创作、美学价值、类型特点和女性塑造等几个方面进行解读,可以归纳出本年度电视剧研究的热点和焦点,同时也提出了对电视剧研究新动向的一些看法,以期为电视剧研究和创作提供借鉴。  相似文献   
2.
洪跃 《图书情报工作》2019,63(20):88-95
[目的/意义]基于建构主义学习理论,借鉴翻转课堂先进理念,以提高个人信息素养能力的初学者为主要教育研究对象,调研分析其个性特征、信息行为和教育方式偏好。[方法/过程]通过调研分析,总结教育方式与学生需求之间的矛盾成因,提出面向新生的"微视频+代入式体验"信息素养教育创新模式,着重分析模式特点、构建策略和实施方案,并提出可行性组织策略。[结果/结论]"微视频+代入式体验"信息素养教育新模式,综合运用微视频所特有的视觉冲击力,克服教师语言抽象化的不足,同时通过代入式情境体验,完成知识吸收内化、高层次思维认知,有效提升学生的信息素养综合能力。  相似文献   
3.
本研究采用单一被试研究中的跨行为多探测设计,以成人与同伴混合视频示范作为干预策略,嵌入动机操作的原理,对一名孤独症儿童实施以玩偶为中介的虚构客体游戏行为的干预。研究结果显示:孤独症儿童在干预期的目标游戏中表现出的与视频脚本一致的假装游戏行为数量显著增加,并能够得到良好的维持;在未经教学的游戏情境中能够表现出恰当的虚构客体游戏行为,表明儿童习得的虚构客体游戏技能能够得到良好的泛化。  相似文献   
4.
[目的/意义] 合理使用是维持著作权人个人利益与社会公共利益平衡的重要机制之一,对承担公共文化服务功能的图书馆尤为重要,但实践中图书馆的合理使用条款并未充分发挥利益平衡的作用,有必要对其存在问题及形成原因进行深入分析。[方法/过程] 通过与域外立法相比较,以及司法实践中的案例分析,可看出我国图书馆合理使用的主要问题在于现行法律规定滞后、规则不明晰,导致合理使用适用范围狭窄,还同时受到许可协议、技术措施的挤压。[结果/结论] 为化解图书馆合理使用条款的适用困境,可从增加原则性规定、明确其法律属性为强制性规定、扩大有关条款的适用范围等方面来完善立法。图书馆自身也应加强知识产权管理、提高知识产权素养,严格遵照法律规定以消除侵权隐患。  相似文献   
5.
The objective of this study is to analyse context, causes, and characteristics of injuries in non-professional soccer. Therefore, a retrospective telephone survey was carried out with persons who were injured while playing soccer and who reported this accident to the Swiss National Accident Insurance Fund (Suva). Based on these data, an analysis of 708 soccer injuries was performed. The findings show that 30.1% of the injuries occurred during informal soccer play, and 75.4% of the injured persons were soccer club members. 53.0% of all injuries were caused by contact and 29.5% by foul play. Foul play was not associated with injury severity. With respect to injury severity, twisting/turning and being tackled by an opponent were identified as the most influental injury causes. Moreover, the risk of being severely injured was particularly high players of the 30+/40+ amateur leagues. In conclusion, the findings highlight that 30+/40+ league players are a major target group for the prevention of severe soccer injuries. Soccer clubs may constitute an appropriate multiplier for implementing prevention strategies such as fair play education, healthy play behaviours, and prevention programmes. Finally, a better understanding of injury situations leading to severe injuries is needed to improve injury prevention.  相似文献   
6.
This article discusses how children in New Zealand make meaning in their spontaneous pretend play from kindergarten (four years old) through to their first year of primary school (five years old). The findings discussed here are taken from a wider project investigating children’s storytelling where 12 child participants were video recorded during their everyday storytelling experiences over a three-year period. This article reveals how children’s engagement in pretend play often involves playing out an impromptu storyline where ventriloquism is used to talk objects into life through paralinguistic features such as gesture, gaze and voice prosody. These findings suggest that through the act of ventriloquism in pretend play children learn to engage in complex meaning making activities in playful ways, orally formulating characters and building coherent and systematic storylines that can be identified as early literacy practices.  相似文献   
7.
The focus of this article is children’s self-organisation of peer-groups through play. The play was initiated by encounters with the environment. The use of ethnographic methods in early childhood research has proved helpful to elucidate, interpret, and understand children’s experiences and the creation of meaning in their everyday lives. This inquiry draws on field notes, informal conversations with the children, and photos from a study of kindergarten children’s experiences of outdoor places and landscapes in Norway. Going out of doors together with the children regularly over a period of 10 months revealed aspects of how children’s interactions in play connect to their use of natural landscapes and its place in peer-group social organisation. The data are presented as ‘narrative maps’ and episodes written as ‘emplotted’ narratives.  相似文献   
8.
Imagery research with children has been primarily examined within a structured physical activity context. However, researchers have begun to investigate children’s imagery use in their active play (i.e., unstructured leisure-time physical activity). The objective of the present article was to develop a conceptual model of active play imagery—the active play imagery model. This objective was accomplished by applying the components of the revised applied model of deliberate imagery use (RAMDIU; Cumming and Williams, 2013) to the context of active play. The proposed model comprises the same seven components included in the RAMDIU (i.e., where and when, who, why, what and how, meaning, imagery ability, and outcomes). However, in contrast to the RAMDIU, the active play imagery model acknowledges that individual characteristics can directly influence one’s ability to image. The proposed model will provide a guiding framework for future research and applications of active play imagery.  相似文献   
9.
传播游戏理论强调传播作为一种主观性游戏的存在,体育传播与此具有天然的契合点。该文在界定体育传播产品内涵、分析传播游戏理论观点的基础上,提出体育传播产品要从传递信息走向营造体验,要开发体育视频资源,利用VR技术增强赛事体验,借助机器人提升体育信息传播速度,采用数据可视化增强体育传播的趣味性与观赏性。  相似文献   
10.
刘志刚 《情报科学》2007,25(10):1472-1477
数字时代与三大版权主体之间存在着利益上的冲突,版权保护与权利限制也许是版权制度中一对永恒存在的矛盾。如何维护个体利益与公共利益的动态平衡,是版权法长期以来试图解决的难题。合理使用制度面临着怎样的挑战,它又如何在网络环境下得到继承和发展,国际版权公约与各国版权法是否给予了针对数字技术的调整,从法律调整的基本原则、立法模式和程序改进等方面,对我国版权合理使用制度如何延伸至网络环境提出了若干建议。  相似文献   
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