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51.
The aim of the present study was to conduct an analysis of TIMSS (Trends in International Mathematics and Science Study) 2003 database and to determine how negative school factors, such as aggression, are associated to the mathematical and science achievement of students. The analyses were conducted separately for national and international data. National analyses for Slovenia show significant associations between math and science achievement and the experience of aggressive behaviour. Students who experienced aggressive behaviour scored lower in math and science, both in the fourth and in the eighth grade. The results of the regression analysis show that negative factors, such as aggressive behaviour, are good predictors of educational achievement in Slovenia. International analyses for the selected countries (high‐ and low‐achieving countries from the whole TIMSS population) confirm that this type of finding is culturally impartial as well as valid for the level of achievement both in math and in science.  相似文献   
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The aim of this study was to assess the effects of quality of opposition and match status on technical and tactical volleyball performances, as measured by block, attack, serve, and set actions related to the tasks, space, players, and efficacy of selected game actions. Twenty-five matches from the men's World Cup 2007 were notated and through cluster analysis were classified as "high" (HIGH), "intermediate" (INT) or "low" (LOW) quality. The difference between points scored and points allowed was used to define match status. Multinomial logistic regression identified an association of match status with: set direction (likelihood ratio test [LRT]?=?15.5, P?=?0.017) and block typology (LRT?=?9.6, P?=?0.047) in HIGH vs. HIGH matches; attack player (LRT?=?17.4, P?=?0.026) and block typology (LRT?=?9.2, P?=?0.010) in LOW vs. LOW matches; and serve type (LRT?=?17.4, P?=?0.002), block strategy (LRT?=?53.7, P?<0.001), and serve efficacy (LRT?=?26.0, P?=?0.001) in HIGH vs. LOW matches. Results suggest that volleyball teams took more risky decisions in unbalanced situations. They also carried less risk through technical and tactical decisions in balanced and moderate situations whether they had the advantage or not. Therefore, strategic behaviour was affected by the interaction of quality of opposition and match status, providing a better understanding of volleyball game performance and new insights for practice, competition, and research.  相似文献   
54.
Separation and sorting of biological entities (viruses, bacteria, and cells) is a critical step in any microfluidic lab-on-a-chip device. Acoustofluidics platforms have demonstrated their ability to use physical characteristics of cells to perform label-free separation. Bandpass-type sorting methods of medium-sized entities from a mixture have been presented using acoustic techniques; however, they require multiple transducers, lack support for various target populations, can be sensitive to flow variations, or have not been verified for continuous flow sorting of biological cells. To our knowledge, this paper presents the first acoustic bandpass method that overcomes all these limitations and presents an inherently reconfigurable technique with a single transducer pair for stable continuous flow sorting of blood cells. The sorting method is first demonstrated for polystyrene particles of sizes 6, 10, and 14.5 μm in diameter with measured purity and efficiency coefficients above 75 ± 6% and 85 ± 9%, respectively. The sorting strategy was further validated in the separation of red blood cells from white blood cells and 1 μm polystyrene particles with 78 ± 8% efficiency and 74 ± 6% purity, respectively, at a flow rate of at least 1 μl/min, enabling to process finger prick blood samples within minutes.  相似文献   
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Journal of Science Education and Technology - The sciences are a complex and especially demanding area of study for undergraduate students, particularly in the earlier years, which are a critical...  相似文献   
56.
Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder awareness for IGL, and allow individuals to practice skills related to it. By interviewing members of the European Union (EU)-funded SILVER-project we aim to find out suitable contexts, interventions and mechanisms that allow us to design such a game. Based on the interviews we found out that the game should be easily contextualized so that it works in—or is easily adapted to—different countries and cultures. For example sports or nature could be such contexts. As for mechanisms and interventions we found out that there are many possibilities. We conclude that such a logical combination of mechanisms and interventions that support the selected context must be chosen.  相似文献   
57.
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL.  相似文献   
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Lean six sigma is a management methodology that firms can employ to achieve substantial improvement in supply chain performance. However, few pedagogical exercises facilitate students’ use of a comprehensive set of lean six sigma principles within a supply chain context. We describe the Airplane Supply Chain Simulation that helps students understand how lean six sigma concepts may be leveraged to improve supply chain performance. The basis of this simulation is a four‐tier supply chain, consisting of suppliers (two tiers), a manufacturer, and a customer, that produces three models of paper airplanes to meet randomly distributed customer demand. In the first of three successive runs, a highly structured simulation is executed in which supply chain roles are well defined, material flows are convoluted, and a “push” production strategy is followed. The first simulation as the “current state” and, for the second and third simulation runs, challenge competing student teams to leverage lean six sigma concepts to develop a “future state” that enables the fulfillment of all customer orders at the lowest cost. Results based on statistical analyses of survey response data from 194 MBA students show that the Airplane Supply Chain Simulation is an effective participative, team‐based learning tool.  相似文献   
60.
In this research note we explore how children construct their identity in the context of a literacy practice: developing written and audio-visual texts in small-group situation to be published on the Internet. Through their dialogue, a shared identity is growing on the context, and every children create an identity as member of a community in which is included [Wenger, E. (1998). Communities of practice. Learning meaning and identity. Cambridge: CambridgeUniversity Press].Methodologically we have adopted, on one hand, an ethnographic perspective (Atkinson et al., 2001) and, on the other, an action-research perspective [Reason, P., & Bradbury, H. (Eds.) (2001).Handbook of action research. London, Thousand oaks Sage]. We analysed the data collected in five groups in an after-school workshop, during a one-month period with eight two-hour sessions. It is particularly important to compare the history of every group creates a different identity for its page.Our findings illustrate how the participants, with their multiple identities [Gee, J.P. (1999). An introduction to discovers analysis. Theory and method. London, NewYork: Routledge], generate a collective identity orientated to a common audience writing as a group, and negotiating during their dialogue. We analyse how these multiple identities turn into a shared identity that, finally, is shown in the product (the Web site).The discussion of our results reveals how the process of creating the web pages, in the situation described above, depends on the shared construction of meanings among the participants. Writing on the Internet about the media facilitates multiple dialogues and provides opportunities to educate children in the use of multiliteracies.  相似文献   
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