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1.
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   
2.
赤泥是氧化铝工业生产过程中排放的高碱性固体废弃物,迄今尚无经济有效的处置方法。以华中地区某堆场赤泥为研究对象,通过土培实验研究改良剂(石膏、蚯蚓粪肥、石膏+蚯蚓粪肥)对赤泥团聚体稳定性的影响。结果表明:石膏的添加能显著降低赤泥pH,而蚯蚓粪肥能显著增加赤泥有机碳含量。土培60 d时,石膏添加后赤泥pH由10.54降到8.75,蚯蚓粪肥添加后赤泥有机碳含量由3.54 g·kg-1增加至14.31 g·kg-1。土培180 d时,石膏、蚯蚓粪肥、石膏+蚯蚓粪肥添加后赤泥水稳性团聚体含量由12.04%分别增加到23.49%、29.24%、33.94%;团聚体平均重量直径由0.15 mm分别增加到0.26、0.30、0.34 mm;可蚀性因子由0.36分别降低到0.31、0.30、0.29。石膏和蚯蚓粪肥的添加促进水稳性团聚体形成,提高赤泥团聚体稳定性。基质改良对赤泥团聚体稳定性的影响效果依次为:石膏+蚯蚓粪肥 > 蚯蚓粪肥 > 石膏。研究结果对赤泥土壤化处置和规模化消纳研究有科学参考意义。  相似文献   
3.
ABSTRACT

This study operationalized Weick’s [(1988). Enacted sensemaking in crisis situations. Journal of Management Studies 25(4), 305–317 and (1993). The collapse of sensemaking in organizations: The Mann Gulch disaster. Administrative Science Quarterly, 38, 628–652] theory of enacted sensemaking to examine the communication processes associated with the Flint Water Crisis of 2014–2015. A content analysis of 389 emails and attachments from a total population of N?=?37,376 pages of publicly released e-mails and documents pertaining to Flint’s water issues, identified examples of failed sensemaking by government officials. These failures hastened and intensified a growing crisis of lead contamination and an outbreak of Legionnaires disease associated with Flint’s municipal water system. Analysis of email messages suggests that strong commitments by top leaders and limited capacity were important factors as were efforts to create and maintain consensus among officials. The Flint Water Crisis offers an important application of sensemaking theory and its utility for both organizational and risk communication scholars and for practical application. The authors emphasize the importance of questioning previous assumptions and commitments, insuring that communication practitioners are involved in decisions, and avoiding over reliance on image repair as a strategic response.  相似文献   
4.
本文以中国游泳协会目前主办的群众性公开水域游泳比赛为主要研究对象,将重点研究横渡类赛事。从中发现问题并提出解决对策。希望促进我国群众性公开水域游泳项目的普及和发展,进一步提高比赛的整体质量;推进我国群众性公开水域游泳项目理论体系的完善;增强全民健身意识,促进群众运动水平的提高。  相似文献   
5.
鉴于在当前轮机模拟器中油水分离器控制模块缺少含油质量分数的仿真、报警记录和参数的存储以及人机交互界面的设计等功能,通过分析RWO油水分离器的工作原理和运行逻辑,提出一种新型嵌入式油水分离器仿真模块。根据模块的功能需求,选取STM32F103xx为主芯片,W5100为网络芯片,通过Altium Designer设计16DI8DO4AI印制电路板(printed circuit board,PCB)。进行嵌入式操作系统μC/OS-II的裁剪和移植,根据所使用的模块对板载外设库进行初始化,基于运行逻辑进行多任务程序设计。试验表明,嵌入式油水分离器控制模块能够实现含油质量分数的采集,适时触发含油量超限报警并同步更新报警信息和阀位,用TFT液晶屏能够实现对参数值和运行状态的实时显示。该模块具有很高的应用价值和良好的可扩展性。  相似文献   
6.
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   
7.
The purpose of this study was to investigate kinematic and spatiotemporal variables of aquatic treadmill walking at three different water depths. A total of 15 healthy individuals completed three two-minute walking trials at three different water depths. The aquatic treadmill walking was conducted at waist-depth, chest-depth and neck-depth, while a customised 3-D underwater motion analysis system captured their walking. Each participant’s self-selected walking speed at the waist level was used as a reference speed, which was applied to the remaining two test conditions. A repeated measures ANOVA showed statistically significant differences among the three walking conditions in stride length, cadence, peak hip extension, hip range of motion (ROM), peak ankle plantar flexion and ankle ROM (All p values < 0.05). The participants walked with increased stride length and decreased cadence during neck level as compared to waist and chest level. They also showed increased ankle ROM and decreased hip ROM as the water depth rose from waist and chest to the neck level. However, our study found no significant difference between waist and chest level water in all variables. Hydrodynamics, such as buoyancy and drag force, in response to changes in water depths, can affect gait patterns during aquatic treadmill walking.  相似文献   
8.
地表水面精确提取是研究地表水质和水量变化的重要基础。斯里兰卡是"21世纪海上丝绸之路"的重要参与国,年降雨量丰富,但时空分布不均,斯里兰卡人民长期用水困难,研究斯里兰卡地表水体有助于斯里兰卡民生问题的解决。斯里兰卡国内散布着大量的小型水库和坑塘,这些小面积水体易受周边环境因素影响而提取困难。基于2017年7月斯里兰卡中东部地区的哨兵(Sentinel)1/2号卫星影像,对比分析单波段法、水体指数法和监督分类等水体提取方法的精度和存在的问题。结果表明,归一化水体指数法NDWI的准确率最高,分类精度达94%。  相似文献   
9.
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   
10.
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   
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