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Many higher education (HE) system reforms in the past decades have been built on the paradigm of New Public Management (NPM). However, these reforms have not allowed HE to fully take its value for society into account. In recent years a growing call can be heard to orient the HE sector towards more collaboration, a focus on a larger set of socio-economic objectives instead of on performance alone, less pressure, more trust and legitimacy. In this article, it is stated that NPM has not sufficiently enabled the creation of public value (PV) by the HE sector. This article provides (1) insight into the flaws of NPM, (2) an understanding of PV for HE and (3) a new model to study HE reforms built on the concept of PV. 相似文献
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Eric Klopfer Kurt Squire 《Educational technology research and development : ETR & D》2008,56(2):203-228
The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples
of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This
paper reviews innovative applications for mobile computing for both education and entertainment purposes, and then proposes
a framework for approaching handheld applications we call “augmented reality educational gaming.” We then describe our development
process in creating a development platform for augmented reality games that draws from rapid prototyping, learner-centered
software, and contemporary game design methodologies. We provide a narrative case study of our development activities spread
across five case studies with classrooms, and provide a design narrative explaining this development process and articulate
an approach to designing educational software on emerging technology platforms. Pedagogical, design, and technical conclusions
and implications are discussed.
相似文献
Eric KlopferEmail: |
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Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called Citizen Science, built using tropes and conventions from modern games, might help learners develop identities as citizen scientists within the domain of lake ecology. We conducted an expert-novice study, revealing that games literacy was a mediating variable for content understanding. In a follow-up classroom implementation, games literacy also operated as a variable, although students drove the activity, which mediated this concern. The teacher devised a number of novel pedagogies, such as a field trip, in response to the unit. We found evidence for the most powerful learning occurring through these activities that were reinforced via the curriculum. Students were most engaged by Citizen Science??s most ??gamelike?? features, and learners took up the core ideas of the game. Users also reported the experience was short of commercial gaming experiences, suggesting a tension between game cultures for learning and schools. 相似文献
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Environmental attitudes depend on the relative importance that individuals attach to themselves, other people, or all living things. These distinct bases have been found to predict environmental concern, and may act as statistically significant determinants of pro-environmental behaviours. We claim that examining the complex nature of value orientations and concern levels among elementary school students as well as the interrelationships between these attributes could guide researchers and educators in Turkey. This study aimed (1) to explore Turkish elementary students’ ecocentric and anthropocentric attitudes, and environmental apathy; (2) to investigate their egoistic, altruistic and biospheric value orientations as well as their environmental concerns; (3) to examine relationships among environment-related attributes and (4) to determine the role of gender on these attributes. Participants seemed to be highly concerned and held favourable ecocentric attitudes. Furthermore, students with higher levels of anthropocentric attitudes tended to exhibit higher levels of environmental apathy, and those expressing biospheric concerns held lower levels of egoistic concerns. The findings suggest that girls were significantly more concerned about environmental problems and tended to value nature more for its own sake than boys. 相似文献
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The use of public computing facilities by library patrons: demography,motivations, and barriers 总被引:1,自引:0,他引:1
Kurt DeMaagd Han Ei Chew Guanxiong Huang M. Laeeq Khan Akshaya Sreenivasan Robert LaRose 《Government Information Quarterly》2013
Public libraries play an important part in the development of a community. Today, they are seen as more than store houses of books; they are also responsible for the dissemination of online, and offline information. Public access computers are becoming increasingly popular as more and more people understand the need for internet access. Using a series of surveys conducted in 12 libraries across the state of Michigan, the current study is a step towards understanding why the computing facilities are widely used, and what are the motivations behind their use. In addition, barriers and other factors that hinder usage are also discussed. The findings from this study will help policy makers and library administrators evaluate the current allocation of scarce resources, help them promote greater use of the library's resources, and guide their future course of action. The study is conducted as part of a federally funded public computing center grant. 相似文献