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31.

Through several collaborative inquiries with teachers in elementary and middle schools, we have noticed a troublesome trend: teachers have become familiar with many of the key terms and catchphrases of various constructivist discourses, yet they tend to be relatively unfamiliar with the developments in epistemology that have driven the rapid emergence of these vocabularies. In consequence, our efforts to invite teachers into current discussions of cognition have often been frustrated and frustrating. We argue that this situation is in large part due to two circumstances. First, the vocabularies chosen by constructivists are often too readily aligned with commonsense understandings of personal knowing and collective knowledge. Second, and closely related, educational theorists and researchers have not always been sufficiently attentive to the contexts of their work. As such, rather than prompting a break from deeply entrenched habits of thinking, constructivist discourses have often been co-opted to support renewed and regressive embraces of Platonic and Cartesian assumptions. Somewhat ironically, then, the work of many educational theorists and researchers appears to be carried out in ignorance of the tentative and participatory dynamics that are argued to be at the root of cognitive processes.  相似文献   
32.
Spending real money on virtual goods and services has become a popular form of online consumer behavior, particularly among teenagers. This study builds on the Unified Theory of Acceptance and Use of Technology (UTAUT) to examine the role of motivation, social influence, measured with perceived network size as well as user interface and facilitating conditions in predicting the intention to engage in purchasing in social virtual worlds. The research model is tested with data from 1045 users of Habbo Hotel, world's most popular virtual world for teenagers. The results underscore the role of perceived network size and motivational factors in explaining in-world purchase decisions. The study shows that virtual purchasing behavior is substantially influenced by the factors driving usage behavior. Hence, virtual purchasing can be understood as a means to enhance the user experience. For virtual world operators, reinforcing the sense of presence of user's social network offers a means to promote virtual purchasing.  相似文献   
33.
The Latvian Education Informatization System LIIS project covers the whole information grid: education content, management, information services, infrastructure and user training at several levels – schools, school boards and Ministry of Education and Science. Informatization is the maintained process of creating the technical, economical and social conditions for fulfilment of information needs. The initiative started in 1997. The strategy for education content creation for 2001–2004 is to cover all forms of cognition – rational, empirical, emotional and modelling – and several levels of skills for all levels of education. The Current LIIS results as at 2002 have been that: developed teaching aids are being used (workbooks, interactive software, tests etc) (approx. 20% of the total amount of high school programme can be taught using information and communication technologies); about 1000 sites are using LIIS school management software; 66% of all teachers are trained on ICT usage; 97% of schools have dial‐up connection to the Internet in year 2002 (44% have a permanent connection); and the number of pupils per computer has decreased from 67 (year 1997) to 20 (year 2002).

Le système d'information LIIS dans l'éducation en Lithuanie

Le projet du système LIIS du système information pour l'éducation comme toute la grile: contenu de l'éducation, management, services d'information, infrastructure et fomation des utilisateurs à divers niveaux: écoles, administrtion des écoles, Ministerie de l'Education et de la Science. Ce projet a débuté en 1997. La stratégie pour créer un contenue de l'éducation 2001–2004 doit couvrir toutes les formes de la connaissance traditionnelle, ainsi que émotionelle, proposant des modèles et divers niveaux de compétences pour tous les niveaux d'éducation. Les résultats actuels du LIIS ont été en 2002: Les moyens d'enseignement dévelpppés sont utilisés (livres, software interactif, tests, etc.) (approximaticement 20% du programme total des programmes des écoles seconfaires peuvent être enseignés en utilisant les technologies de l'information); environ 1000 titres utilisant ler software de management des écoles; 66% des maîtres ont été formé à l'emploi de TIC; 97 % des écoles ont été connectés à Internet en 2002 (44% de connection permanente); et le nombre d'élèves par ordinateur a diminué de 67 (en 1997) à 20 (en 2002)

Das lettisches Bildungsinformationssystem LIIS

Das lettische Bildungsinformationssystem, das LIIS – Projekt, umfasst das gesamte Informationsraster: Bildungsinhalt, Management, Informationsdienste, Infrastruktur sowie Nutzerausbildung auf mehreren Ebenen – Schulen, Schulkommissionen und Bildungsministerien. Die Initiative begann in 1997. Das Konzept für die Erfassung von Bildungsinhalten für 2001–2004 ist, alle Formen des Zugangs – rational, empirisch, emotional, modellierend – und mehrere Stufen von Fertigkeiten für alle Bildungsniveaus zu berücksichtigen. Das gegenwärtige Stand von LIIS (2002) ist: schon entwickelte Lehrhilfen werden benutzt (Workbooks, interaktive Software, Tests usw.) (Ca. 20% des gesamten Highschool‐Programms kann mit Hilfe von Informationstechnologie gelehrt werden); an rund 1000 Standorten wird LIS Schulmanagement‐Software genutzt; 66% aller Lehrer wurden in die Verwendung von ICT eingeführt; 97% aller Schulen haben im Jahr 2002 Wählverbindung in das Internet (36%: permanente Verbindung); die Anzahl von Schülern pro Computer hat von 67 (Jahr 1997) auf 25 (Jahr 2002) abgenommen.  相似文献   
34.
The purpose of this study is to gain insight into how Korean temporary migrant mothers conceptualize the nature of parent involvement in the USA. The participants in this study consisted of Korean mothers who were educated in Korea, migrated temporarily to the USA for educational purposes, and sent their children to American schools. Using the perspective of figured worlds, this study examines how these Korean mothers enact their figured worlds of parent involvement. Year-long qualitative case studies were conducted with six Korean mothers in Maxwell, a city in the Midwestern USA. The data included individual interviews, a focus group interview, observations, and document collection. The study found that the mothers engaged in a process of “figuring out” what it meant to be parents as they interacted with schools. In this process, they improvised, creating strategies to negotiate their social positions so that they can influence the school life of their children. The Korean mothers were authors of their worlds, and their engagement was a story of improvisations.  相似文献   
35.
I begin by stating a small set of troublesome but pervasive educational issues. While these have remained in the background during our work, they have served as the impetus for developing and reflecting on possible roles for computer technology in classrooms. In the remaining sections of the paper I propose that the computer can serve as an effective mediator between action and symbol. After setting the scene in the Laboratory for Making Things, I give an extended example of how computer-as-mediator contributes to learning when played out in this rather unusual classroom.  相似文献   
36.
文化再制不会因为虚拟世界的介入而销声匿迹,恰恰相反,对于在现实与虚拟中不 断跃迁的教育而言,文化再制策略将更隐蔽、更温和,也更容易以误认为前提被确认。教育公平 论域扩展的同时可能也是文化再生产扩展的继续,话语和话语权的复杂与不确定,主动参与式的 权力再生产,文化任意性的施加,都可能使教育公平以及与之相关的公共教育政策遭遇质疑,并 进而获得一种重新解读。  相似文献   
37.
尼采颠覆了柏拉图的“两个世界”理论,建立了自己透视论的“两个世界学说”。他认为,真实世界和虚假世界不是原型和摹本的关系,而是原文和解释的关系;不是分有和被分有的关系,而是透视和被透视的关系。永恒轮回生成的权力意志世界就是作为原文的世界,而从这个幽深的原文世界中透视性地涌现出了、无数个被赋予意义的外观世界;他还改变了艺术和认识在柏拉图那里的关系,颠倒了审美的和图式化的外观世界的位次.重建了世界的等级秩序。  相似文献   
38.
This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the development of a software project. Through the simulation of a real-life company, the game aims to enhance experiential learning of human-related issues, such as project team members’ communication and collaboration, which are not easy to be taught through ordinary teaching methods. Roles are assigned to the participating students, who have to overcome problems initiated by non-player-units (software controlled units) while collaborating with other students and the instructor. The instructor, holding a key role in the game, is able to observe the players, intervene and dynamically alter specific game scenario parameters adapting to player encounter difficulties. The environment is combining the experience of a typical game (based on an event-driven SPM scenario and interaction with non-player-units), with the experience of a virtual world (interacting with other players) and has been positively evaluated by the participants regarding the overall game experience and the learning effect.  相似文献   
39.
在现代逻辑研究中,可能世界语义学不仅揭示了模态逻辑公理系统的直观背景,而且提供了强有力的语义工具,使模态逻辑的研究进入了一个崭新的阶段。但在可能世界语义学的研究中,也遇到了许多哲学上的难题。因此,对有关可能世界的定义与跨界识别问题进行分析、探讨确实很有必要。  相似文献   
40.
毛泽东晚年提出的“三个世界”理论,对当时我国制定对外政策、建立国际反霸统一战线、维护世界和平与稳定发挥了不可估量的重要作用。时值今日,“三个世界”理论中的许多重要思想,仍然具有重大的现实指导意义。  相似文献   
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