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This study subjectively assessed sleep quality and quantity, state anxiety and electronic device use during a 7-day training week (TRAIN) and a 7-day competitive tournament (COMP). Eight state-level netball players used wrist-watch actigraphy to provide indirect sleep measures of bedtime, wake time, sleep duration, sleep onset latency, sleep efficiency, wake after sleep onset and fragmentation index. State anxiety was reported using the anxiety sub-scale in the Profile of Mood States-Adolescents. Before bed duration of electronic device use and the estimated time to sleep after finishing electronic device use was also recorded. Significant main effects showed that sleep efficiency (p = 0.03) was greater in COMP as compared to TRAIN. Furthermore, the bedtime and wake time were earlier (p = 0.01) during COMP. No further differences existed between conditions (p > 0.05). However, strong negative associations were seen between state anxiety and the sleep quality rating. Here, sleep efficiency was likely greater in COMP due to the homeostatic need for recovery sleep, resulting from the change in environment from training to competition. Furthermore, an increased anxiety before bed seems to influence sleep quality and should be considered in athletes portraying poor sleep habits.  相似文献   
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ABSTRACT

Military sexual trauma (MST) is an experience unique to veterans, and it is essential that social workers receive military-specific education in preparing for work with this population. This article discusses the impact of MST on veterans, cultural considerations for social workers working with this population, and the Veterans Administration’s efforts to address MST. In addition, the need to emphasize the utilization of evidence-based practice in social work education and the importance of incorporating military specific curricula material is discussed.  相似文献   
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The effective management of pupils' undesirable behaviours in the classroom represents a major challenge for teachers. In order to better comprehend the difficulties facing them it is important to examine how they perceive pupil behaviours at different stages of their professional development. The present study examined the effects of teaching experience and pupil and teacher gender on student teachers' perceptions of the seriousness of various forms of undesirable behaviours. A structured questionnaire was completed by 243 student teachers, regarding the perceived seriousness of 25 behaviours in boys and girls. Results indicated that both teaching experience and pupil gender were important moderators of their perceptions. For instance, novice student teachers rated overtly antisocial behaviours as serious, whereas their experienced counterparts gave higher ratings of seriousness to internalising forms of behaviour. A degree of gender stereotyping was also apparent in the perceptions of mainly novice teachers. The accumulation of teaching experience may help direct teacher attention to more subtle aspects of pupil behaviour difficulties and may reduce gender stereotyping.  相似文献   
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Journal of Science Education and Technology - The use of serious educational games has the potential to increase student learning outcomes in science education by providing students with...  相似文献   
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For over 200 years copyright law has enabled, and scholars and their publishers have depended on, a state‐granted monopoly, creating ‘artificial scarcity’ to give publishers a period during which they can charge higher prices than the market would otherwise dictate and thus recover their costs, plus (usually) a profit. But today we have instant access to digital works, and easy, worldwide distribution for almost no cost to the reader beyond those of computers, Internet access, and electricity. The monopolistic mechanism of ‘artificial scarcity’ now turns one of the most critical advantages of the digital world into something to be fought tooth and nail. The solution is not stronger and longer copyrights. It more likely will emerge from experimentation to find business models that can fund the creation of works, still a costly undertaking, without sacrificing the digital benefit of almost free distribution to everyone who might desire to access them.  相似文献   
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Educational reform in Australia recognizes the need for an effective teacher evaluation system but has fallen short of actually prescribing one. Current practice does not align to policy intent, with teacher evaluation largely an exercise in compliance around performance management as opposed to a process that promotes evaluative thinking, continuous improvement and connection to student outcomes. The recent introduction of the Australian Professional Standards for Teaching has gone some way to providing a common language and the idea of a nationally acceptable pathway for teacher development and performance. Nonetheless, two things are missing in the Australian context: the privileging of developing evaluative mindsets in teachers and school leaders and the tools and methods that provide the ‘how’ of evaluation and support this thinking. Situated against a period of reform in Australia’s diverse federal and multi-sectoral education system, this article first provides an analytical review of the Australian approach to teacher evaluation. It then presents two innovative approaches that support the process of evaluation and the broader information needs of an evaluation system while developing teachers’ and school leaders’ evaluative thinking which engages evidence-informed change and ultimately more sustainable outcomes for the education system.  相似文献   
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Serious educational gameplay continues to gain traction in K-12 educational settings, as access to novel technologies increases. Increased access to computers and other devices has shifted the landscape of the classroom, increasing students' screen-time, as technology infused lessons replace other learning experiences. Amid this context, our research team created a serious educational game (SEG) designed for elementary science learners. Previous studies have linked serious gameplay to learning gains and changes in attitudes, yet the rigor of the studies often underwhelms, as the studies lack an adequate sample size, detailed student data, or quality comparison groups. These limitations are compounded in the study of science learning in elementary schools, due to structural difficulties and student variability that impede the implementation of this type of experimentation. This research attends to this knowledge gap, as our team conducted two quasi-experimental studies to explore the learning gains associated with Virtual Vet, a SEG designed to address the fundamental science concepts associated with the human body systems and the subsequent effect of diabetes and obesity related illnesses on the given body systems. In Study 1, students (n = 232) were randomly assigned to play Virtual Vet or participate in guided inquiry lessons that addressed the same objectives. Our study found that students in the game condition outperformed the non-game condition. Based on this finding, we designed Study 2 to compare learning outcomes associated with two conditions: students play only Virtual Vet or students play Virtual Vet and they participate in the guided inquiry activities, which doubled the instructional time for this group. Students (n = 166) were assigned to one of the conditions and we found no significant increase in learning gains for the students who participated in both activities. These results indicate that well-designed SEGs powerfully facilitate and support science learning in elementary settings.  相似文献   
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