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   741篇
  免费   12篇
  国内免费   1篇
教育   534篇
科学研究   46篇
各国文化   49篇
体育   36篇
文化理论   2篇
信息传播   87篇
  2020年   10篇
  2019年   16篇
  2018年   19篇
  2017年   20篇
  2016年   27篇
  2015年   16篇
  2014年   14篇
  2013年   156篇
  2012年   18篇
  2011年   9篇
  2010年   16篇
  2009年   28篇
  2008年   16篇
  2007年   20篇
  2006年   17篇
  2005年   29篇
  2004年   24篇
  2003年   20篇
  2002年   12篇
  2001年   11篇
  2000年   23篇
  1999年   19篇
  1998年   7篇
  1997年   13篇
  1996年   12篇
  1995年   14篇
  1994年   4篇
  1993年   6篇
  1992年   7篇
  1991年   7篇
  1990年   7篇
  1989年   10篇
  1988年   5篇
  1987年   4篇
  1986年   6篇
  1985年   7篇
  1984年   4篇
  1983年   6篇
  1982年   4篇
  1978年   7篇
  1977年   5篇
  1975年   5篇
  1973年   4篇
  1971年   3篇
  1969年   3篇
  1946年   3篇
  1943年   4篇
  1933年   3篇
  1929年   3篇
  1928年   3篇
排序方式: 共有754条查询结果,搜索用时 15 毫秒
111.
This study investigates the experience of teaching of 19 teachers who are teaching on university courses involving face-to-face and on-line learning. The teachers are asked about how they think about learning technologies and how they approach the design and teaching of their courses across these two contexts. Results show that there are qualitatively different ways of thinking about learning technologies that relate logically and positively to qualitatively different ways of designing and teaching using learning technologies. The results have implications for teachers and those interested in maximising the likelihood of learning for university students when teachers teach with learning technologies.  相似文献   
112.
113.
基于支持全英开放教育资源项目(英国开放教育资源项目,简称UKOER项目)的经验,本文将探讨该项目开展过程中所涌现出的各种不同的开放教育资源描述方法,及其对资源共享、工作流程计划、资源聚集观的影响.由于UKOUER项目包括个人层面的项目、学科层面的项目和院校层面的项目,而这三种类型的项目又有各自不同的特点,显然难以用一种技术或者描述性的解决方案来适合所有的项目.因此,目前这些项目只提供有限的描述性信息,包括项目标签、作者、题目、日期、链接地址、文件格式、文件大小、权限,以及一些附加信息,包括语言、学科分类、关键词、标签、评论和描述.所有项目可以自由选择编码、存储和分享上述信息的方法.本文通过大量的例证介绍了项目的描述方法,其中还包括工作流程和所作出的尝试.我们将考虑所选择的工具(资源库、Web2.0应用、虚拟学习环境)与标准选择的关系,以及本地需求和更广泛社区需求之间的关系.我们会考虑这些选择对资源传播和发现的影响,例如,资源描述对大量开放教育资源的发现服务的影响.  相似文献   
114.
This paper analyses the conceptual significance of different methods of researching learning. Based largely upon our own experiences, we briefly compare the use of mini‐ethnography, life history, cross‐sectional surveys and existing panel survey data. We argue that there are strong affinities between each of these methods and significantly different ways of understanding the nature of learning: mini‐ethnographies with learning as participation, life history with learning as construction and both types of survey with learning as acquisition. Three things follow. The first is that decisions about how to research learning are related to decisions about how to conceptualise and theorise learning. The second is that there is no foolproof empirical way to adjudicate between different conceptualisations of learning, though empirical evidence can and should play a significant part in informing such decisions. The third is that though mixing methods (including mixing more than one different qualitative approach) can bring advantages, the integration of the findings of mixed methods in relation to learning requires careful and sometimes difficult conceptual work.  相似文献   
115.
The objective of this systematic review and meta-analysis was to evaluate the effectiveness of peers to deliver programs or encourage older people to be physically active and improve physical outcomes. Peer reviewed articles published in English between January 1976 and June 2016, retrieved from six databases according to the predefined inclusion criteria were included. Where possible results were pooled and meta-analyses conducted. Eighteen articles were included in the review, a total of 3,492 intervention participants, average age 66.5 years and 67.1% were female. Overall, study quality was medium to high. Interventions mainly included resistance, flexibility and cardiovascular training, however there was one aquatic exercise group. Eight studies were delivered by peers and five utilised peer support, which included advice and being positive but was not directly linked to an exercise intervention. While 16 of the 18 studies reported improvement in levels of physical activity and/or noted physical benefits by peer involvement, the meta-analyses findings supported the control groups for the six-minute-walk-test and the timed-up-and-go test. Findings from this review suggest exercise programs involving peers can promote and maintain adherence to exercise programs. However, results were inconclusive as to whether peers have a positive effect on improving older people’s physical function.  相似文献   
116.
117.
118.
Abstract

The drop jump is a popular form of plyometric exercise often undertaken to enhance countermovement jump ability (jump height). Despite its popularity the effects of drop jump training on countermovement jump height are often inconsistent. Such inconsistencies may be as a result of differences in the drop jump technique being employed. Two recognised forms of drop jump are the “countermovement” drop jump and the “bounce” drop jump and the current study examined the effects of eight weeks of training with these drop jump techniques on countermovement jump height. Methods: A kinetic and kinematic analysis of each participant's countermovement jump, bounce- and countermovement drop jumps was undertaken prior to training. Participants were then randomly assigned to a bounce drop jump training group (n = 34), a countermovement drop jump training group (n = 35) or a control group (n = 34). Changes in jump height were examined following training. Results: The countermovement drop jump training group increased their countermovement jump height by 2.9 cm (6%), which was a significant change (P < 0.05) in comparison to that experienced by the bounce drop jump (-0.2 cm, -0.4%) and the control group (-0.1 cm, 0.2%). Conclusion: The countermovement drop jump may be more effective than the bounce drop jump at enhancing countermovement jump height.  相似文献   
119.
Goaltenders in ice hockey are the only players that are on the ice for the entire game. Their position exposes them to impacts from collisions with other players, falls to the ice, and puck impacts. In competitive ice hockey leagues, head injuries resulting from puck impacts have been reported with some cases resulting in ending the player’s career. Considerable research has been conducted to assess the performance of hockey helmets; however, few have assessed the performance of goaltenders’ masks. The purpose of this study was to compare the capacity of four goaltenders’ masks for the protection from puck impact as measured by head acceleration and peak force. A Hybrid III headform was fitted with four different goaltender masks and impacted with a hockey puck in three locations at 25 m/s. The masks were found to vary in the level of protection they offered as the mask with the thickest liner resulted in lower forces than the thinnest mask for side impacts; however, the thinnest mask resulted in the lowest force for front impacts. Despite performance differences at specific locations, no one mask proved to be superior as peak acceleration and peak force values did not exceed the thresholds necessary for concussion.  相似文献   
120.
In industry the advantages of realistic job preview have been much discussed, but lit-tle is currently done in British schools to prepare students for higher education. This article describes the development stages of a principled adventure game to simulate the experience of higher education. Playing this game is intended to provide realistic role preview for prospective students.The simulation has been developed out of an earlier board game derived, to some extent, from research findings. More recent research on student learning has provided the principles on which the new simulation game is being based. The game not only allows students to try out different study strategies, it also provides advice tailored to the specific strategies used by the individual stu-dent in interacting with the computer. This simulation can be seen as a simple expert system providing a form of intelligent tutoring.The architecture of the computer simulation is described, together with the strategies used to ensure that the game, and the advice provided, are both controlled by principles derived from the research on student learning. Illustrations are used to indicate how a student would experience the interactions with the computer, and how the rules produce tailored advice.  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