首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   26703篇
  免费   731篇
  国内免费   349篇
教育   17053篇
科学研究   4583篇
各国文化   32篇
体育   1962篇
综合类   1353篇
文化理论   12篇
信息传播   2788篇
  2024年   16篇
  2023年   117篇
  2022年   347篇
  2021年   619篇
  2020年   905篇
  2019年   725篇
  2018年   571篇
  2017年   635篇
  2016年   701篇
  2015年   827篇
  2014年   1766篇
  2013年   2587篇
  2012年   2255篇
  2011年   2251篇
  2010年   1552篇
  2009年   1358篇
  2008年   1561篇
  2007年   1853篇
  2006年   1669篇
  2005年   1421篇
  2004年   1131篇
  2003年   990篇
  2002年   726篇
  2001年   525篇
  2000年   261篇
  1999年   113篇
  1998年   83篇
  1997年   58篇
  1996年   35篇
  1995年   27篇
  1994年   27篇
  1993年   17篇
  1992年   15篇
  1991年   10篇
  1990年   5篇
  1989年   2篇
  1987年   2篇
  1985年   1篇
  1979年   2篇
  1978年   1篇
  1977年   3篇
  1976年   6篇
  1957年   7篇
排序方式: 共有10000条查询结果,搜索用时 15 毫秒
1.
在初中体育课程当中,实际运用的教学方法有很多种,因为多数学生对体育课程还是比较喜爱的,老师可以根据不同的教学内容以不同的教学形式、手段来为学生上课,这样有利于提升体育教学质量。教育新改革为普通教学课程带来了新课改,同样也为体育教学带来了新的契机。本文就新形势下的教育改革对中学体育中分组教学的推进展开研究,为初中体育教学方式改革提供借鉴。  相似文献   
2.
目的:探讨应用智能手机运动软件监控体力活动对日常体力活动的影响及其内在机理。方法:选取广州市年龄35~45岁之间的白领38名作为研究对象,实验前、后受试者填写《国际体力活动问卷长卷》问卷,实验中受试者采用动动健康软件管理目标体力活动量,并将每日活动量反馈给监督者,监督者根据受试者上一周的体力活动量,对每名受试者设定下周的目标体力活动量,要求每周活动量较上周增加20%,实验共为期12周。结果:与实验前比较,试验后后第1周、第4周、第8周和12周的步数、能量消耗和活跃时间均非常显著性的增加(P<0.01);试验后各时间段步数均有所增加,其中,实验前工作日和休息日在17:30-20:00时间段步数最多,试验后工作日步数最多出现在20:00-22:00和17:30-20:002个时间段,休息日出现在8:30-12:00和20:00-22:002个时间段。结论:应用智能手机运动软件进行自我监控可以提高白领日常体力活动量,特别是交通和闲暇时间体力活动。目标设定、自我监控和表现反馈可能是体力活动干预中较为有效的行为改变技术(BCTs)。  相似文献   
3.
[目的/意义]随着知识服务平台的发展,如何通过评估改善知识服务平台的功能和设计以更好地服务于用户成为重要的问题。本文旨在探讨知识服务平台的评估要素和评估标准,为知识服务平台的评估实践提供理论指导。[方法/过程]从信息检索系统评估出发,回顾和梳理信息检索系统评估、数字图书馆评估的相关研究和理论模型、数字图书馆的评估要素和标准。[结果/结论]基于总结和归纳以往信息服务类系统的评估要素,结合知识服务平台的特征,阐述知识服务平台评估的要素和评估标准。  相似文献   
4.
多媒体技术对于教学上的应用,为公共体育教学带来了新的改革。在教学过程中,如何更好的利用多媒体技术教学的优势与公共体育教学相结合,提升高校公体课的成绩,是本文研究的重点。文章通过对于两个班级进行试验研究,以期对多媒体技术在高校公共体育教学上的应用,提供一定的理论参考依据。  相似文献   
5.
This study investigates the sociomaterial movements of student engagement in a school's makerspace. Here, we understand sociomaterial movements as emergent and relational, comprising complex dynamics of agency across students, teachers and materials in situated, culturally framed activities. Our study draws on data comprising 85 hours of video recordings of 9–12-year-old students' (N = 94) engagement in a technology-rich makerspace in a Finnish elementary school. The video data were transcribed and analyzed qualitatively using a multimodal interaction analysis. The sociomaterial movements were found to be displayed across a tension-laden continuum between (1) procedural activity—analysis and reflection; (2) individual activity—collaboration; (3) “doing school”—empowerment; and d) alienation—identification. Together, the study offers a potential approach for investigating and understanding the often overlooked workings of sociomateriality that constitutes students' emergent engagement and learning opportunities in science, technology, engineering and mathematics (STEAM) learning contexts.  相似文献   
6.
The progressively global, neoliberal, privatised, and digital education environment poses new methodological challenges for educational researchers, prompting a need to innovate. It has been suggested, however, that better commentary and reflection on methodological innovation in education is required. This paper considers the benefits and challenges associated with the use of network ethnography, one methodological approach that has emerged to address new social complexities. We explain the rationale for, and process of, this methodology through reference to an illustrative case: a network ethnography of the outsourcing of Health and Physical Education (HPE) curricular work to external providers. In doing this we map and critique three interrelated activities (i.e. Internet searches, interviews, and network diagram construction) that constituted our network ethnography. The discussion turns to how network ethnography allowed us to access new knowledge about the outsourcing of HPE curricular work to external providers by, for example, facilitating us in asking different questions, and foregrounding various stakeholders, networks and relationships that we may not have discovered had we relied on other approaches. This illustrative case demonstrates the capacity of network ethnography to generate rich data and offers a provocation for educational researchers to consider expanding their methodological repertoire.  相似文献   
7.
Game-based learning can have a positive impact on medical education, and virtual worlds have great potential for supporting immersive online games. It is necessary to reinforce current medical students' knowledge about radiological anatomy and radiological signs. To meet this need, the objectives of this study were: to design a competition-based game in the virtual world, Second Life and to analyze the students' perceptions of Second Life and the game, as well as to analyze the medium-term retention of knowledge and the potential impact on the final grades. Ninety out of 197 (45.6%) third-year medical students voluntarily participated in an online game based on self-guided presentations and multiple-choice tests over six 6-day stages. Participants and non-participants were invited to perform an evaluation questionnaire about the experience and a post-exposure knowledge test. Participants rated the experience with mean scores equal to or higher than 8.1 on a 10-point scale, highlighting the professor (9.5 ± 1.1; mean ± SD) and the virtual environment (8.9 ± 1.1). Participants had better results in the post-exposure test than non-participants (59.0 ± 13.5 versus 45.3 ± 11.5; P < 0.001) and a lower percentage of answers left blank (6.7 ± 8.4 versus 13.1 ± 12.9; P = 0.014). Competitive game-based learning within Second Life is an effective and well-accepted means of teaching core radiological anatomy and radiological signs content to medical students. The higher medium-term outcomes obtained by participants may indicate effective learning with the game. Additionally, valuable positive perceptions about the game, the educational contents, and the potential benefit for their education were discovered among non-participants.  相似文献   
8.
ABSTRACT

This article suggests that situations in which multiple research teams are convened under similar conditions present an opportunity to discover factors that lead to productive collaboration. It argues that social network analysis of research team outputs becomes more valuable when paired with data about research participant perceptions; and that any variables used as indicators of collaboration need to be calibrated using datasets from multiple studies with cross-team comparisons. The article provides an example of the kind of methodology needed to achieve this, describing a study with data from four research teams based at an Australian university campus, reporting their research performance over four years under conditions in which many variables were controlled and with results augmented by a survey of participant perceptions. Findings from the study indicate that there were exceptions to hypothesized associations between participant perceptions of collaboration and specific social network analysis measures over co-authorship data. The article suggests that, given the methodological challenges of studying research teams in the field, multiple datasets combining findings such as those in the present study are a path towards the development of indicators of productive higher education research collaboration.  相似文献   
9.
Beginning and expert supervisors’ cognitions and cognitive structures were compared via concept mapping, a mixed methods design. Both beginning and expert supervisors reported a variety of cognitions representing developmental characteristics in 3 areas: assessment of supervisees, conceptualization and management of supervision, and supervisory relationship.  相似文献   
10.
[目的/意义] 灰色预测法可有效处理情报研究中广泛存在的小样本数据,通过对灰色预测法在情报研究中的应用情况进行梳理,总结其在应用过程中存在的不足,为灰色预测法在情报研究中的进一步应用提供参考。[方法/过程] 通过综述情报研究中涉及灰色预测法的相关文献,从数据选取、模型构建和解决的问题等方面对情报研究中灰色预测法的应用进行概述,总结当前情报研究中灰色预测法的应用所存在的问题,并提出改进建议。[结果/结论] 在方法应用上,已有研究主要采用数列灰预测,且模型集中在单变量灰色预测模型,根据预测对象不同,灰色预测法已经在包括期刊分析、图书馆运行管理、热点主题分析及科研机构评价方面得到了很好的应用,未来可根据预测对象特点及研究目标尝试不同的灰色预测方法,扩宽灰色预测法在其他方面的情报研究问题中的应用。  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号