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1.
体育是“一带一路”倡议人文交流的重要依托,体育赛事对实现民心相通发挥积极作用。英联邦运动会的长期举办推动了英联邦国家的整体发展,是体育赛事交流的典型案例。通过对英联邦运动会与“一带一路”体育赛事的对比,分析其对“一带一路”体育赛事的借鉴作用,并探讨“一带一路”体育赛事交流的构想与策略。认为:开展“一带一路”体育赛事交流应建立“一带一路”体育组织,组建相应的工作机构,举办“一带一路”国家运动会;构建“多边体育合作机制”,不断扩大“一带一路”体育赛事的覆盖面,重视赛事风险并避免负面影响,鼓励、支持多国举办“一带一路”体育赛事。  相似文献   
2.
Previous research has highlighted the positive effect that different warm-up protocols have on golf performance (e.g. Sorbie et al., 2016; Tilley & Macfarlane, 2012) with the design of warm-ups and programmes targeting and improving golf performance through the activation and development of specific muscle groups. This study aimed to examine the acute effects of two warm-up protocols on golf drive performance in comparison to a control condition. Using a randomised counterbalanced design over three testing sessions, twenty-three highly skilled golfers completed the control, dynamic and resistance-band warm-up conditions. Following each condition, a GC2 launch monitor was used to record ball velocity and other launch parameters of ten shots hit with the participants’ own driver. A repeated-measures ANOVA found significant increases in ball velocity (ηp2 = .217) between the control and both the dynamic and resistance-band warm-up conditions but no difference between these latter two, and a reduction in launch angle between control and dynamic conditions. The use of either a dynamic stretching or resistance-band warm-up can have acute benefits on ball velocity but golfers should liaise with a PGA Professional golf coach to effectively integrate this into their golf driving performance.  相似文献   
3.
Learning the fundamentals of probability and random variables can be a struggle for many students. Games by their nature require active participation and reward mastery, lending naturally to the framework of active learning. In this study, we designed and evaluated the efficacy of a lab activity using a game where strategy hinges on sums of dice to teach about linear combinations of independent random variables. We found that both activities lead to improved understandings of course concepts, but the dice game provided increased student engagement and interest.  相似文献   
4.
Children in kindergarten were randomly assigned to adaptive computerised counting or comparison interventions, or to a business-as-usual control group. Children in both intervention groups, including children with poor calculation skills at the start of the intervention, performed better than controls in the posttest. However the effects of training held in grade 1, playing serious counting games improving number knowledge and mental arithmetic performances, and playing serious comparison games, only enhanced the number knowledge proficiency in grade 1. The value of these short periods of intensive gaming in kindergarten are discussed as a look-ahead approach to enhance arithmetic proficiency.  相似文献   
5.
角接触球轴承的设计涉及许多结构参数。着重介绍了角接触球轴承的钢球、内外套圈等零件主要参数的确定。基于用户要求,运用ZYB28-98角接触轴承的设计方法,首先确定了所需要的钢球直径和钢球数,并计算了其径向额定负荷。接着详细介绍了内外沟曲率半径、内外圈沟径、内外圈挡边直径等主要参数的计算过程。  相似文献   
6.
面对后现代主义美学的“重写现代性”所倡导的消解理性、主体性及其意义异延论(解构美学),社会差异论(生存美学),语言游戏论(解释学美学),非主体可能论(崇高美学),实践美学从以物质生产为中心的社会实践出发,力图建构起人文理性、多维主体性、自由个体性、回应西方现代美学的不确定性、多元化、非人化、语言学转向等问题和趋向,开辟新世纪美学发展的康庄大道。  相似文献   
7.
The primary aim of this study was to investigate the correlation between game addiction and academic achievement. The secondary aim was to adapt a self-report instrument to measure game addiction. Three hundred and seventy high school students participated in this study. Data were collected via an online questionnaire that included a brief explanation of the aim of the study, demographical questions, game addiction scale (GAS) and the grade point average of the current year. The GAS had two forms: (i) 21-item and (ii) 7-item. Game addiction and academic achievement were negatively correlated but this correlation was not supported by regression and structural equation modelling analyses. The present study primarily suggests that there may be a negative correlation between game addiction and academic achievement; however, this correlation may be qualified as negligible. In addition, the two forms of the GAS were adapted for Turkish language with reliability and validity to measure computer and video game addiction in adolescents as promising instruments.  相似文献   
8.
阙华萍 《天津教育》2021,(9):175-176
目前,幼儿教学越来越受到家长和教师的重视,幼儿时期是孩子快速成长和发展的重要时期,在幼儿时期对孩子开展美术教学对培养孩子健康成长具有重要作用,本文提出将民间游戏与绘画教学相结合有利于培养孩子的美术学习兴趣和提升孩子的各项能力。具体的,教师可以选择将“比手影”“捉迷藏”和“过家家”民间游戏与绘画教学相结合,通过将游戏与绘画相融合开展幼儿绘画教学活动,有利于锻炼孩子的动手能力、观察能力和表达能力等,同时对于孩子身心健康发展具有重要作用。  相似文献   
9.
以增进幼儿的童年幸福体验为目标,幼儿园在构建"童乐游戏"课程时应以尊重幼儿的主体性为前提,注重幼儿在课程实践中的积极情绪体验,并要以游戏的方式来组织实施课程,以使游戏不仅是一种学习方式,更是幼儿存在的基本方式。"童乐游戏"课程在内容上由指向幼儿共性发展的基础性课程与主要满足幼儿个性化学习需求的拓展性课程构成。"童乐游戏"课程在实施时应遵守生活性、趣味性、游戏性等原则,注重环境创设与多种游戏机会的提供。同时,幼儿园还应加强对"童乐游戏"课程的管理,注意搭建课程指导平台、引领平台、实践平台、资源平台以及评价平台等,以此不断优化课程内容和提升课程价值。  相似文献   
10.
Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on a controversial empirical claim, is often one-sided in the range of moral theories used, and remains on a general level with its focus on content alone. In response to these problems, I pick up Matt McCormick’s thesis that potential harm from playing computer games is best construed as harm to one’s character, and propose to redirect our attention to the question how violent computer games influence the moral character of players. Inspired by the work of Martha Nussbaum, I sketch a positive account of how computer games can stimulate an empathetic and cosmopolitan moral development. Moreover, rather than making a general argument applicable to a wide spectrum of media, my concern is with specific features of violent computer games that make them especially morally problematic in terms of empathy and cosmopolitanism, features that have to do with the connections between content and medium, and between virtuality and reality. I also discuss some remaining problems. In this way I hope contribute to a less polarised discussion about computer games that does justice to the complexity of their moral dimension, and to offer an account that is helpful to designers, parents, and other stakeholders. An earlier version of this paper was presented at the ACLA 2006 conference in Princeton, 25 March 2006.  相似文献   
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