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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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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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According to the literature, there is a very important corpus of knowledge that allows for the investigation of some dimensions of ‘learning experience’ provided to students, in relation to epistemic, pedagogical and meta-cognitive practices. However, in the literature, there is little investigation into the invariance (or not) of the characteristics of students’ learning experience while being taught a scientific subject by the same teacher. This paper suggests that the relationship between the learning experience provided and the competences developed is not properly highlighted. This paper analyses the learning experience provided to students in epistemic, pedagogical and meta-cognitive terms. The students were taught the proprieties and applications of light by one teacher, in three classes, over 7 weeks. We analysed the data in each referred learning experience, using a pre-defined category system. The students’ competences were evaluated by a competence test. The epistemic demand of each item and the students’ performances were also analysed. Our findings point to the non invariance of learning experiences provided to students and the influence of some dimensions of learning experiences provided in the development of certain competences. These findings and their implications are contextualized and discussed.  相似文献   
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Education and Information Technologies - Mobile apps represent a resource with great potential for encouraging the development of many skills, given the high number of apps available and the quick...  相似文献   
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In this research note we explore how children construct their identity in the context of a literacy practice: developing written and audio-visual texts in small-group situation to be published on the Internet. Through their dialogue, a shared identity is growing on the context, and every children create an identity as member of a community in which is included [Wenger, E. (1998). Communities of practice. Learning meaning and identity. Cambridge: CambridgeUniversity Press].Methodologically we have adopted, on one hand, an ethnographic perspective (Atkinson et al., 2001) and, on the other, an action-research perspective [Reason, P., & Bradbury, H. (Eds.) (2001).Handbook of action research. London, Thousand oaks Sage]. We analysed the data collected in five groups in an after-school workshop, during a one-month period with eight two-hour sessions. It is particularly important to compare the history of every group creates a different identity for its page.Our findings illustrate how the participants, with their multiple identities [Gee, J.P. (1999). An introduction to discovers analysis. Theory and method. London, NewYork: Routledge], generate a collective identity orientated to a common audience writing as a group, and negotiating during their dialogue. We analyse how these multiple identities turn into a shared identity that, finally, is shown in the product (the Web site).The discussion of our results reveals how the process of creating the web pages, in the situation described above, depends on the shared construction of meanings among the participants. Writing on the Internet about the media facilitates multiple dialogues and provides opportunities to educate children in the use of multiliteracies.  相似文献   
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