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41.
本文以国外传播理论教材的译介作为视角,考察了欧美传播理论话语在中国的诠释和变异,研究了西方客观经验主义的大众传播理论如何被潜移默化地等同于传播学的过程,同时以《传播理论导引:分析与应用》为例,对我国目前传播学的教学与研究中存在的一些问题进行了探讨,提出应该进一步开阔视野、注重研究范式、重新思考传播理论的教学与应用。  相似文献   
42.
This study focused on a cohousing community's use of consensus to make a decision about surfacing a parking area. It revealed that the community's use of consensus decision making allowed the residents to balance three goals: making an appropriate decision, meeting members' needs, and maintaining the community's well-being. Reaching agreement, however, was complicated by members' value differences and discontinuity in their participation. The analysis of this case reveals three qualities characteristic of the enactment of consensus: the role of structured communication within and between group meetings, a tension between maintaining process openness and reaching decision closure, and the expectation that group members will work within the consensus process. The analysis also highlights the importance of timing in the interpretation of conflict in a consensus-oriented group and the role of process change when a group reaches the limits of members' commitment to consensus.  相似文献   
43.
公共图书馆在创建学习型城市中应发挥积极作用   总被引:2,自引:0,他引:2  
孙淑新  刘晓武 《图书馆杂志》2004,23(5):32-33,47
本文阐述了青岛市图书馆通过开展知识讲座、图书流动服务、广场送书活动、举办社区科普讲座、开设社区公益课堂、建立社区图书馆等活动,充分发挥了公共图书馆在创建学习型城市中的积极作用。  相似文献   
44.
This paper reports research results of the proposed experiential learning using a game-based educational material. The educational material was an application running on a mobile device and was supported for learners to study university library instruction. During the experiential learning, the learners answered several quizzes provided from the educational material. The quizzes were including experiential contents such as actually to find an academic journal or to reserve a learning room. In order to evaluate learning effectiveness of the experiential learning, this research made a comparative experiment. The experimental group used the educational material and the control group used another educational material of e-learning (non-experiential) but the contents was almost same as the contents of the experiential learning. The comparative experiment took several evaluation elements such as pre-/post-test scores, delayed-test scores and learning motivation scores based on IMMS of ARCS model. The experimental results revealed that experiential learning was superior for the several elements of these metrics. This research, furthermore, analyzed learner's operation data to the educational material and learner's behavior data during the learning in the experimental group. The analyzing results showed three types of the learning behaviors and indicated that an instructor needs to adopt suitable instructional design to each type to bring superior learning effectiveness.  相似文献   
45.
ABSTRACT

The Harwood Institute arrived in Youngstown, Ohio, in 1999; and today, over 18 years later, its teachings have made a profound effect upon the city. The Youngstown Public Library, through the leadership of Carlton Sears and Heidi Daniel, has wholeheartedly embraced the methods and ideology of the Harwood Institute, helping to reinvigorate and power a city working its way back to prosperity.  相似文献   
46.
The 21st century collection manager encounters serious challenges in collection development (e.g., budget shortages, lack of skilled personnel, lower agency prioritization, and reduced available staff time). This article explores a practical, low-cost solution to these challenges that prevent collection developers from regularly creating/managing adequately balanced collections. It discusses the role of 93 “community-embedded” librarians-in-training to develop contextually situated collections in a graduate course taught seven times in an information sciences program in a southern land grant university. Findings of collection management activity tasks completed during the course provide evidence of accrued tangible outcomes/benefits to motivate collection development librarians and their information agencies collaborate with librarians-in-training in future initiatives.  相似文献   
47.
Social media have become an integral part of online news use, affecting how individuals find, consume, and share news. By applying the Theory of Reasoned Action (TRA), this study investigates the effects of motives, attitude, and intention on news-sharing behavior among German social media users (n = 333). Findings show that news-sharing attitude and subjective norms have a positive effect on news-sharing intention, which in turn has a positive effect on actual news-sharing behavior. Taken together, we see that a new media behavior in the early phases of its societal diffusion—like social media news sharing in Germany in 2015—can mainly be explained by a rational choice logic and is rooted in the motives of socializing and information seeking. This finding thus reflects the double nature of social media as a means for both information retrieval and social grooming.  相似文献   
48.
Binge-watching—the intensive, consecutive viewing of televised series—has become a prevalent usage pattern of entertainment media, which may influence users’ psychological well-being both positively and negatively: On the one hand, binge-watching could increase viewers’ enjoyment, recovery experiences, and vitality through an increase in perceived autonomy. On the other hand, binge-watching can trigger goal conflicts and feelings of guilt, which may reduce well-being. Drawing on an online survey (N = 499), the present study examines the tension between these two mechanisms and their effects on users’ well-being. The data largely support the hypotheses: Binge-watching is perceived as recreational as long as goal conflicts and feelings of guilt can be avoided. Well-being, on the other hand, is positively affected by binge-watching-induced increases in perceived autonomy. These results corroborate the central role of self-determination as a link between media reception, media enjoyment, and psychological well-being.  相似文献   
49.
This study examines how social comparison information provided by video game leaderboards may influence players’ retrospective judgments of autonomy, competence, and relatedness need fulfillment. Participants played a video game and were randomly assigned to receive no postgame feedback or were shown a leaderboard that placed them in the top or bottom quartile of players. Results indicate downward social comparisons increase enjoyment by increasing competence and relatedness perceptions. However, upward comparisons did not have an opposite effect, nor did either type of social comparison influence players’ autonomy perceptions. Implications for applying Self-Determination Theory to video game enjoyment in the context of social comparison feedback is discussed.  相似文献   
50.
从文件生命周期理论到文件连续体理论,档案界对文件运动形式的理解从线性向多维转变。在后现代主义档案观的影响和跨界合作的时代背景下,四维的文件连续体理论模型逐渐向五维演变。本文以加拿大档案学者勒梅教授及其团队提出的“第五维度理论”为基础,认为应该充分考虑利用者在档案工作流程中的作用,同时将对档案的“探索”性开发看成是对文件连续体理论模型的第五个维度。  相似文献   
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