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Abstract

This paper explores how the socio-cultural milieu of a community may foster a sense of environmental stewardship among children and young people. Ethnographic fieldwork, carried out in a popular tourist destination in Australia, revealed that the overt impacts of tourism activity such as littering provoke negative feelings among children and young people; these perceptions can in turn translate into a sensitivity towards the environment. While debated in some circles, a Significant Life Experiences (SLE) lens is useful in understanding children and young people’s lived experiences of – and sensitivity to - environmental issues in the communities where they are raised. SLE is employed in this article to explore how a sense of stewardship towards the environment is developed among children and young people growing up in a tourist destination. Findings suggest they actively contribute to protecting the environment in a variety of ways from regular beach clean ups and educating visiting tourists to participating in rallies and anti-development protests.  相似文献   
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This paper draws on an empirical work dedicated to discussing a theoretical model for design-based research. The context of our study is a research project for the design, the implementation and the analysis of Insectophagia, a digital role-play game implemented in secondary schools. The model presented in this paper aims at conceptualizing researchers’ and practitioners’ relationships with the notion that knowledge development takes place at a meta-didactical level when the participants develop a shared practice and a shared discourse on practice (a common praxeology). This is done through collaboration and teacher-centered design of innovative learning settings. This model emerges from a double approach: (1) a literature review on collaborative research in education and, (2) an analysis of the verbal interactions of practitioners and researchers involved in the project. The study emphasizes the development of knowledge among participants. It also emphasizes the importance of knowledge brokering for filling the gap between research and practice and thus, for the adoption of digital technology by practitioners.  相似文献   
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Today all parties within the health-care system demand more information and evidence to take more efficient and pinpointed management decisions. Their goal is a better patient and patient-care management. This paper presents an information visualisation approach to discover knowledge for the management of tele-home care for the elderly using the video-telephone: what type of elderly need what type of video-telephone interventions? This document focuses on the synthesis aspects of data mining with a view to knowledge discovery: the global, holistic, synthesis approach. More specifically, it summarises visually the relationships among the types of video-telephony care, among the segments of elderly, and between the types of interventions and the segments of elderly simultaneously. The graphical display allows delineating areas that group elderly with a similar/dissimilar video-telephony care profile. Information visualisation is a promising approach to provide insight into large multidimensional data sets. It fosters knowledge discovery.  相似文献   
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Education and Information Technologies - In this study, we investigated whether the use of smartphone games while reading a text reduces learning performance or reading speed. We also examined...  相似文献   
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Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder awareness for IGL, and allow individuals to practice skills related to it. By interviewing members of the European Union (EU)-funded SILVER-project we aim to find out suitable contexts, interventions and mechanisms that allow us to design such a game. Based on the interviews we found out that the game should be easily contextualized so that it works in—or is easily adapted to—different countries and cultures. For example sports or nature could be such contexts. As for mechanisms and interventions we found out that there are many possibilities. We conclude that such a logical combination of mechanisms and interventions that support the selected context must be chosen.  相似文献   
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Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL.  相似文献   
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