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131.
Preservice teachers benefit from opportunities to intentionally and systematically evaluate their practice. Teachers Observational Tools (TOTs) described in this article are useful instruments that effectively guide teaching interns’ and their coaching teachers’ observations. They give education students opportunities to draw conclusions and evaluate their own work rather then relying on coaching teachers’ opinions. These tools are appealing to constructivist teacher educators. These observational techniques have been used effectively by students preparing to teach young children, but could be used effectively by those working with students of all ages. They are popular with preservice teachers and their supervisors and have, additionally, made an important contribution to our University's professional development school partnerships.  相似文献   
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133.
This paper examines the tension between the materiality of information and communications technologies and the hyperreality which they are thought to produce. The setting for our analysis is Indonesia, where the most recent innovations in communications technologies co-exist alongside ancient – but still functional – ‘predecessor’ devices. Building upon Benedict Anderson's work on late-colonial Indonesia and Chandra Mukerji's work on seventeenth-century French formal gardens, we examine how the national imaginaries specific to Suharto's New Order state are embedded in the materiality of the present.  相似文献   
134.
The methodology of protecting the European stained glass windows against environmental risk (e.g. meteorological factors, air pollution, microorganisms) by means of an external glazing is not new. In spite of many scientific studies carried out in the last 20 years, some questions were still up for discussion. The European VIDRIO (2002–2005) project gave an answer to these questions. The research carried out by the different project partners established a new multidisciplinary approach aimed at evaluating the efficiency of the protective glazing systems and their effects on stained glass windows conservation, and finally at assessing the most appropriate strategy to preserve stained glass windows. Scientific results showed that the so-called isothermal glazing (i.e. ventilation by the air coming from the inside of the building) protected efficiently the ancient stained glass window from environmental attack (i.e. rain, pollutants, condensation, thermal shocks) with very limited secondary effects. The scientific research highlighted that its efficiency was strongly related to the technical design of the protective system. In particular, the ventilation and the size of the interspace had to be carefully considered. The research developed within the VIDRIO project was turned into general recommendations to the owners and practitioners on the best practice for the stained glass windows future conservation.  相似文献   
135.
Performance consulting is typically applied to large organizations. Almost all of the literature on the topic discusses the art and science of human performance technology in these types of organizations. In the United States, however, 99.7% of employer organizations are small businesses. This article addresses some of the opportunities and challenges of working with smaller organizations and presents ways that performance consultants can build a sustainable practice in this market.  相似文献   
136.
ABSTRACT

Game developers potentially convey socio-cultural values about gender through design choices. This study interpreted the designs of 11 purposively selected female game characters, developed by studios located in the United States and Japan, through the lens of ambivalent sexism. This social psychological theory posits that sexism consists of hostile and benevolent attitudes about women. Two themes emerged across characterizations: bodies as objects, bodies as weapons and (in)dependence. Both consisted of empowering qualities paired with problematic beliefs about women. This analysis contributes to interdisciplinary literature by using an empirical perspective to interpret gender representations in video games.  相似文献   
137.
Students with disabilities typically experience academic, social, and behavioural challenges in school. Some of these students also often experience anxiety and stress associated with school situations and events. Wearable technologies are an emerging innovation in the United States that can support students with disabilities during stressful academic or social situations. This article discusses issues associated with wearables, offers questions to consider when considering a wearable device for a student, and describes several wearable technologies for students with disabilities.  相似文献   
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139.
ABSTRACT

Many museums are housed in historic buildings, sometimes the building itself is part of the museum collection. Creating a stable environment by providing a nearly constant temperature and relative humidity at correct levels decreases the risk of object degradation. Maintaining this steady indoor environment, however, increases energy consumption and risks to the historic building. Museum display cases offer a solution to the mitigation of risks to which valuable objects may be subjected by providing an extra layer of protection to indoor climate fluctuations. The Anne Frank House is a historic house museum located in Amsterdam. The museum has undergone several renovations in the last years to deal with an increase in the number of visitors to over 1.2 million a year. The original diaries and other documents of Anne Frank are permanently on display in the Anne Frank House. With the recent refurbishment the possibility arose to design a new state-of-the-art display case. This study presents the results of the experimental research related to the design, performed in-situ. The temperature and relative humidity in the new exhibition space and inside the new display cases were monitored to gain insight into the hygrothermal behavior of these controlled environments. A complementary numerical study was performed to investigate effects of dynamic climate control of the exhibition gallery and climate conditions in the display case under various circumstances. Four main conclusions are presented in this paper. The investigated display case design is able to provide a stable relative humidity environment by means of silica gel, while using an active box-in-box climate control system to create stable temperature conditions. The inner case temperature depends on the temperature supplied by the display case air handling unit. Protocols must be in place in case of malfunction or failure of the climate control system of the display case. The air handling unit of the case needs to be shut off to create a passive environment for the objects on display until necessary actions are taken. Exhibition gallery set points can be less stringent when susceptible museum objects are on display in the display case. The environments are separated and provide an opportunity for energy saving set point strategies. The last conclusion drawn is that the numerical study provides valuable insight into imposing dynamic control of set points for temperature and relative humidity in the exhibition gallery and the effect on the display case environment.  相似文献   
140.
ABSTRACT

Videogames often confront players with frustratingly difficult challenges, fearsome enemies, and tragic stories. As such, they can evoke feelings of failure, sadness, anger, and fear. Although these feelings are usually regarded as undesirable, many players seem to enjoy videogames which cause them. In this paper, I argue that player misery often originates from a fictional or lusory attitude which brackets game events from real-life, making the player’s emotions solely relevant within the game context. As they are part of the game themselves, these negative emotions can be enjoyed and easily relativized, since players can acknowledge that their cause is ‘only a game’. However, there are feelings of misery associated with the playing of videogames which are not caused by either the game’s fiction or challenge. In the last part of this paper, I describe a qualitatively different kind of player misery: one that is caused by elements that are not perceived as part of the game by the player, and is not bracketed from real life by a lusory or fictional attitude.  相似文献   
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