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1.
As one of the potential contextual factors for creativity development, children’s museum has been introduced to China from the western world in recent years, with the aim to offer a new informal educational environment to enhance children’s creativity. Based on experimental data for two groups of 4-year-old preschoolers (218 for the family mode and 202 for the preschool mode) from Beijing with an appropriately one-year long intervention (September 2017 to July 2018), this study examines the effect of regular visits to a children’s museum and other education environmental factors on young children’s creativity measured by Torrance’s Thinking Creatively in Action and Movement (TCAM) test. Results indicate that in terms of family visit, compared to the control group, the intervention that offers 18 times free tickets to visit a children’s museum significantly improved the experiment group’s originality (a sub-measure of creativity) by an additional 34.51 %. A beneficial effect of this intervention was also found in improving children’s fluency from the sample of preschool group visit (46.80 %). In addition, family education environment factors such as public preschool attendance, frequency of visits to science museums, and the degree of parents’ latitude were also found to positively affect creativity. Children’s personal features such as sex and geographic location of the family are also found to be related with children’s creativity.  相似文献   
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Despite the success of academic advising dashboards in several higher educational institutions (HEI), these dashboards are still under-explored in Latin American HEI's. To close this gap, three different Latin American universities adapted an existing advising dashboard, originally deployed at the KU Leuven to their own context. In all three cases, the context was the main ruling factor to these adaptations. In this paper, we describe these adaptions using a framework that focuses on four different elements of the context: Objectives, Stakeholders, Key moment and Interactions. Evaluation of the adapted dashboards in the three different Latin American universities is conducted through pilots. This evaluation shows the value of the dashboard approach in different contexts in terms of satisfaction, usefulness and impact in academic decision-making and advising tasks. The main contribution of this paper is the systematic reporting of the adaptations to an academic advising dashboard and showing the value of an academic advising dashboard on academic decision-making and advising tasks.  相似文献   
4.
[目的/意义] 灰色预测法可有效处理情报研究中广泛存在的小样本数据,通过对灰色预测法在情报研究中的应用情况进行梳理,总结其在应用过程中存在的不足,为灰色预测法在情报研究中的进一步应用提供参考。[方法/过程] 通过综述情报研究中涉及灰色预测法的相关文献,从数据选取、模型构建和解决的问题等方面对情报研究中灰色预测法的应用进行概述,总结当前情报研究中灰色预测法的应用所存在的问题,并提出改进建议。[结果/结论] 在方法应用上,已有研究主要采用数列灰预测,且模型集中在单变量灰色预测模型,根据预测对象不同,灰色预测法已经在包括期刊分析、图书馆运行管理、热点主题分析及科研机构评价方面得到了很好的应用,未来可根据预测对象特点及研究目标尝试不同的灰色预测方法,扩宽灰色预测法在其他方面的情报研究问题中的应用。  相似文献   
5.
The present study investigates the relationship between CEO’s information literacy and innovation in small and medium-sized enterprises (SMEs). Even if information literacy’s business value has been recognized in recent literature, its impact on organizational innovation, a critical and strongly information intensive process, has never been studied before. Structural equation modeling based analysis of data collected from 184 company CEOs in Finland revealed that CEOs’ information literacy has a positive impact on the development of exploratory and exploitative innovations in SMEs. Additionally, opportunity recognition mediates the relationship between information literacy and innovation. Overall, the influence of information literacy is slightly stronger on exploitation than exploration. Nevertheless, the mutual positive effect suggests that information literacy enhances innovation ambidexterity in organizations. Based on these findings, we discuss theoretical and practical implications as well as future research opportunities in workplace information literacy research.  相似文献   
6.
ABSTRACT

The present study examined the efficacy of a coaching curriculum, based on non-linear pedagogy, on improving attacking players’ individual learning objectives (ILOs) in elite-youth football. Participants included 22 attacking players (i.e., centre-forwards, wide-players and attacking midfield players) from a professional football academy in England. The players were randomly appointed to both control (CON) and intervention (INT) periods following baseline measures. The INT (non-linear) and CON (linear) periods were both designed to support the ILOs provided to each player as part of the elite player performance plan. The study adopted a randomised cross-over design and ILOs considered important for attacking players (i.e., strong foot finishing, weak foot finishing, 1-v-1 and decision-making) were evaluated using the Loughborough Shooting Skill Test. The results showed significant differences for INT in 1-v-1 (P< 0.02) and decision-making (P< 0.01). However, there were no significant differences for strong foot finishing, weak foot finishing or time taken. These results support non-linear pedagogy in developing 1-v-1 game play and decision-making but not for technical shooting proficiency.  相似文献   
7.
[目的/意义] 随着自主创新战略的提出,科技信息和科技情报在国家科技发展中的基础性作用日益受到重视,开展区域创新和经济发展的信息服务研究与实践,构建面向区域创新和经济发展的信息服务方法体系、实施方案,是十分必要的。[方法/过程] 通过对国内外文献情报机构服务区域创新和经济发展的实践调研,以及中国科学院文献情报中心在"十二五"和"十三五"期间面向省级科学院、中国科学院转化中心、地方政府、园区企业开展区域信息服务的整体设计和服务实践与案例分析,总结归纳中国科学院文献情报中心开展区域创新和经济发展知识服务的特色和成效。[结果/结论] 在实践的基础上提出图书馆面向区域创新和产业发展提供信息服务,进一步拓展了图书馆的服务领域,是图书馆发展的一个生长点,并将在服务内容与服务方式上不断发展完善。  相似文献   
8.
诺顿在古德曼和亨普尔等人的启发下,结合他的科学哲学研究背景,提出一种不同于他所定义的“形式归纳理论”的“实质归纳理论”,强调归纳的局部应用性,拒斥普遍的归纳推理模式。归纳推理的基础往往建立在具体领域的事实之上,因此所有的归纳推理都是局部的。诺顿认为归纳推理模式是由事实授权的,我们可以通过考察这些事实的可靠性来评估归纳风险。同时实质归纳理论不再区分归纳的事实部分和模式部分,所以不易受休谟问题的影响。但我们发现,诺顿的归纳辩护面临着亟待解决的问题,其理论也遭受多方面的批评。实质归纳理论是归纳逻辑领域的前沿性成果,引起了逻辑学界和科学哲学界的广泛关注,一定程度上体现了归纳逻辑的强劲生命力和广阔的发展前景。  相似文献   
9.
Abstract

The Mystery Room is an educational escape room based on information literacy and applied to multiple audiences, including first-year students and library student employees. In this article, we explain how we developed the game, its theoretical underpinnings, and why it’s a flexible workshop for a variety of audiences.  相似文献   
10.
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   
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