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101.
102.
Why to teach mathematics so as to be useful 总被引:1,自引:1,他引:0
Hans Freudenthal 《Educational Studies in Mathematics》1968,1(1-2):3-8
103.
Nicholas D Williams P Smith A Longbottom P 《Health information and libraries journal》2005,22(1):35-43
AIMS/OBJECTIVES: To undertake an information-needs analysis of operating theatre staff in order to inform the development of a specialist library of the National Electronic Library of Health (NeLH). SETTING: Three hospitals in an NHS Trust in a rural county in the north of England. METHODS: In-depth interviews, during which staff were questioned in regard to their job roles and information needs, information-seeking behaviour, access to computers, use and perceptions of the NeLH, and what they would like from a specialist library. RESULTS: Information needs were found to concern direct care, professional and academic development, medical devices knowledge and administration. Currency and speed of delivery were the key information requirements. Poor communication appeared to be a major problem for many staff and inhibited efficient information exchange. When using the Web, both clinical and non-clinical staff searched in a similar fashion to health consumers generally, despite their need for highly specialist information. Most respondents reacted warmly to the idea of the proposed National Electronic Library for Theatre Staff (NeLTS) and made several practical suggestions for suitable material. However, access was problematic for nurses and might prove to be an obstacle to take-up of the Specialist Library. CONCLUSIONS: Communication difficulties, the fragmentation of data in the field and the consequent difficulties of finding information point to the need for an NeLTS. However, for this library to embrace and succeed with all the various groups that constitute the operating theatre staff, issues of access and digital literacy need to be addressed. 相似文献
104.
In this study, we found that the optimum take-off angle for a long jumper may be predicted by combining the equation for the range of a projectile in free flight with the measured relations between take-off speed, take-off height and take-off angle for the athlete. The prediction method was evaluated using video measurements of three experienced male long jumpers who performed maximum-effort jumps over a wide range of take-off angles. To produce low take-off angles the athletes used a long and fast run-up, whereas higher take-off angles were produced using a progressively shorter and slower run-up. For all three athletes, the take-off speed decreased and the take-off height increased as the athlete jumped with a higher take-off angle. The calculated optimum take-off angles were in good agreement with the athletes' competition take-off angles. 相似文献
105.
106.
Nicholas John Munn 《Ethics and Information Technology》2012,14(1):1-10
In this article I examine a recent development in online communication, the immersive virtual worlds of Massively Multiplayer
Online Role-Playing Games (MMORPGs). I argue that these environments provide a distinct form of online experience from the
experience available through earlier generation forms of online communication such as newsgroups, chat rooms, email and instant
messaging. The experience available to participants in MMORPGs is founded on shared activity, while the experience of earlier
generation online communication is largely if not wholly dependent on the communication itself. This difference, I argue,
makes interaction in immersive virtual worlds such as MMORPGs relevantly similar to interaction in the physical world, and
distinguishes both physical world and immersive virtual world interaction from other forms of online communication. I argue
that to the extent that shared activity is a core element in the formation of friendships, friendships can form in immersive
virtual worlds as they do in the physical world, and that this possibility was unavailable in earlier forms of online interaction.
I do, however, note that earlier forms of online interaction are capable of sustaining friendships formed through either physical
or immersive virtual world interaction. I conclude that we cannot any longer make a sharp distinction between the physical
and the virtual world, as the characteristics of friendship are able to be developed in each. 相似文献
107.
Entrepreneurship: Exploring the knowledge base 总被引:1,自引:0,他引:1
Entrepreneurship research has a long tradition and since the 1980s the field has grown significantly. In this study we identify the ‘knowledge producers’ who have shaped the field over time and their core entrepreneurship research works. A unique database consisting of all references in twelve entrepreneurship ‘handbooks’ (or state-of-the-art books) has been developed. The chapters in these handbooks were written by experts within the field, and it can be assumed that the most frequently cited references represent ‘core knowledge’ with relevance to entrepreneurship research.From our analysis, it appears that entrepreneurship is a rather changeable field of research, closely linked to disciplines such as ‘management studies’ and ‘economics’. Over time, the field has become more formalized with its own core knowledge, research specialities and an increasing number of ‘insider works’. However, it is still based on some fairly old theoretical frameworks imported from mainstream disciplines, although during the last decade we have seen the emergence of a number of new field-specific concepts and theories. We argue that to successfully develop entrepreneurship research in the future, we need to relate new research opportunities to earlier knowledge within the field, which calls for a stronger ‘knowledge-based’ focus. We would also like to see greater integration between the fields of entrepreneurship and innovation studies in the future. 相似文献
108.
This paper addresses the challenge of striking a balance between, on one hand, mitigating uncertainty through the existence of systematic processes and structures and, on the other, stimulating creativity through allowable variation in work processes and structures. Both objectives are fundamental aspects of product development work. Our main finding is that both objectives can be achieved simultaneously. We introduce trust as a mediating variable. We show first, that being systematic in the processes for obtaining information and applying explicit organizational rules and structures in product development work creates an atmosphere of trust in the organization. Second, we show that trust increases creativity. The paper contributes to an understanding of how and why trust is important in product development organizations and of how trust can be actively managed. Above all, the paper contributes to the understanding of how uncertainty and creativity should be managed in organizations conducting product development. 相似文献
109.
Schmitt KU Wider D Michel FI Brügger O Gerber H Denoth J 《Sports biomechanics / International Society of Biomechanics in Sports》2012,11(1):57-72
Wrist injuries are frequently observed after falls in snowboarding. In this study, laboratory experiments mimicking forward and backward falls were analysed. In six different falling scenarios, participants self-initiated falls from a static initial position. Eighteen volunteers conducted a total of 741 trials. Measurements were taken for basic parameters describing the kinematics as well as the biomechanical loading during impact, such as impact force, impact acceleration, and velocity. The effective mass affecting the wrist in a fall also was determined. The elbow angle at impact showed a more extended arm in backward falls compared to forward falls, whereas the wrist angle at impact remained similar in forward and backward falls. The study results suggest a new performance standard for wrist guards, indicating the following parameters to characterize an impact: an effective mass acting on one wrist of 3-5 kg, an impact angle of 75 degrees of the forearm relative to the ground, and an impact velocity of 3 m/s. 相似文献
110.
BACKGROUND: Information technology (IT) has slowly been implemented in many health-care organizations (i.e. hospitals). The use of computers has advanced to home care and long-term facilities. Consequently, it is important that nurses are able to demonstrate competence and feel confident in the use of IT. Yet, research has reported that nursing students have varying degrees of competence and experience with IT. AIMS: The purpose of this study was to ascertain nursing students' and nursing educators' self-reported attitudes, skills and experiences using IT. METHODS: Data were collected through a written survey distributed and completed by 247 nursing students (45 of whom were registered nurses who participated in extension courses) and 52 staff members from the nursing faculty at a university in Sweden. RESULTS: Two-thirds of the students and 92% of the nursing educators had access to the Internet from their homes. Of the students, 71% identified their IT skills as being sufficient for their current or future work as a registered nurse. Nurse educators were less confident in the students' ability, reporting that only 29% of nursing students had sufficient IT skills. Comparatively, 48% of the nursing educators believed that they themselves had sufficient IT skills for their role as a nurse educator. CONCLUSIONS: It is important that nursing students have basic IT skills and are familiar with e-mail, word-processing and various databases on the World Wide Web. Findings indicate that participants had a deficit in these skills, suggesting the need to integrate IT into the nursing curriculum. 相似文献