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1.
Learners who enrol in massive open online courses (MOOCs) have different backgrounds and tend to have different motivations than learners in traditional courses. Based on value-expectancy theory, an instrument was developed to measure motivation for enrolling in a programming MOOC. A study with 1229 adult participants in Estonian-language programming course “About Programming” was conducted to validate the instrument. Results of confirmatory factor analysis validated the 7-factor scale named factors influencing enrolment in MOOC (FIEM). FIEM comprises three factors of expectancies, three factors of values and one factor of social influence. The highest and lowest rated motivational factors influencing enrolment in programming MOOC are discussed in the paper. Interest in and expectations for the course, personal suitability of distance learning and suitability for family and work are the highest-rated motivational factors for those who enrol in MOOC. Usefulness related to own children, social influence and usefulness to related to certification were the lowest rated. The results of this study can be useful for designers of programming MOOCs and the developed scale might be used in future studies.  相似文献   
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Shortcomings of neoclassical growth theory and growth accounting are viewed as a challenge for cultural economics. Recently, new growth theory has introduced several growth determinants and has closed the gap between theoretical and empirical research. Whether this development leaves space for cultural determinants in explaining economic growth is in the center of this paper. The theoretical analysis shows how an endogenous growth model can be used to explain the impact on economic growth of cultural determinants. The empirical part uses indices from cross-cultural studies to extend recent cross-country growth regressions. Among other Hofstedes uncertainty avoidance index is shown to be significantly correlated with economic growth.Discussion paper presented at the 9th international conference of the Association for Cultural Economics, Boston, May 8–11, 1996.  相似文献   
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Search facilitated with agglomerative hierarchical clustering methods was studied in a collection of Finnish newspaper articles (N = 53,893). To allow quick experiments, clustering was applied to a sample (N = 5,000) that was reduced with principal components analysis. The dendrograms were heuristically cut to find an optimal partition, whose clusters were compared with each of the 30 queries to retrieve the best-matching cluster. The four-level relevance assessment was collapsed into a binary one by (A) considering all the relevant and (B) only the highly relevant documents relevant, respectively. Single linkage (SL) was the worst method. It created many tiny clusters, and, consequently, searches enabled with it had high precision and low recall. The complete linkage (CL), average linkage (AL), and Ward's methods (WM) returned reasonably-sized clusters typically of 18–32 documents. Their recall (A: 27–52%, B: 50–82%) and precision (A: 83–90%, B: 18–21%) was higher than and comparable to those of the SL clusters, respectively. The AL and WM clustering had 1–8% better effectiveness than nearest neighbor searching (NN), and SL and CL were 1–9% less efficient that NN. However, the differences were statistically insignificant. When evaluated with the liberal assessment A, the results suggest that the AL and WM clustering offer better retrieval ability than NN. Assessment B renders the AL and WM clustering better than NN, when recall is considered more important than precision. The results imply that collections in the highly inflectional and agglutinative languages, such as Finnish, may be clustered as the collections in English, provided that documents are appropriately preprocessed.  相似文献   
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Bast fibres have been commonly used as a textile material in Northern Europe since Neolithic times. However, the process of identifying the different species has been problematic, and many important questions related to their cultural history are still unanswered. For example, a modified Herzog test and the presence of calcium oxalate crystals have both been used in identification. In order to generate more reliable results, further research and advancement in multi-methodological methods is required. This paper introduces a combination of methods which can be used to identify and distinguish flax (Linum usitatissimum), hemp (Cannabis sativa), and stinging nettle (Urtica dioica). The research material consisted of reference fibres and 25 fibre samples obtained from 12 textiles assumed to be made of nettle. The textiles were from the Finno-Ugric and Historical Collections of The National Museum of Finland. The fibre samples were studied by observing the surface characteristics and cross sections with transmitted light microscopy, and by using a modified Herzog test with polarized light, in order to identify the distinguishable features in their morphological structures. The study showed that five out of 25 samples were cotton, 16 nettle, one flax, and one hemp. Findings from two samples were inconsistent. The results show that it is possible to distinguish common north European bast fibres from each other by using a combination of microscopic methods. Furthermore, by utilizing these combined methods, new and more reliable information could be obtained from historical ethnographic textiles, which creates new vistas for the interpretation of their cultural history.  相似文献   
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The present research investigated whether co-viewer comments in social TV interactions are able to enhance or weaken media effects. With the example of talent shows, the valence of co-viewer comments (pro/contra/none) as well as the type of content (antisocial behavior vs. conventional performance) were varied in an experiment (N = 117). Results showed that participants’ own comments and their private attitudes about the judges varied in line with comment valence. Findings suggest that social TV viewers are prone to social influence of their co-viewers, which might amplify problems regarding the portrayal of antisocial behavior in reality TV.  相似文献   
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There are three models for community archives in China. The first one is where community archives are kept in government-funded/government-established museums or archives. The second is where community archives are kept by scholarly organizations such as universities. The third involves the community establishing its own archive. This last model is very unusual in China. The PiCun Culture and Art Museum of Migrant Labor (PCMML) provides an example of this model as it is the only independent community archives focusing on migrant workers in China. This paper explores the emergence and development of PCMML, its impact on community members and challenges faced including funding and staffing, but also those unique to China—PCMML is greatly influenced by a range of national and local government policies and regulations. Conclusions are that survival strategies for independent community archives in China are dependent on three dimensions: the community itself, society and the government. Cultural consciousness of the community is the premise for the establishment and sustainability of independent community archives, and independent community archives can be the public space to cultivate cultural consciousness of community members and thus activates community members’ agency to document, preserve and disseminate their own history. At the same time, independent community archives also need to engage with broader society to avoid involution and gain support and understanding. Independent community archives are constrained by government policies and regulations, so it is essential for them to develop strategic relationships with government.  相似文献   
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Libraries have been the key to preserving culture and historic legacy for centuries. One such treasure cataloged in The Pennsylvania State University (Penn State) Libraries is a collection of over 33,000 Sanborn? Fire Insurance Maps. Originally kept safe in metal drawers, the library has embarked on a journey to digitize this abundance of information, combine it with other media such as photographs, and make it accessible through a web interface. Inspired by these efforts, we accessed this information and took it to the next level. Using state of the art 3D modeling and immersive technologies, we created a historic 3D model and immersive experiences of Penn State, exemplarily for the 1922 campus. The resulting experiences can be accessed through the web but also through head mounted displays (HMDs) and mobile phones in combination with VR viewers such as the Google Cardboard. Additionally, they can be used anywhere in the world or on the campus itself as a way to enable remote and in situ experiences and learning. Immersive experiences let us connect to the past, the present and the future, and as such offer value to digital cultural heritage efforts.  相似文献   
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Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed.  相似文献   
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