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排序方式: 共有562条查询结果,搜索用时 15 毫秒
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Abstract

The aim of this study was to examine the effects of two different instructional models (i.e. direct instructional model (DIM) and tactical games model (TGM)) with primary education students. Perceived exertion, affective valence, physical activity (PA) level, instruction time, active learning time, and relation of instruction/active learning time were measured with 256 primary education students during DIM and TGM 8 weeks’ intervention programs. Significant differences were found between the DIM and TGM in perceived exertion, PA level, instruction time and in the relation between instruction/active learning time (p?<?.01, ES=?0.4 to 1.1). By age group, the DIM had significantly higher PA level in students of 3rd grade of primary education (G3), 4th grade (G4) and 6th grade (G6) (p?<?.05 or p?<?.01, ES=?0.8 to ?0.4). The instructional model used during physical education classes can affect perceived exertion, PA level, instruction time, and the relation instruction/active learning time.  相似文献   
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ABSTRACT

Teachers’ conceptions can affect any teaching practice, including assessment. Compared with the previous learning stages in Spain, the accreditation-based focus increases in secondary education. Therefore, it is necessary to study the conceptions teachers have of assessment during this stage and the role these play in their teaching practices. The study participants comprised 219 secondary education teachers. A mixed methodology including a questionnaire, dilemmas and the analysis of test contents was used. An analysis was implemented of the relationship between the conceptions of assessment and the type of tests used, self-assessment and peer assessment, and characteristics of feedback. The teachers reported having a formative conception, but this was incoherent with their assessment methods characterized by a scarce use of self-assessment and peer assessment and a hardly formative feedback. In conclusion, we highlight the relevance of the teaching-related conceptions in the education system and the need for working jointly with teachers to implement an authentically formative assessment in the classroom, with an emphasis on consistency between conceptions and practices.  相似文献   
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For the consolidation of entrepreneurial education as a field of research, a number of challenges must be met, among them, a better connection between pedagogical objectives and the design of programmes, as well as greater methodological rigour in the evaluation of their impact. With this in mind, this paper analyses the results of an entrepreneurial education programme carried out with a group of students from a Spanish university, contrasting the results with a control group. The results indicate that, after this process, the participating students displayed greater entrepreneurial potential than the group of students that had not participated. However, this difference is due more to a loss of entrepreneurial intention in the group not participating in the programme than to an improvement in the participating students.  相似文献   
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Game-based learning can have a positive impact on medical education, and virtual worlds have great potential for supporting immersive online games. It is necessary to reinforce current medical students' knowledge about radiological anatomy and radiological signs. To meet this need, the objectives of this study were: to design a competition-based game in the virtual world, Second Life and to analyze the students' perceptions of Second Life and the game, as well as to analyze the medium-term retention of knowledge and the potential impact on the final grades. Ninety out of 197 (45.6%) third-year medical students voluntarily participated in an online game based on self-guided presentations and multiple-choice tests over six 6-day stages. Participants and non-participants were invited to perform an evaluation questionnaire about the experience and a post-exposure knowledge test. Participants rated the experience with mean scores equal to or higher than 8.1 on a 10-point scale, highlighting the professor (9.5 ± 1.1; mean ± SD) and the virtual environment (8.9 ± 1.1). Participants had better results in the post-exposure test than non-participants (59.0 ± 13.5 versus 45.3 ± 11.5; P < 0.001) and a lower percentage of answers left blank (6.7 ± 8.4 versus 13.1 ± 12.9; P = 0.014). Competitive game-based learning within Second Life is an effective and well-accepted means of teaching core radiological anatomy and radiological signs content to medical students. The higher medium-term outcomes obtained by participants may indicate effective learning with the game. Additionally, valuable positive perceptions about the game, the educational contents, and the potential benefit for their education were discovered among non-participants.  相似文献   
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The aims of this study were to identify differences between the sexes in extra-curricular participation in sports and to determine its association with body fat and socio-demographic factors in Spanish adolescents. A total of 2165 adolescents (1124 males and 1041 females) aged 13.0-18.5 years from the AVENA Study participated. Participants filled in an ad hoc questionnaire for extra-curricular participation in sports, which was the dependent variable. Independent variables were: age, percent body fat, and father's and mother's educational level and occupation. Chi-square tests and logistic regression were applied. Bivariate analysis showed for male adolescents that age and father's occupation were related to extra-curricular participation in sports. In addition, body fat and mother's education and occupation (all P?相似文献   
69.
Cooperation in innovation activities: The importance of partners   总被引:1,自引:0,他引:1  
This paper analyses the importance of cooperation partners for the development of innovation activities. We contribute to the literature on cooperation in innovation activities that seeks to identify the characteristics differentiating cooperative from non-cooperative firms by proposing a different approach to this problem. We distinguish firms according to their evaluation of cooperation partners in the development of innovation activities. We apply a probit selection model to account for the firm's decision to cooperate (or not). The data we use come from the Portuguese Third Community Innovation Survey. Our estimation results show that firms from high-technological industries, with higher levels of absorptive capacity and of innovation investment, who give importance to incoming spillovers management, and who cooperate with firms from the same group or with suppliers, place greater value on cooperation partners in the innovation process. Additionally, we also find that the factors influencing the importance attributed to cooperation activities are different from the ones behind the decision to cooperate.  相似文献   
70.
The interdisciplinary nature of Computer Science Education as a field of study is a complicating factor when authors are choosing appropriate journals and conferences for publishing research results. This paper reports a survey of 42 such publications in order to identify the types of paper frequently accepted for publication in each. We review existing taxonomies developed for the general fields of Computer Science and Education, and from this starting point, we develop a novel faceted taxonomy, specifically aimed to help new researchers in the field understand what types of papers are published and where they appear. Our results confirm previous studies indicating the predominance of practice-based, technology-driven reports. We also observe certain differences in educational themes between those found in publications grounded in the Computer Science Education corpus and those emerging from more general Higher Education literature.  相似文献   
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