全文获取类型
收费全文 | 4178篇 |
免费 | 50篇 |
国内免费 | 163篇 |
专业分类
教育 | 2113篇 |
科学研究 | 748篇 |
各国文化 | 1篇 |
体育 | 138篇 |
综合类 | 139篇 |
文化理论 | 2篇 |
信息传播 | 1250篇 |
出版年
2023年 | 15篇 |
2022年 | 40篇 |
2021年 | 64篇 |
2020年 | 83篇 |
2019年 | 82篇 |
2018年 | 50篇 |
2017年 | 55篇 |
2016年 | 68篇 |
2015年 | 87篇 |
2014年 | 263篇 |
2013年 | 347篇 |
2012年 | 351篇 |
2011年 | 357篇 |
2010年 | 233篇 |
2009年 | 178篇 |
2008年 | 242篇 |
2007年 | 298篇 |
2006年 | 305篇 |
2005年 | 307篇 |
2004年 | 265篇 |
2003年 | 222篇 |
2002年 | 167篇 |
2001年 | 127篇 |
2000年 | 83篇 |
1999年 | 39篇 |
1998年 | 12篇 |
1997年 | 26篇 |
1996年 | 8篇 |
1995年 | 2篇 |
1994年 | 5篇 |
1993年 | 1篇 |
1992年 | 4篇 |
1991年 | 3篇 |
1989年 | 1篇 |
1988年 | 1篇 |
排序方式: 共有4391条查询结果,搜索用时 15 毫秒
1.
[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
2.
3.
4.
This paper analyses the attitudinal effect of a cause-related marketing campaign which becomes viral through social networks. This attitudinal response is observed in three Internet user segments with different affinity levels: i) strong (familiar with the sponsoring brand and the promoted cause); ii) intermediate (familiar with the brand or the cause); and iii) weak (without previous experiences of either the brand or the social cause). To develop our experiment, 360 Internet surfers agree to participate. Their attitudes were measured before and after the showing of a viral spot in which a pet food brand encourages pet adoption. Our results show that a viral campaign works perfectly for the strong-affinity segment and adequately for the week affinity segment. On the contrary, this viral campaign leaves the intermediate-affinity segment indifferent. 相似文献
5.
6.
7.
Michael Dezuanni 《Learning, Media and Technology》2018,43(3):236-249
This article aims to contribute new knowledge about the media literacies children assemble as they play the digital game Minecraft which it describes as a children's digital making platform. The article argues media literacy's tendency to use socio-cultural and humanist accounts of media participation limit its ability to fully explain digital making practices. Socio-material and performative literacy theories are used to introduce a framework for exploring digital media literacies across four nodes: digital materials, media production, conceptual understanding and media analysis [Dezuanni, M. 2015.“The Building Blocks of Digital Media Literacy: Socio-material Participation and the Production of Media Knowledge.”Journal of Curriculum Studies 47 (3): 416–419]. The article's second half outlines how the author uses digital ethnography in his home to understand children's Minecraft digital making and the article's theoretical claims are explored using empirical data. The conclusion considers the ramifications of digital making for media literacy research and practice. 相似文献
8.
Chareen Snelson 《Learning, Media and Technology》2018,43(3):294-306
Video production offers a way for students to learn content-area knowledge while simultaneously developing technology skills deemed important in contemporary society. Yet, the research has not been examined in a systematic way to reveal how these types of projects are oriented to align to instructional goals or how learning is investigated when they are implemented as part of content-area pedagogy. A scoping study was conducted to review the research literature on implementation of student video production in content-area classrooms. A total of 61 studies published from 2006 through 2017 were selected and analyzed through a systematic process. Findings suggest that video production projects were conducted to meet information, performance, composition, literacy, or creativity learning goals in content-area classrooms. Strategies used to investigate student learning included evaluation of learner perceptions, analysis of the process of creating video, assessment of the final video project, or a combination of these approaches. 相似文献
9.
Benjamin F. Mentiplay Ksaniel Hasanki Luke G. Perraton Yong-Hao Pua Paula C. Charlton Ross A. Clark 《Journal of sports sciences》2018,36(19):2202-2209
The Microsoft Xbox One Kinect? (Kinect V2) contains a depth camera that can be used to manually identify anatomical landmark positions in three-dimensions independent of the standard skeletal tracking, and therefore has potential for low-cost, time-efficient three-dimensional movement analysis (3DMA). This study examined inter-session reliability and concurrent validity of the Kinect V2 for the assessment of coronal and sagittal plane kinematics for the trunk, hip and knee during single leg squats (SLS) and drop vertical jumps (DVJ). Thirty young, healthy participants (age = 23 ± 5yrs, male/female = 15/15) performed a SLS and DVJ protocol that was recorded concurrently by the Kinect V2 and 3DMA during two sessions, one week apart. The Kinect V2 demonstrated good to excellent reliability for all SLS and DVJ variables (ICC ≥ 0.73). Concurrent validity ranged from poor to excellent (ICC = 0.02 to 0.98) during the SLS task, although trunk, hip and knee flexion and two-dimensional measures of knee abduction and frontal plane projection angle all demonstrated good to excellent validity (ICC ≥ 0.80). Concurrent validity for the DVJ task was typically worse, with only two variables exceeding ICC = 0.75 (trunk and hip flexion). These findings indicate that the Kinect V2 may have potential for large-scale screening for ACL injury risk, however future prospective research is required. 相似文献
10.