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Leonardo S. Fortes Dalton De Lima-Junior Lenamar Fiorese José R. A. Nascimento-Júnior Arnaldo L. Mortatti Maria E. C. Ferreira 《Journal of sports sciences》2020,38(5):552-558
ABSTRACTThe 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 (p < .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
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García-Fernández Beatriz Sobrino-Costoso Carlos-Emeterio Ruiz-Gallardo José-Reyes 《Research in Science Education》2022,52(4):1109-1129
Research in Science Education - The research compares teachers’ and their pupils’ performance on plant nutrition. The misconceptions of 89 primary school children from one state school... 相似文献
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José Roberto Andrade do Nascimento-Junior Leonardo de Sousa Fortes Gabriel Lucas Morais Freire Daniel Vicentini de Oliveira Lenamar Fiorese Lorcan Donal Cronin 《Measurement in physical education and exercise science》2020,24(1):11-24
ABSTRACTThis research adapted the Life Skills Scale for Sport (LSSS) into Portuguese and provided evidence for its construct validity. Study 1 included four translators and five academics who developed a Portuguese version of the LSSS (P-LSSS). During this study, evidence for the content and substantive aspects of construct validity was provided using an expert panel and 25 sports participants. Study 2 included 413 participants that completed the P-LSSS. Within this study, evidence for the structural aspect of construct validity was provided via factor analyses. Study 3 included 134 participants who completed the P-LSSS and a measure of motivation. This study provided evidence for the external aspect of construct validity, with results showing more self-determined motivation had positive relationships with participant’s life skills development. Overall, our findings provided evidence for the construct validity of P-LSSS scores. Researchers and practitioners can use the P-LSSS to assess life skills development within sports participants. 相似文献
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Karin Kompatscher Bart Ankersmit Edgar Neuhaus Marcel A.P. van Aarle Jos W.M. van Schijndel Henk L. Schellen 《文物保护研究》2020,65(5):262-284
ABSTRACT Many museums are housed in historic buildings, sometimes the building itself is part of the museum collection. Creating a stable environment by providing a nearly constant temperature and relative humidity at correct levels decreases the risk of object degradation. Maintaining this steady indoor environment, however, increases energy consumption and risks to the historic building. Museum display cases offer a solution to the mitigation of risks to which valuable objects may be subjected by providing an extra layer of protection to indoor climate fluctuations. The Anne Frank House is a historic house museum located in Amsterdam. The museum has undergone several renovations in the last years to deal with an increase in the number of visitors to over 1.2 million a year. The original diaries and other documents of Anne Frank are permanently on display in the Anne Frank House. With the recent refurbishment the possibility arose to design a new state-of-the-art display case. This study presents the results of the experimental research related to the design, performed in-situ. The temperature and relative humidity in the new exhibition space and inside the new display cases were monitored to gain insight into the hygrothermal behavior of these controlled environments. A complementary numerical study was performed to investigate effects of dynamic climate control of the exhibition gallery and climate conditions in the display case under various circumstances. Four main conclusions are presented in this paper. The investigated display case design is able to provide a stable relative humidity environment by means of silica gel, while using an active box-in-box climate control system to create stable temperature conditions. The inner case temperature depends on the temperature supplied by the display case air handling unit. Protocols must be in place in case of malfunction or failure of the climate control system of the display case. The air handling unit of the case needs to be shut off to create a passive environment for the objects on display until necessary actions are taken. Exhibition gallery set points can be less stringent when susceptible museum objects are on display in the display case. The environments are separated and provide an opportunity for energy saving set point strategies. The last conclusion drawn is that the numerical study provides valuable insight into imposing dynamic control of set points for temperature and relative humidity in the exhibition gallery and the effect on the display case environment. 相似文献
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Luis Felipe Luna-Reyes David F. Andersen Laura J. Black Theresa A. Pardo 《Government Information Quarterly》2021,38(2):101570
This research identifies main feedback dynamics associated with social processes necessary to make sense of ambiguous project goals, typical of large digital government projects. The study reports on findings from a case analysis using participatory approaches in system dynamics, based on a digital government project integrating information systems of New York's criminal justice agencies. Findings stress the importance of visuals in the sensemaking process that results from the interaction of technical and social outcomes produced through identifying and continuously re-interpreting main project issues and goals. Project analyses suggest that requisite elements of successfully managing this type of project include 1) facilitation that enables diversity of ideas, 2) shared visuals and re-presentations of participants' efforts to work on the issues, and 3) iterative social construction of objectives, progress, and valid processes for doing the work; each of these plays a role in three different feedback processes sustaining (or undermining) the group engagement needed to yield successful integrative work. The study contributes to the literature in digital government by introducing the lenses of people-centered project management processes, an emerging approach in project management, to underscore the role of social processes in technical projects. 相似文献
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José Bidarra 《Open Learning》2017,32(1):6-20
This paper proposes a design framework to support science education through blended learning, based on a participatory and interactive approach supported by ICT-based tools, called Science Learning Activities Model (SLAM). The development of this design framework started as a response to complex changes in society and education (e.g. high turnover rate of knowledge, changing labour market), which require a more creative response of learners to the world problems that surround them. Many of these challenges are related to science and it would be expected that students are attracted to science, however the contrary is the case. One of the origins of this disinterest can be found in the way science is taught. Therefore, after reviewing the relevant literature we propose the SLAM framework as a tool to aid the design of science courses with high motivational impact on students. The framework is concerned with the assumption that science learning activities should be applicable and relevant to contemporary life and transferable to ‘real-world’ situations. The design framework proposes three design dimensions: context, technology and pedagogy, and aims at integrating learning in formal and informal contexts through blended learning scenarios by using today’s flexible, interactive and immersive technologies (e.g. mobile, augmented reality, virtual reality). 相似文献