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1.
The significance of IT in the context of non-digital social enterprises (SEs) and its influence on the viability of such SEs have been less studied themes in information systems research. In the era of ubiquitous IT, SEs have increasing pressures to cope with the ever-dynamic technological domain while balancing their dual objectives. Data from a single revelatory case of Jaipur Rugs (JR), an SE situated in a developing country context (India), is used to fathom the peculiarities of the SE context with a focus on the sociomaterial phenomena of IT emergence. Using the three fundamental notions of sociomateriality theory (relationality, performativity, and practice) this interpretive study understands the mechanisms underlying the SE’s attempt to balance its financial and social sustainability objectives. Through the innovative use of IT, the SE establishes and maintains shared value, yielding stability and efficiency to the business (financial viability) while simultaneously ensuring scalability and effectiveness of their social impact. This study strengthens the perspective of IT as an emergent phenomenon situated in sociomaterial practices and fills a gap in organizational literature by examining such phenomenon in the rich context of SEs where achieving the balance between dual goals is increasingly dependent on non-human (IT) agents.  相似文献   
2.
Virtual microscopy (VM) has been utilized to improve students' learning experience in microscope laboratory sessions, but minimal attention has been given to determining how to use VM more effectively. The study examined the influence of VM on academic performance and teacher and student perceptions and compared laboratory test scores before and after VM incorporation. A total of 662 third-year students studying histology and 651 fourth-year students studying pathology were divided into two groups. The light microscopy (LM) group used a light microscope in 2014 and 2015, while the LM + VM group used the VM platform and a light microscope in 2016 and 2017. Four factors positively predict laboratory scores (R square, 0.323; P < 0.001): (i) the pathology course and test-enhanced learning, (ii) the VM platform and experience, (iii) medical students and lecture scores, and (iv) female students. The LM + VM group exhibited less score variability on laboratory examinations relative to their mean than the LM group. The LM + VM group was also associated with fewer failing grades (F grade; odds ratio, 0.336; P < 0.001) and higher scores (A grade; odds ratio, 2.084; P < 0.001) after controlling for sex, school, course, and lecture grades. The positive effect of the VM platform on laboratory test grades was associated with prior experience using the VM platform and was synergistic with more interim tests. Both teachers and students agreed that the VM platform enhanced laboratory learning. The incorporation of the VM platform in the context of test-enhanced learning may help more students to master microscopic laboratory content.  相似文献   
3.
采用文献资料、逻辑推理、案例解析等研究方法,对区块链技术在我国体育用品制造企业融资模式中的应用进行探析。结果表明:经济新常态下我国体育用品制造业的可持续健康发展是国家实施"供给侧改革"战略的重要环节,体育用品制造企业是我国体育产业发展的核心元素,但限于国内体育用品制造业的整体市场竞争力,我国体育用品制造企业融资难、融资成本高、融资结构单一、专业担保机构不足等问题仍非常突出。近年来,伴随区块链技术的迅猛发展,供应链金融已经成为破解中小企业融资困境的重要手段,也为我国体育用品制造企业融资提供了业务创新基础。通过对区块链技术的含义和主要特征进行介绍,阐释了区块链融资模型的基本构架及操作流程。区块链技术的分布式记账、共识机制、时间戳记等特征在我国体育用品制造企业融资模式中的应用具备较多优势,如确保数据信息真实可靠,实现信息互联互通等。最后,针对区块链技术在我国体育用品制造(销售)企业融资案例中的应用过程展开理论分析,并提出未来展望。  相似文献   
4.
本文的研究目的在于在社会企业与青少年体育俱乐部之间建立一种学术联系,基于社会企业的视角探寻我国青少年体育俱乐部能力建设的路径,为我国青少年体育俱乐部能力建设提供新视角。根据研究目的的需要,主要采用文献研究法及理论分析法。研究结论为:社会企业作为一种运用市场的理念和模式实现公益目标的创新型社会组织,能为我国青少年体育俱乐部能力建设提供启示。基于社会企业的视角,分别从内部治理能力、组织发展能力、外部拓展能力、公益开展能力等方面提出了我国青少年体育俱乐部能力建设的路径。内部治理能力建设,就是要建立现代化的管理制度;组织发展能力建设,就是要实施市场营销策略和培育社会资本;外部拓展能力建设,就是要强化信用意识和承担社会责任;公益开展能力建设,就是要提高体育发展能力和健康促进能力。  相似文献   
5.
为制定"邮轮+飞机"合作销售模式下邮轮公司与航空公司合理的收益分配方案,保持合作的稳定性和积极性,构建合作收益模型,求解最优合作收益。考虑风险和资源投入因素,构建基于改进Shapley值的收益分配模型,对最优合作收益进行公平、合理的分配;基于TOPSIS对收益分配方案进行综合优化,以此提供有效的解决方案。算例结果表明:优化后的方案考虑合作成员多方面的贡献,对投入较多的公司进行一定的补偿,具有可行性和公平性。  相似文献   
6.
从国家和地方政策可以发现,体育产业集聚已成为中国体育产业发展的趋势。 然而体育产业集群作为一个复杂的网络主体,其发展与政府固然分不开,其内部组织结构、关系网络的优化才是集群优化的重点。研究创新构建了“网络特征—主体能力—企业绩效”理论模型,客观地揭示了变量之间的关系,并定量地证明了各变量间的相互作用。统计结果显示:体育产业集群的网络结构和网络关系对企业主体有直接的积极影响。体育企业的主体在网络规模与企业绩效、关系实力和企业绩效、关系质量和企业绩效之间具有明显的中介效应,在网络密度与企业绩效、网络开放性和企业绩效之间不具有中介效应。体育企业的主体获取和利用其他实体的资源并将其应用于生产过程将有助于提高企业绩效,对企业绩效的影响最大。研究对政府和体育企业层面分别提出了规范市场秩序、促进网络建设以及增进知识共享、提高网络质量等管理建议。  相似文献   
7.
基于虚拟现实技术的救助船对外消防培训仿真系统   总被引:1,自引:0,他引:1  
针对救助船消防训练中存在的海况复杂,对外消防炮射流受风影响大,往往无法准确控制其射向目标区域的问题,在理想状态下射流理论的基础上探究风对射流轨迹的影响,建立自然风条件下射流轨迹的数学模型,模拟对外消防炮射流的运动情况。应用3ds Max构建船舶模型,用Unity3D构建救助船在面临大风浪、遇险船着火等状况时对外消防系统的工作场景,提出一种精确构建粒子系统轨迹的方法,使射流模型能精确体现在场景中。通过虚拟现实设备能实现救助船对外消防培训仿真系统的立体显示和人机交互,起到更好的虚拟仿真和培训效果。  相似文献   
8.
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   
9.
The development of three-dimensional learning among all K-12 student demographics remains a prominent goal for the field of science education. However, substantial research in science teacher education for urban populations showcases hurdles to overcome in order to achieve this goal, particularly for elementary teachers. Research shows that urban elementary teachers are often ill-prepared to develop a type of science pedagogy responsive to students' learning needs. The fidelity of such pedagogies that these teachers adhere to when trying to implement such a requested content–relationality between these populations and how their local contexts can be used as sites to learn science in relevant ways are often not fully realized, as well. Given that science achievement gaps exhibit racial disparities starting in primary grades and attitudes toward science have been shown to affect academic achievement and motivation, we argue that one way to ameliorate, in at least an incremental way, this disparity is to design novel learning experiences to prime students to see the relevancy of science in their local contexts before such three-dimensional designed learning is set to occur. In this research, we leveraged the immersive nature of Virtual Reality 360 videos and present a design-based research iteration testing how this novel technologically enhanced learning experience may have influenced close to 400 urban elementary students' attitudes toward science around those attitudes labeled as “behavioral beliefs” by the field. Using a concurrent, convergent mixed-methods design with a two-way multivariate analysis of covariance quantitative data set triangulated with students' qualitative self-reports that were transformed into quantitative preponderances in graphic form, the data support that our design iteration emphasizing the importance of context as a design focus can prime students who struggle to see science as relevant to change their attitudes. Implications are discussed around relationality, novel technological affordances, and the use of local contexts as learning resources.  相似文献   
10.
Virtual microscopy (VM) is a widely used teaching method in Medical Education in many developed countries. In Brazil, however, this is not the case for most medical schools, considering Brazilian social inequality and uneven access to technology. Recently, the Covid-19 pandemic has also challenged Universities to seek and make a transition toward more effective methods of full-time online education. Thus, the main goal of this work was to verify student's perception and academic performance, assessed upon VM implementation in a Brazilian Medical School. Ribeirao Preto Medical School students answered a 26-question survey with regards to optical microscopy (OM) and VM. Academic performance was compared between participants that were (year of 2019) or were not (year of 2015) exposed to VM. Taken the results together, subjective impressions such as handling, suitability, learning effectiveness, and pleasure using the tools, have shown a higher score for virtual microscopy (median = 29), when compared to optical microscopy (median = 24) with a P-value < 0.001 by Wilcoxon rank test, upon measurement using an ordinal scale. Regarding academic performance, no statistically significant differences were found between groups (P-value = 0.38, Cohen's d = 0.19). Therefore, VM proved to be adequate to the Brazilian medical education in light of Brazilian social contexts and Covid-19 pandemic.  相似文献   
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