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1.
Virtual microscopy (VM) has been utilized to improve students' learning experience in microscope laboratory sessions, but minimal attention has been given to determining how to use VM more effectively. The study examined the influence of VM on academic performance and teacher and student perceptions and compared laboratory test scores before and after VM incorporation. A total of 662 third-year students studying histology and 651 fourth-year students studying pathology were divided into two groups. The light microscopy (LM) group used a light microscope in 2014 and 2015, while the LM + VM group used the VM platform and a light microscope in 2016 and 2017. Four factors positively predict laboratory scores (R square, 0.323; P < 0.001): (i) the pathology course and test-enhanced learning, (ii) the VM platform and experience, (iii) medical students and lecture scores, and (iv) female students. The LM + VM group exhibited less score variability on laboratory examinations relative to their mean than the LM group. The LM + VM group was also associated with fewer failing grades (F grade; odds ratio, 0.336; P < 0.001) and higher scores (A grade; odds ratio, 2.084; P < 0.001) after controlling for sex, school, course, and lecture grades. The positive effect of the VM platform on laboratory test grades was associated with prior experience using the VM platform and was synergistic with more interim tests. Both teachers and students agreed that the VM platform enhanced laboratory learning. The incorporation of the VM platform in the context of test-enhanced learning may help more students to master microscopic laboratory content.  相似文献   
2.
周涛  陈可鑫 《现代情报》2018,38(3):51-57
社会化媒体技术的快速发展及其与电子商务的融合,产生了社会化商务。但很多社会化商务平台面临用户活跃度低、客户流失严重等问题,这将影响平台的持续运营和发展。基于SOR(刺激-组织-响应)模型,研究了社会化商务用户行为机理。对收集的340份有效问卷采用结构方程模型分析,考察了影响用户使用和分享行为的因素。结果表明,情感支持、信息支持、服务质量显著影响虚拟社区感,进而影响用户的使用和分享行为。因此,社会化商务平台需要关注社区中的在线社会支持和服务质量,从而促进用户使用和分享行为,确保社会化商务的成功实施。  相似文献   
3.
张熠  耿冰倩  张翼 《现代情报》2019,39(8):73-83
[目的/意义]构建基于用户体验视角的学术虚拟社区评价指标体系,既有利于提升学术虚拟社区的知识服务水平,也有利于提高其影响力与竞争力,对于学术虚拟社区的持续健康发展具有重要意义。[方法/过程]本文从用户体验视角出发,以D-S证据理论为基础,运用D-S证据合成方法,构建用户体验视角下学术虚拟社区评价指标体系,并计算各级指标的权重系数。[结果/结论]最终得到包含8个一级指标和24个二级指标的学术虚拟社区评价指标体系。其中,可靠性权重为0.2568,易用性权重为0.0625,规范性权重为0.0407,互动性权重为0.0888,关怀性权重为0.1176,丰富性权重为0.0322,有用性权重为0.1784,时效性权重为0.2230。最后以小木虫为例进行了评价分析。  相似文献   
4.
[目的/意义]微信群内部会话交流过程存在着复杂的网络结构,探究微信群内部网络结构特征并划分成员角色对研究微信群中信息传播及成员角色关系具有重要意义。[方法/过程]以虚拟社区理论和会话分析理论为基础,以真实微信群内部的会话数据作为研究对象,通过构造成员活跃度划分微信群成员角色类型,基于成员相互回应行为与共同回应行为设计成员关联强度算法并构建会话交流网络,采用社会网络分析和内容分析方法对其静态结构特征及动态结构演化进行分析。[结果/结论]微信群内部成员角色及地位具有差异性,会话交流过程呈现出明显的中心性态势;微信群会话交流网络符合六度分割理论,具有小世界效应的特征;微信群会话交流网络具有动态演化性且核心成员具有时间依赖性。  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.
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   
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.
Virtual microscopy (VM) is a widely used teaching method in Medical Education in many developed countries. In Brazil, however, this is not the case for most medical schools, considering Brazilian social inequality and uneven access to technology. Recently, the Covid-19 pandemic has also challenged Universities to seek and make a transition toward more effective methods of full-time online education. Thus, the main goal of this work was to verify student's perception and academic performance, assessed upon VM implementation in a Brazilian Medical School. Ribeirao Preto Medical School students answered a 26-question survey with regards to optical microscopy (OM) and VM. Academic performance was compared between participants that were (year of 2019) or were not (year of 2015) exposed to VM. Taken the results together, subjective impressions such as handling, suitability, learning effectiveness, and pleasure using the tools, have shown a higher score for virtual microscopy (median = 29), when compared to optical microscopy (median = 24) with a P-value < 0.001 by Wilcoxon rank test, upon measurement using an ordinal scale. Regarding academic performance, no statistically significant differences were found between groups (P-value = 0.38, Cohen's d = 0.19). Therefore, VM proved to be adequate to the Brazilian medical education in light of Brazilian social contexts and Covid-19 pandemic.  相似文献   
9.
虚拟社区注重用户参与、交流互动与开放共享,为多主体协同参与价值共创提供了条件。为了深入探究价值共创模式下影响虚拟社区用户持续使用意愿的关键因素,文章整合价值共创理论与交易成本理论,系统研究了知觉价值、交易成本对价值共创动机的影响以及价值共创对持续使用意愿的影响效果,并且分析了信息咨询类和情感类两种不同类型虚拟社区的调节效应。实证结果表明,知觉价值中的情感价值、信息价值以及交易成本中的信息搜寻成本对价值共创有显著的影响,而价值共创对社区用户的持续使用意愿有显著的影响。另外,不同类型虚拟社区的调节效应分析结果表明,情感价值对两类虚拟社区中的价值共创均有显著影响,而信息价值在信息咨询类社区中对价值共创的影响效果要大于情感类社区,娱乐价值在情感类虚拟社区下对价值共创的影响效果要大于信息咨询类虚拟社区。  相似文献   
10.
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