首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   3033篇
  免费   52篇
  国内免费   56篇
教育   1472篇
科学研究   205篇
各国文化   4篇
体育   938篇
综合类   424篇
文化理论   5篇
信息传播   93篇
  2023年   11篇
  2022年   19篇
  2021年   51篇
  2020年   86篇
  2019年   42篇
  2018年   39篇
  2017年   69篇
  2016年   61篇
  2015年   81篇
  2014年   179篇
  2013年   254篇
  2012年   244篇
  2011年   251篇
  2010年   167篇
  2009年   173篇
  2008年   191篇
  2007年   217篇
  2006年   190篇
  2005年   155篇
  2004年   146篇
  2003年   122篇
  2002年   105篇
  2001年   92篇
  2000年   61篇
  1999年   23篇
  1998年   32篇
  1997年   24篇
  1996年   22篇
  1995年   6篇
  1994年   9篇
  1993年   4篇
  1992年   3篇
  1991年   3篇
  1990年   1篇
  1989年   1篇
  1985年   1篇
  1979年   1篇
  1978年   1篇
  1977年   2篇
  1976年   2篇
排序方式: 共有3141条查询结果,搜索用时 15 毫秒
1.
Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed.  相似文献   
2.
To assess ball impact force during soccer kicking is important to quantify from both performance and chronic injury prevention perspectives. We aimed to verify the appropriateness of previous models used to estimate ball impact force and to propose an improved model to better capture the time history of ball impact force. A soccer ball was fired directly onto a force platform (10 kHz) at five realistic kicking ball velocities and ball behaviour was captured by a high-speed camera (5,000 Hz). The time history of ball impact force was estimated using three existing models and two new models. A new mathematical model that took into account a rapid change in ball surface area and heterogeneous ball deformation showed a distinctive advantage to estimate the peak forces and its occurrence times and to reproduce time history of ball impact forces more precisely, thereby reinforcing the possible mechanics of ‘footballer’s ankle’. Ball impact time was also systematically shortened when ball velocity increases in contrast to practical understanding for producing faster ball velocity, however, the aspect of ball contact time must be considered carefully from practical point of view.  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.
对我国校园足球文化建设中若干问题进行深入分析和探讨,揭示我国校园足球文化建设的内在逻辑关系,研究发现:1)我国校园足球文化建设与其所具有的游戏本质、教育属性和社会属性密不可分。2)育人目标窄化、育人主体导向偏失、人文精神缺乏导致了校园足球实施中教育本原的漠视;足球生存场域发生变化、工具化足球的演进、足球发展理念不定导致了校园畸形足球形态的盛行。研究认为我国校园足球发展应把握与社会发展协调一致原则,强调顶层设计与实际需求相互适应的指导思想,以及打造生活化的校园足球实践活动行动方案。  相似文献   
5.
This study examined whether defending and passive bystanding during peer victimization episodes were associated with individual- and classroom-level efficacy to stop peer victimization. Self-report survey data were analyzed from 1,467 Swedish fourth-grade students (mean age = 10.55) from 100 classrooms in 63 schools. Multilevel analyses revealed that, when witnessing peer victimization, students more often defended victims if they were high in defender self-efficacy and if they belonged to classrooms high in collective efficacy. In contrast, students were more likely to remain passive if they were low in defender self-efficacy and if they belonged to classrooms low in collective efficacy. Taken together, our findings suggest that efficacy beliefs both at the individual and at the classroom level contribute to explaining variability in students' bystander behaviors, which has potential implications for prevention and intervention work.  相似文献   
6.
徐劲松  陈松 《科研管理》2018,39(3):101-109
群体心理资本作为一种重要的战略资源对个体知识共享产生积极影响,但至今鲜有研究对两者关系进行分析。整合工作要求-资源模型、社会交换理论,本研究构建了群体心理资本影响个体知识共享的跨层次模型,探讨了群体信任在两者关系间的不同行为效应,并通过多层线性分析等方法对问卷调查收集的数据进行实证分析。研究结果表明:(1)群体心理资本对个体工作参与、个体知识共享具有显著的正向预测效果;(2)群体心理资本对群体信任具有显著的正向预测效果,且群体信任在群体心理资本与个体工作参与关系之间起到中介作用;(3)群体信任跨层次正向调节个体工作参与与个体知识共享之间的关系。  相似文献   
7.
The focus on the dialogic-kishu kimkelay ta che method is the result of extensive research, debates and reflections contextualized in the territorial, cultural, linguistic and social diversity of central-southern Chile. This research methodology considers the coexistence of the Chilean and indigenous Mapuche worldviews of the inhabitants of this region of the country. With constructions that integrate these two epistemes, it develops a collective praxis in which diverse members belonging to both cultures can access their knowledge and expertise to form a research community. These members are the agents who decide what, why and how to conduct research. To study their own reality with the aim of transforming it, they practice the epistemological principles of situational historical diversity, gnoseological reciprocity, epistemic thought and expansive rationality. Hence, investigative praxes abandon terminology used in classic research to acquire an integrative conception of a reality that intertwines being, nature and the cosmos.  相似文献   
8.
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   
9.
ABSTRACT

By manipulating the congruency between body kinematics and subsequent ball trajectory, this study investigated the anticipation capabilities of regional-level, college-level, and novice table tennis players using a full video simulation occluder paradigm. Participants watched footage containing congruent, incongruent, or no ball trajectory information, to predict the landing point of the ball. They were required to choose between two potential locations to make their prediction. Percent accuracy and relevant indexes (d-prime, criterion, effect size) were calculated for each condition. Results indicated that experienced table tennis players (both regional and college players) were superior to novices in the ability to anticipate ball trajectory using kinematic information, but no difference was found between regional-level and college-level players. The findings of this study further demonstrate the superior anticipation ability of experienced table tennis players. Furthermore, the present result suggests that there may be a certain “baseline” level of motor experience in racquet sports for effective action anticipation, while the addition of further motor experience does not appear to assist direction anticipation.  相似文献   
10.
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   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号