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61.
This study examined the effects of racial/ethnic segregation (i.e., overrepresentation) in academic classes on belonging, fairness, intergroup attitudes, and achievement across middle school (n = 4,361; MageT1 = 11.33 years), and whether effects depended on numerical minority status in school and race/ethnicity. Latent growth curve models revealed that experiencing more segregation than usual predicted less belonging and fairness than usual for all youth in the numerical minority, and greater in-group preference for numerical minority Whites. Academic classroom segregation throughout middle school predicted less steep declines in in-group preference for adolescents in the numerical minority, and declines in achievement for African American numerical minority youth. Results highlight the need to treat the racial/ethnic context as a structural and dynamic construct.  相似文献   
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Purpose: This feasibility study compared the effects of 2 movement programs, traditional and mastery climate (i.e., the Children’s Health Activity Motor Program [CHAMP]), on lesson context and children’s physical activity (PA) levels. A secondary aim was to examine sex differences in PA levels in both programs. Method: Seventy-two preschoolers served as participants and were assigned to a movement program. Physical activity levels and lesson context were assessed with the System for Observing Fitness Instruction Time. Results: Preschoolers in CHAMP spent more time walking (p < .05, = 3.3), more time in moderate-to-vigorous PA (MVPA; p < .05, = 3.6), and less time standing (p < .05, = 3.8) compared with those in a traditional movement program. Boys in both programs spent less time standing (< .05, = 4.8) and more time in vigorous activity (< .05, = 5.8) and MVPA (p < .05, = 4.4) compared with girls. During CHAMP, children spent less time engaged in management and knowledge (< .05, = 1.4, and < .001, = 0.9, respectively) and more time in skill practice (< .05, = 1.5). Conclusion: The findings support that participation in CHAMP elicits more MVPA in preschool-age children compared with a traditional movement program. The Children’s Health Activity Motor Program provided children with more class time devoted to skill practice. The program appears to be an innovative approach that is beneficial for PA engagement and could contribute positively to children’s health.  相似文献   
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This is the first reported study of children's use of two metacognitive strategies, recollection rejection and diagnostic monitoring, to reject misinformation. Recollection rejection involves the retrieval of details that disqualify an event, whereas diagnostic monitoring involves the failure to retrieve expected details. First (n = 56, age 7 years) and third graders (n = 52, age 9 years) witnessed a staged classroom interaction involving common and bizarre accidents, were presented with misinformation about the source of these events, and took a memory test. Both age groups used recollection rejection, but third graders were more effective. There was little evidence that diagnostic monitoring influenced responses for bizarre events, potentially because these events were not sufficiently bizarre in the context of the stereotype induction.  相似文献   
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Computational thinking is one of the skills critical for successfully solving problems posed in a technology driven and complex society. The limited opportunities in school settings to help students develop computational thinking skills underscores the need for helping teachers integrate it in their practices. Besides developing the knowledge of technology, content, and pedagogy, teachers need to recognize the relevance of computational thinking to their teaching, a factor influencing their future practice with it. Drawing from the literature on problem-solving and TPACK framework, this paper discusses strategies, including content-specific examples, problem-solving nature of computational thinking, and the methods of teaching problem-solving for enabling teachers to make the connections between computational thinking and their practices.  相似文献   
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OBJECTIVES: HealthCyberMap (HCM-http://healthcybermap.semanticweb.org) is a web-based service for healthcare professionals and librarians, patients and the public in general that aims at mapping parts of the health information resources in cyberspace in novel ways to improve their retrieval and navigation. METHODS AND SERVICE DESCRIPTION: HCM adopts a clinical metadata framework built upon a clinical coding ontology for the semantic indexing, classification and browsing of Internet health information resources. A resource metadata base holds information about selected resources. HCM then uses GIS (Geographic Information Systems) spatialization methods to generate interactive navigational cybermaps from the metadata base. These visual cybermaps are based on familiar medical metaphors. CONCLUSIONS: HCM cybermaps can be considered as semantically spatialized, ontology-based browsing views of the underlying resource metadata base. Using a clinical coding scheme as a metric for spatialization ('semantic distance') is unique to HCM and is very much suited for the semantic categorization and navigation of Internet health information resources. Clinical codes ensure reliable and unambiguous topical indexing of these resources. HCM also introduces a useful form of cyberspatial analysis for the detection of topical coverage gaps in the resource metadata base using choropleth (shaded) maps of human body systems.  相似文献   
66.
Web 2.0 sociable technologies and social software are presented as enablers in health and health care, for organizations, clinicians, patients and laypersons. They include social networking services, collaborative filtering, social bookmarking, folksonomies, social search engines, file sharing and tagging, mashups, instant messaging, and online multi-player games. The more popular Web 2.0 applications in education, namely wikis, blogs and podcasts, are but the tip of the social software iceberg. Web 2.0 technologies represent a quite revolutionary way of managing and repurposing/remixing online information and knowledge repositories, including clinical and research information, in comparison with the traditional Web 1.0 model. The paper also offers a glimpse of future software, touching on Web 3.0 (the Semantic Web) and how it could be combined with Web 2.0 to produce the ultimate architecture of participation. Although the tools presented in this review look very promising and potentially fit for purpose in many health care applications and scenarios, careful thinking, testing and evaluation research are still needed in order to establish 'best practice models' for leveraging these emerging technologies to boost our teaching and learning productivity, foster stronger 'communities of practice', and support continuing medical education/professional development (CME/CPD) and patient education.  相似文献   
67.
Over the last decade, research in the field of Teaching English to Speakers of Other Languages (TESOL) has increasingly focused on the relationship between culture and learning. Researchers such as Kumaravadivelu (2003) have been vocal in their opposition to the practice of cultural stereotyping. In the current study, Holliday’s (2005) model of Culturism was used as a theoretical basis. Six Australian TESOL teachers were interviewed to determine the nature and extent of the cultural stereotypes that they held, particularly as they pertained to specific learning-related behaviours. A qualitative analysis of the data revealed that teachers most often grouped students in terms of national or regional cultures and believed that cultural background strongly influenced student learning behaviour, resulting in the formation of a number of stereotypes. Despite this, the findings also demonstrated that teachers were self-aware of the pitfalls of cultural stereotyping and took other factors influencing student behaviour into consideration.  相似文献   
68.
How does deep conceptual change occur when students play well-designed educational games? To answer this question, we present a case study in the form of a microgenetic analysis of a student’s processes of knowledge construction as he played a conceptually-integrated digital game (SURGE Next) designed to support learning about Newtonian mechanics. Grounded in the Knowledge In Pieces framework of conceptual change (A. diSessa, 1993), we analyze the processes through which the student, Jamal, developed an expert-like understanding of deflections, a phenomenon that has been previously identified as challenging to understand for novice physics learners. We also explore the key characteristics of SURGE Next supporting these conceptual change processes. Our analysis shows that Jamal’s learning involved iterative refinement of his conceptual understanding through distributed encoding (A. diSessa, 1993). That is, as Jamal advanced through the game levels in SURGE Next, he developed a progressively more distributed sense of mechanism (A. diSessa, 1993) and was able to identify and operationalize the roles of the direction and magnitude of an object’s initial (or previous) velocity in determining the velocity resulting from the application of a new impulse. We also discuss the methodological and design implications of our findings for future research on digital games for learning.  相似文献   
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