首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   205篇
  免费   4篇
教育   145篇
科学研究   8篇
各国文化   3篇
体育   11篇
文化理论   3篇
信息传播   39篇
  2021年   2篇
  2020年   3篇
  2019年   4篇
  2018年   3篇
  2017年   8篇
  2016年   7篇
  2015年   1篇
  2014年   7篇
  2013年   36篇
  2012年   8篇
  2011年   8篇
  2010年   4篇
  2009年   11篇
  2008年   11篇
  2007年   10篇
  2006年   5篇
  2005年   5篇
  2004年   4篇
  2003年   3篇
  2002年   4篇
  2001年   4篇
  2000年   8篇
  1999年   2篇
  1998年   2篇
  1997年   4篇
  1996年   2篇
  1995年   4篇
  1994年   2篇
  1991年   5篇
  1990年   1篇
  1989年   3篇
  1988年   3篇
  1986年   1篇
  1985年   2篇
  1984年   1篇
  1983年   2篇
  1982年   1篇
  1981年   2篇
  1980年   2篇
  1979年   1篇
  1976年   2篇
  1975年   3篇
  1974年   2篇
  1967年   1篇
  1965年   1篇
  1964年   1篇
  1963年   2篇
  1961年   1篇
排序方式: 共有209条查询结果,搜索用时 15 毫秒
61.
62.
We present mathematical models for the evolution over time of the proportion of minorities in an academic department or similarly selected group of constant size. Using the models, we analyze both the steady-state and time-dependent behavior of the proportion of minorities, and also obtain a means of evaluating the effectiveness of a department's hiring history. We derive a number of surprising results with importance to institutional hiring policy and affirmative action; and we also present methods, suggested by the model and its behavior, to improve departmental hiring practices.  相似文献   
63.
64.
The proliferation of broadband mobile devices, which many students bring to school with them as mobile phones, makes the widespread adoption of AR pedagogies a possibility, but pedagogical, distribution, and training models are needed to make this innovation an integrated part of education, This paper employs Social Construction of Technology (SCOT) to argue for a participatory model of scaling by key stakeholders groups (students, teachers, researchers, administrators), and demonstrates through various cases how ARIS (arisgames.org) — a free, open-source tool for educators to create and disseminate mobile AR learning experiences — may be such a model.  相似文献   
65.
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that resembles the actual behavior of biological agents. The evaluation of the video game presented here aims at showing that video games have representational advantages that facilitate the construction of dynamic mental models. Ultimately, the article shows that when video game’s characteristics come in contact with expert knowledge during game design, the game becomes an excellent medium for supporting the learning of disciplinary content related to dynamic processes. In particular, results show that students who participated in a game-based intervention aimed at teaching biology described a higher number of temporal-dependent interactions as measured by the coding of verbal protocols and drawings than students who used texts and diagrams to learn the same topic.  相似文献   
66.
67.
68.
69.
This paper discusses the possibility of providing effective counseling for speech-language impaired clients who, due to a communication breakdown, find themselves in a particularly serious predicament marked by isolation and dependency. Its purpose is to highlight the special needs of these clients and to suggest therapeutic strategies suitable for meeting their needs. To promote the idea of an integrative approach to counseling, it will be shown that the counselor, as the key figure in rehabilitation, can coordinate the work of several professionals and contribute in a unique way to the well-being of these individuals.  相似文献   
70.
Arguments are put forward in this paper that classroom word problem solving is more-and also less-than the urgent analysis of a factual structure, in the sense that it is essentially a species of a social-cognitive activity. Word-or story-problems, presented in classroom contexts, represent textual and pragmatic patterms of a certain grammaticality. To present a problem verbally to a student means to organize a fact in some way for the attention of a problem solver. There is not only the structure of the problem text itself by which situations are denoted, but there is also the stimulative nature of the social-pragmatic context which shapes the student's textbook-problem solving behavior over a long period of time.The present paper discusses the results of several studies showing, for example, that subject matter related attitudes towards a problem frequently do not play an important part in the problem solving efforts; that students often solve problems correctly without understanding them; and that false contextual expectations can lead to abstruse errors of understanding and to peculiar solution attempts.The studies indicate that students can become sensitive and skilful in perceiving and capitalizing on subtle textual and contextual signs pointing to the solution and anticipating its pattern. It seems that usual textbook problems let students get accustomed to certain courses of processing where a simple fact, like whether an equation works out evenly or does not, can stop the process or push it further. It is argued that the deeper reason for the observed textual and contextual influences on understanding and problem solving lies in a fundamental weakness of the student's epistemic control behavior. The psychological and instructional significance of the studies is discussed.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号