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This article reports on the findings of a study investigating creative risktaking behaviours of the commencing university students enrolled in three units across three disciplines: Interactive and Visual Design, Fashion Design, and Film, Screen and Animation. The study employs an action research methodology in order to help students develop confidence and competence in creative risk‐taking. Upon analysis from relevant literature three key provisions for the study are proposed, being: P1 An open and playful learning environment that encourages sharing and challenging multiple perspectives; P2 An adequate period of time for students to develop and revise creative concepts; and P3 Opportunities to assess their own performance in developing creative risk‐taking capacities. The study draws on the students’ written self‐reflections to identify the key challenges and opportunities in encouraging creative risk‐taking among first year students, which are challenges of collaboration; creative resilience and self‐efficacy; and balancing creativity with technical competency. The article suggests several ways that educators can encourage students to take creative risks within higher education in preparation for careers in the creative industries.  相似文献   
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Historical Sketch of the Salem Lyceum. With a List of the Officers and Lecturers Since its Formation in 1830 and an extract from the Address of Gen. Henry K. Oliver. Salem, Mass., 1879; 74 pp.

The Well‐Bred Scholar, or Practical Essays on the Best Methods of Improving The Taste, and Assisting The Exertions of Youth in Their Literary Pursuits. William Milns. London, 1794; 559 pp.

Literary Essays. By William G. T. Shedd. Charles Scribner's Sons, 1878; pp. 365.

The Art of Reading. By A. Crocker. Bath, 1782.

The Groundwork of Science. By St. George Mivart, G. P. Putnam's Sons, 1898; pp. 328.  相似文献   
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Sequential minimal optimization (SMO) is quite an efficient algorithm for training the support vector machine. The most important step of this algorithm is the selection of the working set, which greatly affects the training speed. The feasible direction strategy for the working set selection can decrease the objective function, however, may augment to the total calculation for selecting the working set in each of the iteration. In this paper, a new candidate working set (CWS) Strategy is presented considering the cost on the working set selection and cache performance. This new strategy can select several greatest violating samples from Cache as the iterative working sets for the next several optimizing steps, which can improve the efficiency of the kernel cache usage and reduce the computational cost related to the working set selection. The results of the theory analysis and experiments demonstrate that the proposed method can reduce the training time, especially on the large-scale datasets.  相似文献   
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Baseball pitching must be performed with correct technique if injuries are to be avoided and performance maximized. High-speed video analysis is accepted as the most accurate and objective method for evaluation of baseball pitching mechanics. The aim of this research was to develop an equivalent qualitative analysis method for use with standard video equipment. A qualitative analysis protocol (QAP) was developed for 24 kinematic variables identified as important to pitching performance. Twenty male baseball pitchers were videotaped using 60 Hz camcorders, and their technique evaluated using the QAP, by two independent raters. Each pitcher was also assessed using a 6-camera 200 Hz Motion Analysis system (MAS). Four QAP variables (22%) showed significant similarity with MAS results. Inter-rater reliability showed agreement on 33% of QAP variables. It was concluded that a complete and accurate profile of an athlete's pitching mechanics cannot be made using the QAP in its current form, but it is possible such simple forms of biomechanical analysis could yield accurate results before 3-D methods become obligatory.  相似文献   
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海龟     
Silver ribbons andstreams of turquoisemelt together in theocean each day.Thewater seems palpa-ble1.as if,when I dive in,my skin will be dved the brillianthues.If only I had any of the glorious characteristics of theocean.My sun fried,tomato soup colored hair.freckled andcontinually toasted skin,and my flipper size feet gawk2 in aweat the ocean.but my,how all of that seems to melt away whenI float through the water.There I have gorgeous3 mermaid4locks that twist around my shoulders and gargantuan5 feet  相似文献   
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This project developed and studied The Source, an alternate reality game (ARG) designed to foster interest and knowledge related to science, technology, engineering, and math (STEM) among youth from populations underrepresented in STEM fields. ARGs are multiplayer games that engage participants across several media such as shared websites, social media, personal communications, and real-world settings to complete activities and collaborate with team members. The Source was a five-week summer program with 144 participants from Chicago aged 13 to 18 years. The Source incorporated six socio-contextual factors derived from three frameworks: Chang’s (ERIC Digest, 2002) recommendations for engaging underrepresented populations in STEM careers, Lave and Wenger’s (Cambridge University Press, 1991) situated learning model, and Barron’s (Human Development, 49(4); 193-224, 2006) learning ecology perspective. These factors aligned with the program’s aims of promoting (1) social community and peer support, (2) collaboration and teamwork, (3) real-world relevance and investigative learning, (4) mentoring and exposure to STEM professionals, (5) hands-on activities to foster transferable skill building, and (6) interface with technology. This paper presents results from 10 focus groups and 10 individual interviews conducted with a subset of the 144 youth participants who completed the game. It describes how these six factors were realized through The Source and uses them as a lens for considering how The Source functioned pedagogically. Qualitative findings describe youth’s perception of The Source’s potential influence on STEM interest, engagement, and identity formation. Despite limitations, study results indicate that underrepresented youth can engage in an immersive, narrative, and game-based experience as a potential mechanism for piquing and developing STEM interest and skills, particularly among underrepresented youth.  相似文献   
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