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1.
Portugal, as a small and increasingly integrated European economy, has been influenced by some of the major trends that defined the agenda of higher education policy in recent decades. Its backwardness – notably in terms of skills, education, and training – has frequently prompted a focus of attention on its international counterparts, particularly those in Europe, in search of affinities, solutions and errors to avoid. The search for guidance has also created an opportunity for the intervention of international organisations. Until Portugal joined the European Union (EU) in 1986, the Organisation for Economic Cooperation and Development (OECD) and the World Bank were the main agencies playing this role. Henceforth, those institutions lost some influence, and the European dimension gained increasing prominence. This article discusses the role of those international organisations in the definition of priorities for Portuguese higher education policy in recent decades, and provides a general overview of the outside perceptions of the Portuguese situation as understood by these international organisations. In particular, the article focuses on those interventions that promoted the influence of market mechanisms in the Portuguese higher education system by emphasising the need for higher education institutions (HEIs) to strive for increased economic responsiveness.  相似文献   
2.
This article presents an empirical study focused on a qualitative analysis of the UNIMARC format. An analysis of the structural quality of the data provided by the format is evaluated to determine its current suitability for meeting the requirements and trends in data architecture for the information network and the Semantic Web. Driven by a set of quality characteristics that identify weaknesses in the data schema that cannot be bridged by simply converting data to MARC XML or RDF/XML, we conclude that the UNIMARC format is not compliant with the current metadata schema desiderata and must be replaced.  相似文献   
3.
This paper characterizes the methodological foundations of national standardization in the Russian Federation, in particular in the library and information field. The activities of Technical Standardization Committee 191 Scientific and Technical Information, Librarianship, and Publishing are reported.  相似文献   
4.
The basic properties of the blockchain technology are discussed to allow informed decisions on its selection and use in scientific and information activities. Specific examples are given and the efficiency of this technology is analyzed.  相似文献   
5.
This paper explores the information nature of culture. It is represented as an extragenetic and nonorganizational information process and system. Information is regarded as a universal property of matter that is essentially associated with development processes and realizes various forms and ways of storage and circulation at various development stages of global evolution. The socio-cultural principle of exogenous accumulation, transmission, and transformation of information is analyzed in the context of the continuing growth of the information content of material systems on the superhighway of global-universal evolution. It is noted that the information concept of culture evolves into a new area of cultural studies, that is information and cultural studies, advancing our understanding of the nature of culture and cultural genesis.  相似文献   
6.
Automatic detection of source code plagiarism is an important research field for both the commercial software industry and within the research community. Existing methods of plagiarism detection primarily involve exhaustive pairwise document comparison, which does not scale well for large software collections. To achieve scalability, we approach the problem from an information retrieval (IR) perspective. We retrieve a ranked list of candidate documents in response to a pseudo-query representation constructed from each source code document in the collection. The challenge in source code document retrieval is that the standard bag-of-words (BoW) representation model for such documents is likely to result in many false positives being retrieved, because of the use of identical programming language specific constructs and keywords. To address this problem, we make use of an abstract syntax tree (AST) representation of the source code documents. While the IR approach is efficient, it is essentially unsupervised in nature. To further improve its effectiveness, we apply a supervised classifier (pre-trained with features extracted from sample plagiarized source code pairs) on the top ranked retrieved documents. We report experiments on the SOCO-2014 dataset comprising 12K Java source files with almost 1M lines of code. Our experiments confirm that the AST based approach produces significantly better retrieval effectiveness than a standard BoW representation, i.e., the AST based approach is able to identify a higher number of plagiarized source code documents at top ranks in response to a query source code document. The supervised classifier, trained on features extracted from sample plagiarized source code pairs, is shown to effectively filter and thus further improve the ranked list of retrieved candidate plagiarized documents.  相似文献   
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ABSTRACT

The objective of this study was to analyse the effect of the use of social networks in smartphones or playing video games on the passing decision-making performance in professional soccer athletes. Participants were 25 male professional soccer athletes (mean ± SD: age 23.4 ± 2.8 years). The participants performed three randomised conditions divided into three groups: control (CON), smartphone (SMA), and video game (VID). Before and after each experimental condition, the Stroop Task assessed the level of induced mental fatigue. Then, the athletes performed a simulated soccer match. A CANON® camera recorded the matches for further analysis on passing decision-making performance. A group effect was identified (< .01) with impairment on passing decision-making performance for the SMA (p = .01, ES = 0.5) and VID (p = .01, ES = 0.5) conditions. We concluded that the use of social networks on smartphones and/or playing video games right before official soccer matches might impair the passing decision-making performance in professional soccer athletes.  相似文献   
9.
This paper studies the publication productivity of inbreds and non‐inbreds among Russian academics. Existing literature provides ambiguous results on the relationship between inbred status and productivity. This may be explained by the use of different indicators for measuring publication productivity. We use data, which include indicators of both current publication productivity (at a certain point of time) and cumulative productivity (throughout the career) to identify whether inbreds and non‐inbreds differ in their productivity. We did not find any difference in current publication productivity of inbreds and non‐inbreds. We found, however, a difference in their cumulative publication productivity: non‐inbreds are being more productive on an individual level throughout their careers. Although the conclusions are based on the Russian data, the analysis provides an explanation for existing contradictory results on the relationship between academic inbreeding and productivity in general.  相似文献   
10.
This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present when adopted in formal learning contexts. The aim of this paper is to shed light on the strengths and weaknesses of games for learning, and to gather stakeholder recommendations for the main actors in the field. The adopted research approach is qualitative and participatory, involving players, teachers, parents, researchers and developers. Data from 25 interviews and 11 focus groups yielded insights into the educational, psychological and ethical aspects of play. Results suggest that gameplay influences individuals in a very personal manner, and that its effects cover a wide range of skills, extending to identity development. Hence, to harness this potential, all actors in the ecology need strong awareness of both the affordances and the risks of games, and deep respect for individuals’ LEs. The study has implications for a wide range of actors, including educators, players, researchers, parents, game developers and policymakers.  相似文献   
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