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This study examined fidelity of implementation in a randomized trial of Banking Time, a classroom-based intervention intended to improve children's behavior, specifically for those at risk for developing externalizing behavior problems, through improving the quality of teacher–child interactions. The study sample comes from a randomized controlled trial that took place over three years and included 183 teachers and 470 preschool children recruited across three sites. Results exploring fidelity of implementation indicated that Banking Time practices were present across treatment and nontreatment groups. In addition, the presence of more Positive Banking Time Practices accounted for improvements in teacher–child interactions while Restricted Banking Time Practices showed inconsistent patterns, relating both to positive and negative teacher–child interactions. Further, random assignment to Banking Time resulted in the presence of more Positive Banking Time Practices and fewer Restricted Banking Time Practices, which accounted for the improved teacher–child interactions. Thus, findings point to the critical need to better account for intervention fidelity across conditions in randomized trials, allowing for better understanding of the mechanism through which interventions lead to intended outcomes.  相似文献   
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The standard empirical framework for analysing the R&D-patents relationship is widened both by examining the different role of in-house and contracted R&D in the innovative performance of firms, and by considering patents and utility models counts as measures of innovation output. Patents and utility models are considered to approximate for significant and incremental innovations, respectively. Applying count data econometrics to a panel data set of Spanish manufacturing firms surveyed in the period 1990-1996, a transcendental production function is estimated, which allows for non-constant elasticities of the R&D inputs. The results indicate that significant innovations are mainly gestated in-house, whereas contracted R&D seems more orientated towards innovations of incremental nature.  相似文献   
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The aims of this study were (a) to determine whether Spanish children with reading disabilities (RD) show a speech perception deficit and (b) to explore the locus and nature of this perceptive deficit. A group of 29 children with RD, 41 chronological age-matched controls, and 27 reading ability-matched younger controls were tested on tasks of speech perception. The effect of linguistic unit (word vs. syllable) and type of phonetic contrast (voicing, place and manner of articulation) were analyzed in terms of the number of errors and the response time. The results revealed a speech perception deficit in Spanish children with RD that was independent of the type of phonetic contrast and of linguistic unit.  相似文献   
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Instead of the commonly accepted inverse square law, Lotka's original formulation was based on a more general inverse power law: xn·y = c. The exponent and the constant must be estimated from the given set of author productivity data. A step-by-step outline is presented for testing the applicability of Lotka's law. Steps include the computation of the values of the exponent and the constant based on Lotka's method, and the test for significance of the observed frequency distribution against the estimated theoretical distribution derived from Lotka's formula.  相似文献   
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Based on quantitative data from the Norwegian Statistisk Sentralbyrå (Statistics Norway) study of Mosjon, Friluftsliv og Kulturaktiviteter, this paper explores trends in Norwegians' participation in sports, with a focus on young people. Norway boasts particularly high levels of sports participation as well as sports club membership and young Norwegians are the quintessential sporting omnivores. Among other things, the Statistics Norway study reveals substantial increases in participation (among young people and females especially) during the period 1997–2007, a shift in the peak of participation to the late teenage years, a relatively high level of lifelong participants, a re-bound effect in the post-child rearing years and a growth in lifestyle sports. Young Norwegians grow up in a socio-economic context of relative equality between the sexes and high standards of living. An abundance of natural and artificial outdoor and indoor sporting facilities alongside a well-established voluntary sports club sector and an elementary school system that emphasizes physical exercise and recreation, as well as high levels of parental involvement, add to the favourable socio-economic conditions to create seemingly optimal circumstances for sports participation. All these reinforce the sporting and physical recreation cultures deeply embedded in Norwegian society and embodied by the very many middle-class parents in a country which, for the time being at least, remains relatively young in demographic terms. In terms of lessons to be learned for policy towards sports and physical education beyond Norway, there may be grounds for some optimism around parental involvement in children's sport as well as the potential appeal of lifestyle sports. That said, it is likely to be the greater socio-economic equalities in Scandinavian countries such as Norway that make them unrealistic benchmarks for sports participation elsewhere.  相似文献   
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Student interaction in school contexts is a topic that has been researched from many different perspectives. However, the role of students as tutors scaffolding other peers is not normally addressed, since studies are usually focused on the teacher. Moreover, considering the many technologies that can support students’ work nowadays, studies describing specific practices are still needed in order to understand the many possibilities and constraints that can emerge from the use of these tools in the field of education. This exploratory case study aims to extend research on scaffolding between students, presenting data from an ethnographic study where a commercial video game was introduced as part of the curricular activities. Analytically, the scaffolding metaphor is the departing point to describe in detail how the scaffolding process took place, focusing on its purposes and on the role of students as tutors. Our findings reveal how students offered mostly procedural scaffoldings, performing tutor functions such as highlighting relevant features, reducing levels of freedom or controlling the frustration. Results highlight that students can perform scaffolds, and this should be considered as part of the classroom design, making this process visible. Moreover, specific features of the video game enhanced these interactions, which should also be considered when designing game learning environments in the future.  相似文献   
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