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1.
Despite an increase in the use of technology in undergraduate anatomy education, and the rising popularity of online anatomy courses at community colleges in the United States, there have been no reports on the efficacy of augmented reality on anatomy education in this population. The purpose of this study was to test the hypothesis that augmented reality is an effective and engaging tool for learning anatomy in community college students. Participants recruited from Cuyahoga Community College (Cleveland, OH) studied skull anatomy using either traditional tools (i.e., textbook and plastic skull model) or an augmented reality head-mounted display with an interactive virtual skull application. Comparison of knowledge before and following the study period revealed that augmented reality was an effective tool for learning skull anatomy: pre-quiz = 32.7% (± 25.2); mean (± SD), post-quiz = 61.8% (± 19.5); n = 15; t(28) = 3.53; P = 0.001. The traditional tools were equally effective: pre-quiz = 44.9 % (± 18.6), post-quiz = 67.9 % (± 17.3); n = 17; t(32) = 3.73; P = 0.0007. Students rated the augmented reality device as 9.6 (± 1.0); mean (± SD) when asked if it fit the statement “fun to use” on a semantic differential scale from 1 (poor) to 10 (excellent). In conclusion, this study found that augmented reality is an effective and engaging tool for the instruction of skull anatomy at a community college.  相似文献   
2.
当前我国体育消费力较弱,亟需通过研究提升体育消费力。运用文献资料、逻辑分析等方法,依据马克思消费力理论提出并解析了体育消费力的4要素及其现实情况:体育供给不到位导致消费品难以满足需求、居民收入不平衡限制消费者的支付能力、体育环境不规范阻滞良好消费氛围的形成、体育消费者不成熟拉低消费力的整体水平。体育消费力提升路径:以供给侧结构性改革为主线有效优化体育供给力,以拓宽人民增收渠道为手段动态平衡居民可支配收入,以完善市场化引导监督机制为动力合理规范体育社会环境,以强化消费者要素整合能力为抓手全面提升体育消费者成熟度。  相似文献   
3.
Although research has indicated that augmented reality (AR)–facilitated instruction improves learning performance, further investigation of the usefulness of AR from a psychological perspective has been recommended. Researchers consider presence a major psychological effect when users are immersed in virtual reality environments. However, most research on learner presence has focused on measuring it rather than the factors influencing it. This study explored the relationship between learner perception and presence in an AR-facilitated learning environment. A game-type AR learning process was developed and an experiment was implemented employing a one-group pretest–posttest method. Three sets of research instruments were developed, comprising a learning achievement test, a learner's presence inventory, and a questionnaire on learners’ perception of the AR-mediated environment. A total of 60 validated data samples were collected and statistically analysed. The researchers determined that learner presence closely relates to learning achievement and AR learning perception. These results indicate that a more satisfactory AR perception leads to a higher level of learner presence in the AR environment, thereby resulting in more beneficial learning outcomes.  相似文献   
4.
中国儒家“五常”思想承载了丰富的创新创业品质。高校创新创业教育应从儒家“五常”思想中汲取精髓,深入挖掘其中有助于培育大学生创新创业教育的思想资源,积极将儒家“五常”思想融入大学生创新创业精神培育的全过程。儒家“五常”思想与大学生创新创业精神培育在修身立业、财富积累、人际交往、终身学习、信誉至上等观念的培养上具有高度的契合性。儒家“五常”思想融入大学生创新创业教育,需要在观念、思想和文化上与时俱进,实现“三个转变”,设置切实可行的实践路径。  相似文献   
5.
基于虚拟现实技术的救助船对外消防培训仿真系统   总被引:1,自引:0,他引:1  
针对救助船消防训练中存在的海况复杂,对外消防炮射流受风影响大,往往无法准确控制其射向目标区域的问题,在理想状态下射流理论的基础上探究风对射流轨迹的影响,建立自然风条件下射流轨迹的数学模型,模拟对外消防炮射流的运动情况。应用3ds Max构建船舶模型,用Unity3D构建救助船在面临大风浪、遇险船着火等状况时对外消防系统的工作场景,提出一种精确构建粒子系统轨迹的方法,使射流模型能精确体现在场景中。通过虚拟现实设备能实现救助船对外消防培训仿真系统的立体显示和人机交互,起到更好的虚拟仿真和培训效果。  相似文献   
6.
[目的/意义]针对同一事件新闻报道与舆情评论既相互依存又偏离的现象,通过话题识别与主题关联分析,探索新闻报道引发的舆情评论在主题内容与时间阶段上的异同,拟为研究以舆情评论表达的舆情事件和以新闻报道表达的社会现实之间的共振与偏离,进而为探究社会舆情传播规律提供参考,为服务政府科学决策提供依据。[方法/过程]以拉斯韦尔(5W)模型、LDA主题模型和Python工具为基础,设计研究思路和流程,从腾讯新闻和知乎平台上抓取新闻报道和评论的数据,经过处理加工过后加以分析挖掘。[结果/结论]研究发现:舆情事件主题会一定程度偏离社会现实主题,衍生出更多隐性主题;舆情事件与社会现实的发展走向较一致;此外,社交媒体相较于新闻媒体所衍生的舆情事件主题更多,而两者反映的社会现实主题类似。  相似文献   
7.
The development of three-dimensional learning among all K-12 student demographics remains a prominent goal for the field of science education. However, substantial research in science teacher education for urban populations showcases hurdles to overcome in order to achieve this goal, particularly for elementary teachers. Research shows that urban elementary teachers are often ill-prepared to develop a type of science pedagogy responsive to students' learning needs. The fidelity of such pedagogies that these teachers adhere to when trying to implement such a requested content–relationality between these populations and how their local contexts can be used as sites to learn science in relevant ways are often not fully realized, as well. Given that science achievement gaps exhibit racial disparities starting in primary grades and attitudes toward science have been shown to affect academic achievement and motivation, we argue that one way to ameliorate, in at least an incremental way, this disparity is to design novel learning experiences to prime students to see the relevancy of science in their local contexts before such three-dimensional designed learning is set to occur. In this research, we leveraged the immersive nature of Virtual Reality 360 videos and present a design-based research iteration testing how this novel technologically enhanced learning experience may have influenced close to 400 urban elementary students' attitudes toward science around those attitudes labeled as “behavioral beliefs” by the field. Using a concurrent, convergent mixed-methods design with a two-way multivariate analysis of covariance quantitative data set triangulated with students' qualitative self-reports that were transformed into quantitative preponderances in graphic form, the data support that our design iteration emphasizing the importance of context as a design focus can prime students who struggle to see science as relevant to change their attitudes. Implications are discussed around relationality, novel technological affordances, and the use of local contexts as learning resources.  相似文献   
8.
Among existing knowledge graph based question answering (KGQA) methods, relation supervision methods require labeled intermediate relations for stepwise reasoning. To avoid this enormous cost of labeling on large-scale knowledge graphs, weak supervision methods, which use only the answer entity to evaluate rewards as supervision, have been introduced. However, lacking intermediate supervision raises the issue of sparse rewards, which may result in two types of incorrect reasoning path: (1) incorrectly reasoned relations, even when the final answer entity may be correct; (2) correctly reasoned relations in a wrong order, which leads to an incorrect answer entity. To address these issues, this paper considers the multi-hop KGQA task as a Markov decision process, and proposes a model based on Reward Integration and Policy Evaluation (RIPE). In this model, an integrated reward function is designed to evaluate the reasoning process by leveraging both terminal and instant rewards. The intermediate supervision for each single reasoning hop is constructed with regard to both the fitness of the taken action and the evaluation of the unreasoned information remained in the updated question embeddings. In addition, to lead the agent to the answer entity along the correct reasoning path, an evaluation network is designed to evaluate the taken action in each hop. Extensive ablation studies and comparative experiments are conducted on four KGQA benchmark datasets. The results demonstrate that the proposed model outperforms the state-of-the-art approaches in terms of answering accuracy.  相似文献   
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