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1.
Abstract

The Mystery Room is an educational escape room based on information literacy and applied to multiple audiences, including first-year students and library student employees. In this article, we explain how we developed the game, its theoretical underpinnings, and why it’s a flexible workshop for a variety of audiences.  相似文献   
2.
In this work, we present the first quality flaw prediction study for articles containing the two most frequent verifiability flaws in Spanish Wikipedia: articles which do not cite any references or sources at all (denominated Unreferenced) and articles that need additional citations for verification (so-called Refimprove). Based on the underlying characteristics of each flaw, different state-of-the-art approaches were evaluated. For articles not citing any references, a well-established rule-based approach was evaluated and interesting findings show that some of them suffer from Refimprove flaw instead. Likewise, for articles that need additional citations for verification, the well-known PU learning and one-class classification approaches were evaluated. Besides, new methods were compared and a new feature was also proposed to model this latter flaw. The results showed that new methods such as under-bagged decision trees with sum or majority voting rules, biased-SVM, and centroid-based balanced SVM, perform best in comparison with the ones previously published.  相似文献   
3.
Social Networking Sites (SNSs) play an important role in our daily lives and the number of their users increases regularly. To understand how users can be satisfied in the complex digital environment of SNSs, this study examines how motivations and emotions combine with each other to explain high satisfaction. Users’ motivations comprise four attributes, entertainment, information, social-psychological, and convenience. Emotions are divided into their two main categories, that is positive and negative emotions. We draw on complexity and configuration theories, present a conceptual model along with propositions and perform a fuzzy-set qualitative comparative analysis (fsQCA). Through an empirically study with 582 SNSs users, we present eight combinations (configurations) of motivations and emotions that lead to high satisfaction, which highlight the role of high convenience, followed by entertainment and information motivations in being satisfied with SNSs. High satisfaction can be achieved both when positive and negative emotions are high and low, depending on how they combine users’ motivations. None of the factors are indispensable to explain high satisfaction on their own, instead they are insufficient but necessary parts of the causal combinations that explain high satisfaction. This study contributes in SNSs literature by extending current knowledge on how motivations and emotions combine to increase satisfaction, and by identifying specific patterns of users for whom these factors are important and influence greatly their satisfaction.  相似文献   
4.
[目的/意义]旨在分析协同搜索用户在信息搜索任务过程中的交流内容与模式,从而理解协同搜索用户的关注重点与搜索过程。[研究设计/方法]基于书籍交互检索平台(CLEF-Social Book Search)设计实验,共招募18名被试完成两种搜索任务,通过录音记录对话并对其进行编码和分析,总结交流内容特征和模式。结合任务类型、认知类型组合、服务器记录的搜索交互行为日志以及问卷收集的搜索体验进行了探索分析。[结论/发现]从交流内容上看,协同搜索用户主要理解与评判书目信息、商讨搜索任务计划;比起认知类型不同的用户,相同认知类型的用户在操作交互方面交流更多,在评判决策方面交流较少。交流模式依据讨论内容比重可分为理解评判型、评判主导型、均衡交流型三种,评判主导型用户的任务完成满意度最高。[创新/价值]协同搜索用户的交流反映出搜索过程中需要与同伴商讨协同的焦点,也是需要系统提供协助的重点,给协同搜索系统设计提供一定参考。本研究针对协同搜索的交流内容设计的编码系统对相关的协同交流研究也有借鉴意义。  相似文献   
5.
Although there has been a great deal of research into Collaborative Information Retrieval (CIR) and Collaborative Information Seeking (CIS), the majority has assumed that team members have the same level of unrestricted access to underlying information. However, observations from different domains (e.g. healthcare, business, etc.) have suggested that collaboration sometimes involves people with differing levels of access to underlying information. This type of scenario has been referred to as Multi-Level Collaborative Information Retrieval (MLCIR). To the best of our knowledge, no studies have been conducted to investigate the effect of awareness, an existing CIR/CIS concept, on MLCIR. To address this gap in current knowledge, we conducted two separate user studies using a total of 5 different collaborative search interfaces and 3 information access scenarios. A number of Information Retrieval (IR), CIS and CIR evaluation metrics, as well as questionnaires were used to compare the interfaces. Design interviews were also conducted after evaluations to obtain qualitative feedback from participants. Results suggested that query properties such as time spent on query, query popularity and query effectiveness could allow users to obtain information about team's search performance and implicitly suggest better queries without disclosing sensitive data. Besides, having access to a history of intersecting viewed, relevant and bookmarked documents could provide similar positive effect as query properties. Also, it was found that being able to easily identify different team members and their actions is important for users in MLCIR. Based on our findings, we provide important design recommendations to help develop new CIR and MLCIR interfaces.  相似文献   
6.
周忠 《体育学刊》2003,10(4):114-115
通过课程及学生成绩评价系统的改革及教学方式的变化,在体育教育中对本校748名高中生进行了3年的个性培养研究。结果提示个性化体育教学有利于学生良好个性的养成和全面素质的提高。  相似文献   
7.
谭嗣同特殊的家庭生活、丰富的社会阅历、良好的学识修养以及深刻的思想言行,展示了谭氏的恢弘气度、过人胆 略、顽强意志、强烈使命感、深厚同情心以及旺盛求知俗等主要人格特质。  相似文献   
8.
独生子女的行为和性格特点与体育后备人才的关系   总被引:9,自引:0,他引:9  
独生子女与体育后备人才的关系是独生子女与体育关系研究中的一个最基本的方面。以分析独生子女的行为和性格特点为研究的切入点,从3个方面探讨了独生子女与体育后备人才的关系,对科学地选拔优秀的体育后备人才具有重要的现实意义。  相似文献   
9.
网络环境下信息服务的特点及图书馆发展探索   总被引:136,自引:0,他引:136       下载免费PDF全文
网络环境下信息服务呈现出社会化、个人化、精品化、集成化、立体化、高优化等特点。图书馆应从服务思想、服务设施、服务资源、服务模式、服务内容和信息服务角色等方面制定发展策略。参考文献 4。  相似文献   
10.
体育对创造性人格中非智力因素的培养   总被引:14,自引:0,他引:14  
创造性人格中非智力因素对人的创造力的表现和发挥具有决定性意义。体育运动在培养人的创造性人格中非智力因素方面具有重要的作用.  相似文献   
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