全文获取类型
收费全文 | 434篇 |
免费 | 17篇 |
专业分类
教育 | 349篇 |
科学研究 | 3篇 |
各国文化 | 7篇 |
体育 | 24篇 |
综合类 | 1篇 |
文化理论 | 1篇 |
信息传播 | 66篇 |
出版年
2023年 | 3篇 |
2022年 | 8篇 |
2021年 | 15篇 |
2020年 | 20篇 |
2019年 | 29篇 |
2018年 | 36篇 |
2017年 | 31篇 |
2016年 | 30篇 |
2015年 | 19篇 |
2014年 | 34篇 |
2013年 | 78篇 |
2012年 | 22篇 |
2011年 | 17篇 |
2010年 | 15篇 |
2009年 | 18篇 |
2008年 | 16篇 |
2007年 | 13篇 |
2006年 | 5篇 |
2005年 | 5篇 |
2004年 | 6篇 |
2003年 | 8篇 |
2002年 | 2篇 |
2001年 | 12篇 |
2000年 | 3篇 |
1998年 | 3篇 |
1997年 | 1篇 |
1996年 | 1篇 |
1984年 | 1篇 |
排序方式: 共有451条查询结果,搜索用时 109 毫秒
71.
72.
Associations Among Infant Iron Deficiency,Childhood Emotion and Attention Regulation,and Adolescent Problem Behaviors 下载免费PDF全文
Patricia East Erin Delker Betsy Lozoff Jorge Delva Marcela Castillo Sheila Gahagan 《Child development》2018,89(2):593-608
This study examined whether iron deficiency (ID) in infancy contributes to problem behaviors in adolescence through its influence on poor regulatory abilities in childhood. Chilean infants (N = 1,116) were studied when there was no national program for iron fortification (1991–1996), resulting in high rates of ID (28%) and iron‐deficiency anemia (IDA, 17%). Infants (54% male) were studied at childhood (Mage = 10 years) and adolescence (Mage = 14 years). IDA in infancy was related to excessive alcohol use and risky sexual behavior in adolescence through its effect on poor emotion regulation in childhood. Attentional control deficits at age 10 were also related to both infant IDA and heightened risk taking in adolescence. Findings elucidate how poor childhood regulatory abilities associated with infant IDA compromise adjustment in adolescence. 相似文献
73.
74.
75.
76.
77.
The claim is made here that we need to prepare teachers who can locate their voices in teaching situations, recognize their relationship with other voices in those situations, and reflect on their pedagogical intentions. In a teacher education course, stories written about practicum experiences offered students an opportunity to reflect on the location of their voice in classroom situations and to discuss with peers different classroom situations and possibilities for teaching and learning. This study examines more closely the reflections of two of the students with seemingly distinct orientations to learning to teach. Their practicum stories and reflective essays were analyzed for positioning of voice as described by Belenky et al. (1986). The two students located their voices in distinct ways, and also expressed growing awareness of classroom dynamics and the value of peer dialogue in broadening and deepening their understandings of teaching and learning. 相似文献
78.
D. Bruce Taylor Laura K. Handler Erin FitzPatrick 《Journal of Research on Technology in Education》2020,52(4):515-533
AbstractThis yearlong study explores how digital technologies are used during literacy instruction in the critical year of third grade. We analyzed technology use in 16 classrooms across six geographically and socioeconomically diverse schools. We examined the multiple layers of technology’s influences on teachers’ instructional decision-making and on students’ engagement. Applying Bloom’s Revised Taxonomy alongside the SAMR model, expectations for student technology use varied across settings and resulted in mixed levels of student engagement. Although technology has the potential to transform teaching and learning, it is most often used as a substitution for traditional instructional tools and to support students’ remembering and understanding rather than more complex tasks. Analysis suggests technology tools are not being strategically employed to support the development of 21st century learning skills. 相似文献
79.
80.
Melissa Gilliam Patrick Jagoda Erin Jaworski Luciana E. Hebert Phoebe Lyman M. Claire Wilson 《Sex education》2016,16(4):391-404
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab. The outcome, Lucidity, was a multimedia game with a nonlinear narrative that led to two different outcomes based on player decisions. The narrative followed the life of one character, an African American woman named Zaria who remembers and grapples with a sexual assault from her past. The player discovers parts of the story by reading comics, watching videos, navigating interactive websites and playing short videogames. The final evaluation consisted of gameplay, a post-game focus group and follow-up interviews. Twenty-four young people participated in three focus group discussions (n = 9, n = 5, n = 10); 23 participated in the follow-up interviews. Salient themes identified in the focus group discussions included: overall approval of the game, the acquisition of new knowledge and minimal past exposure to conversations or education about sexual violence. At follow-up, almost all (n = 22) had initiated a conversation about sexual violence with a parent, peer and/or teacher. Lucidity succeeded in engaging young people and facilitating communication with adults and peers regarding sexual violence and other sexual health topics. Ultimately, a game-based intervention such as this represents a feasible approach for introducing issues of sexual violence, with potential for future implementation in educational settings. 相似文献