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1.
随着数字技术的发展,多元化阅读媒体影响着读者的阅读行为、阅读方法和阅读认知能力。本研究采用实验法,以学龄儿童为被试对象,对其纸质阅读与数字阅读的表现进行分析,探究阅读媒介对各项阅读认知能力产生的影响,以及儿童在自然条件下使用纸质媒介和数字媒介进行阅读时发展性阅读障碍发生率的差异,为发展性阅读障碍阅读干预研究提供参考。研究发现,阅读媒介会影响发展性阅读障碍的发生率,数字媒介环境下发展性阅读障碍的发生率明显高于纸质媒介环境。采用数字媒介阅读时,发展性阅读障碍儿童语音能力比纸质阅读时的表现逊色,汉字识别能力、同音语素能力、多义语素能力、阅读理解能力则不存在显著差异。同时,实验还发现存在一类儿童——数字媒介性阅读障碍儿童,他们在纸质阅读时并未表现出阅读困难,而在数字阅读时表现出持续性阅读困难,该类儿童的汉字识别能力、语素能力、语音能力和阅读理解能力均受到数字媒介的影响。图2。表6。参考文献36。  相似文献   
2.
图书情报领域对认知科学的关注源于对信息查寻的研究,信息查寻早期的研究在许多方面存在局限性.主要可以概括为它们主要从系统的角度来研究信息查寻,这种研究扭曲了信息查寻的实质.它们往往只在信息系统的框架内调查用户行为,更多地关注系统需求而不是用户需求.本文主要从认知的角度探讨了数字图书馆的发展,并分析了认知科学与数字图书馆的关系.  相似文献   
3.
This study examined whether persuasive health messages embedded in shooter games have broad or targeted effects on players’ willingness to engage in risk behaviors (N = 145). Participants presented with in-game health messages discouraging alcohol-impaired driving of motor vehicles showed reduced willingness to drink alcohol and to operate both motor and nonmotor vehicles, compared to those in a no-message gaming control condition. There were no spillover effects on willingness to smoke cigarettes or marijuana, thus implying targeted persuasive effects. In addition, players experiencing high instead of low cognitive load showed decreased postexperiment willingness to drink and operate nonmotor vehicles, thus suggesting that playing a game under high cognitive load can influence players’ attitudes. The findings replicate previous research and further expand on knowledge-activation and thought-disruption mechanisms underlying the persuasiveness of health messages.  相似文献   
4.
Organizations face increasing pressure to implement artificial intelligence (AI) within a variety of business processes and functions. Many perceived benefits surround AI, but a considerable amount of trepidation also exists because of the potential of AI to replace human employees and dehumanize work. Questions regarding the future of work in the age of AI are particularly salient in pre-adoption organizations, before employees have the opportunity to gain direct experience with AI. To cope with this potentially stressful situation, employees engage in cognitive appraisal processes based on their own knowledge and personal use of AI. These pre-adoptive appraisals of AI influence both affective and cognitive attitudes, which in turn trigger behavioral responses that influence an organization’s ability to leverage AI successfully. Our survey of 363 Taiwanese employees shows that perceptions of AI’s operational and cognitive capabilities are positively related to affective and cognitive attitudes toward AI, while concerns regarding AI have a negative relationship with affective attitude only. Interaction effects of employee knowledge and affective attitude are also observed. This work’s main contribution lies in the development of an empirically-tested model of the potential impact of AI on organizations from an employee perspective in the pre-adoption phase. These results have practical implications for how organizations prepare for the arrival of this transformative technology.  相似文献   
5.
The objective of the present study was to determine whether it is possible to design a video game that could help students improve their executive function skill of shifting between competing tasks and the conditions under which playing the game would lead to improvements on cognitive tests of shifting. College students played a custom video game, Alien Game, which required the executive function skill of shifting between competing tasks. When students played for 2 h over 4 sessions they developed significantly better performance on cognitive shifting tests compared to a control group that played a different game (d = 0.62), but not when they played for 1 h over 2 sessions. Students who played Alien Game at a high level of challenge (i.e., reaching a high level in the game) developed significantly better performance on cognitive shifting tests compared to controls when they played for 2 h (Experiment 1, d = 1.44), but not when they played for 1 h (Experiment 2). Experiment 3 replicated the results of Experiment 1 using an inactive control group, showing that playing Alien Game for 2 h resulted in significant improvements in shifting skills (d = 0.78). Results show the effectiveness of playing a custom-made game that focuses on a specific executive function skill for sufficient time at an appropriate level of challenge. Results support the specific transfer of general skills theory, in which practice of a cognitive skill in a game context transferred to performance on the same skill in a non-game context.  相似文献   
6.
7.
In two studies, we investigated whether a recently developed psychometric instrument can differentiate intrinsic, extraneous, and germane cognitive load. Study I revealed a similar three-factor solution for language learning (n = 108) and a statistics lecture (n = 174), and statistics exam scores correlated negatively with the factors assumed to represent intrinsic and extraneous cognitive load during the lecture. In Study II, university freshmen who studied applications of Bayes' theorem in example–example (n = 18) or example–problem (n = 18) condition demonstrated better posttest performance than their peers who studied the applications in problem–example (n = 18) or problem–problem (n = 20) condition, and a slightly modified version of the aforementioned psychometric instrument could help researchers to differentiate intrinsic and extraneous cognitive load. The findings provide support for a recent reconceptualization of germane cognitive load as referring to the actual working memory resources devoted to dealing with intrinsic cognitive load.  相似文献   
8.
信念在人们的认识活动中发挥着双重作用.一方面,信念起到纽带、选择、动力、预测和定向的积极作用;另一方面,它起到僵化、误导和抑制的消极作用.  相似文献   
9.
《理论修辞学》认为修辞的本质在思维层面,从修辞哲学的高度建构修辞学理论,演绎推理修辞技巧,初步建立起多元性、认知性、互动性的修辞学理论,是目前国内把修辞学研究范围拓展的最宽的理论与实践,有利于我们的学科建设和发展。  相似文献   
10.
运用比较的方法 ,介绍胡裕树、黄伯荣和廖序东、颜迈分别编著的《现代汉语》以及《中学教学语法系统提要》的析句法的要点、特点 ,分析“二分法”存在的问题 ,肯定“三分法”的合理性、实用性  相似文献   
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