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排序方式: 共有88条查询结果,搜索用时 15 毫秒
1.
文章首先在对教学策略概念的理解基础之上,总结出在新形势下大学英语教学策略应遵守的基本原则,然后基于实际情况认真分析了我国高校尤其是类似笔者所在院校的大学英语教学改革现状。最后提出针对大学体育艺术类学生可行的创新游戏化教学模式中的求知探索模式,真正意义上实现开放性课堂教学。  相似文献   
2.
身体文化博弈:由武术进奥引发的文化反思   总被引:1,自引:0,他引:1  
从身体文化视角,对武术进奥事件背后隐藏的中西身体文化互动现象进行了探讨,认为:武术作为一项民族传统体育项目是东方身体文化的一种形式;武术进奥是我国与西方体育文化的主动互动过程,尽管事件本身推动了武术在国际上的传播和发展,但是却以逐渐的文化内涵割舍和传统摒弃为发展代价.武术进奥加速了中西方身体文化的互动过程,更加深了这种身体文化的博弈程度;在经济全球化甚至文化全球化的宏观背景下,武术进奥失败由技术层面到文化层面的互动,最终表现为不同身体文化的软权利之争,更是一种身体文化的隐形权利侵犯.  相似文献   
3.
Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks. Effective gamification design should understand the game personalities of learners, social engagement styles, and intrinsic- and extrinsic-motivated user styles initially and evaluate and select appropriate game mechanics, game dynamics, to create ideal gamification instructions. The research question this study investigated is: How will four types of gaming personalities (i.e. Explorer, Socialiser, Killer and Achiever) predict the level of game dynamics in online discussion environments? This study concluded that examining how gaming personalities relate to game dynamics in a gamified online discussion instruction is not sufficient to design effective gamification. It suggests future studies in game instructions should focus on the relationships between game dynamics, gamification contexts, gaming personalities or preferences, dynamic gaming engagement styles, etc.  相似文献   
4.
Studies of the way games and gaming align themselves with the pedagogy of the humanities have left behind a key discipline: that of literary studies, as opposed to literacy studies, a far more common concern among scholars who have examined the impact of games on university and secondary teaching. This paper considers the reasons for such a lacuna of the literary and enters into a philosophical critique of the grounds on which games have been advanced as a tool for pedagogy in recent work. Interrogating recent scholars’ use of epistemological and sociological paradigms, the paper advances a more liberal and sophisticated concept of the game that better answers the needs of students and teachers in the literature classroom. It concludes with two examples of worked games that have significant potential to enhance learning.  相似文献   
5.
文章从博弈论的视角对达瓦孜与上刀梯遗产保护的博弈主体、博弈策略和博弈收益进行对比分析,揭示了揭示传统体育文化遗产保护的博弈机制。研究结果认为,达瓦孜保护主体涉及的政府主管部门、遗产保有者少于上刀梯,而社会组织主体和典型代表性传承人则多于上刀梯;达瓦孜保护的政府主体在政策和资金支持力度方面要优于上刀梯,两项目的遗产保有者均有积极传承和放弃传承的群体,社会组织对达瓦孜保护的参与度要优于上刀梯;达瓦孜保护主体博弈各方的最终收益优于上刀梯。  相似文献   
6.
从博弈论的视角对传统体育文化遗产保护的利益格局、博弈构成要素进行分析,揭示了传统体育文化遗产保护的利益相关者、利益构成与分享途径,以及传统体育文化遗产保护的博弈性质、博弈主体、策略空间和预期效用等要素,根据博弈均衡机制提出了传统体育文化遗产保护工作中,作为保护主体的政府职能部门、遗产保有者和社会组织各自应采取的博弈优势策略。  相似文献   
7.
Basic social interaction and executing certain tasks can be difficult for children with autism spectrum disorder (ASD). The symptoms of such behaviour include inappropriate gestures, body language and facial expressions, lack of interest in certain tasks, cognitive disability in coordination of limbs, and a difficulty in comprehending tasks’ requirements. This paper will discuss our efforts to develop virtual learning environments for children with ASD to improve their gestures and their interests in comprehending tasks’ requirements. Virtual environments are ideal for imparting skills necessary for independence before encouraging children with ASD to try these out in the real world and gain real-life experience. A high-end solution and a simplified solution will be presented together with a discussion on their comparison study.  相似文献   
8.
This paper presents a game of industrialisation, based on a paper airplane, that mimics real world production ramp-up and blends classical engineering courses together. It is based on a low cost product so that it can be mass produced. The game targets graduate students and practitioners in engineering fields. For students, it offers an experiment in which methods learned in separate courses can be applied. For practitioners, it affords an opportunity to engage in reflexive practices related to industrialisation. Both students and practitioners are able to experience integrated management, required by industrialisation, in a controlled environment: the laboratory.  相似文献   
9.
游戏化教学活动是大学英语教学的重要组成部分。该文简要介绍了游戏化教学的概念及特征,阐述了大学英语课堂游戏化教学活动的设计原则,并提出了几种游戏化教学的活动设计,为大学英语教师提供了一定的借鉴模板。  相似文献   
10.
With children using digital media at ever younger ages, media-education becomes a pressing issue for parents. As there is hardly any research on how parents guide the online activities of toddlers and young children an internet-survey was held among 792 Dutch parents of children aged between 2 and 12 years. Factor analysis revealed that for the internet, parents partly use the same strategies they also apply for television and video games: ‘co-use’, ‘active mediation’, and ‘restrictive mediation’. In addition, they also utilise new strategies: ‘supervision’ and ‘technical safety guidance’. Mediation was mainly predicted by the child's age and online behaviour (e.g., gaming, social networking), as well as by the number of computers in the home and the parents' gender, education and computer/internet skills. Finally, parents also use more mediation when they expect that the internet has a positive effect and particularly when they believe that it has a negative impact.  相似文献   
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