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1.
与其他的体育运动项目相比,田径运动的历史要悠久许多。在田径运动项目中,成绩高低与田径训练中使用的训练方式有着很大的关联,同时田径训练方式的使用得当与否对于运动员的心理素质、训练效率、运动负荷等方面的提升有着十分显著的影响。本文就从当前的田径训练方式的特征分析出发,并以此为基础展望了未来田径训练方式的发展新趋势,以期对今后的田径训练方式发展提供相应的帮助。  相似文献   
2.
在初中体育课程当中,实际运用的教学方法有很多种,因为多数学生对体育课程还是比较喜爱的,老师可以根据不同的教学内容以不同的教学形式、手段来为学生上课,这样有利于提升体育教学质量。教育新改革为普通教学课程带来了新课改,同样也为体育教学带来了新的契机。本文就新形势下的教育改革对中学体育中分组教学的推进展开研究,为初中体育教学方式改革提供借鉴。  相似文献   
3.
田径运动是所有运动的基础运动,是促进身体健康的重要手段,对实现健康中国战略有重要的意义。本研究以普通高校大学体育田径运动的教学及发展路径为切入点,对几所高校进行调查分析,找出田径运动发展过程中存在的问题,并提出相关建议,使田径运动在高校更好地发展,促进健康中国战略目标的贯彻实施。  相似文献   
4.
目的:探讨应用智能手机运动软件监控体力活动对日常体力活动的影响及其内在机理。方法:选取广州市年龄35~45岁之间的白领38名作为研究对象,实验前、后受试者填写《国际体力活动问卷长卷》问卷,实验中受试者采用动动健康软件管理目标体力活动量,并将每日活动量反馈给监督者,监督者根据受试者上一周的体力活动量,对每名受试者设定下周的目标体力活动量,要求每周活动量较上周增加20%,实验共为期12周。结果:与实验前比较,试验后后第1周、第4周、第8周和12周的步数、能量消耗和活跃时间均非常显著性的增加(P<0.01);试验后各时间段步数均有所增加,其中,实验前工作日和休息日在17:30-20:00时间段步数最多,试验后工作日步数最多出现在20:00-22:00和17:30-20:002个时间段,休息日出现在8:30-12:00和20:00-22:002个时间段。结论:应用智能手机运动软件进行自我监控可以提高白领日常体力活动量,特别是交通和闲暇时间体力活动。目标设定、自我监控和表现反馈可能是体力活动干预中较为有效的行为改变技术(BCTs)。  相似文献   
5.
在高校教育中,田径课程是一门价值深远的体育课程,它不仅有增强人体机能、改善体内系统的效能,同时还有拓展视野、扩大交际范围和增强自我能力的作用,作为在高校体育中占有重要位置的一门课程。在社会经济不断深入发展的历史新时期里,传统的田径教学同大学生的自我能力发展要求已经不相适应,本文在此基础上,总结了几点主要问题和几项解决措施,希望能够为相关高校的田径教学工作者提供参考。  相似文献   
6.
多媒体技术对于教学上的应用,为公共体育教学带来了新的改革。在教学过程中,如何更好的利用多媒体技术教学的优势与公共体育教学相结合,提升高校公体课的成绩,是本文研究的重点。文章通过对于两个班级进行试验研究,以期对多媒体技术在高校公共体育教学上的应用,提供一定的理论参考依据。  相似文献   
7.
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   
8.
The progressively global, neoliberal, privatised, and digital education environment poses new methodological challenges for educational researchers, prompting a need to innovate. It has been suggested, however, that better commentary and reflection on methodological innovation in education is required. This paper considers the benefits and challenges associated with the use of network ethnography, one methodological approach that has emerged to address new social complexities. We explain the rationale for, and process of, this methodology through reference to an illustrative case: a network ethnography of the outsourcing of Health and Physical Education (HPE) curricular work to external providers. In doing this we map and critique three interrelated activities (i.e. Internet searches, interviews, and network diagram construction) that constituted our network ethnography. The discussion turns to how network ethnography allowed us to access new knowledge about the outsourcing of HPE curricular work to external providers by, for example, facilitating us in asking different questions, and foregrounding various stakeholders, networks and relationships that we may not have discovered had we relied on other approaches. This illustrative case demonstrates the capacity of network ethnography to generate rich data and offers a provocation for educational researchers to consider expanding their methodological repertoire.  相似文献   
9.
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   
10.
ABSTRACT

This article suggests that situations in which multiple research teams are convened under similar conditions present an opportunity to discover factors that lead to productive collaboration. It argues that social network analysis of research team outputs becomes more valuable when paired with data about research participant perceptions; and that any variables used as indicators of collaboration need to be calibrated using datasets from multiple studies with cross-team comparisons. The article provides an example of the kind of methodology needed to achieve this, describing a study with data from four research teams based at an Australian university campus, reporting their research performance over four years under conditions in which many variables were controlled and with results augmented by a survey of participant perceptions. Findings from the study indicate that there were exceptions to hypothesized associations between participant perceptions of collaboration and specific social network analysis measures over co-authorship data. The article suggests that, given the methodological challenges of studying research teams in the field, multiple datasets combining findings such as those in the present study are a path towards the development of indicators of productive higher education research collaboration.  相似文献   
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