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101.
现代足球源于英格兰,而传播到世界各地后形成了不同的风格与流派。足球的风格深刻地植根于人类的种族本性。德国足球人所展示出来的沉稳心态源自其民族性格,整体和谐性也是德国人信奉的一种价值观。荷兰人具有文静而谦逊的气质,阿根廷足球更推崇个人英雄主义精神,英格兰足球则以其铁血性见长。中国球员的刻苦、耐劳、尊重权威的态度近似德国人,而中国足球人悠闲、散漫、崇尚杂耍式、炫技式生活方式的风习又和巴西人极为接近,桑巴足球因此很难为中国以及欧美其他国家完全效法。现代足球是欧洲逻各斯主义设计理念、大航海精神的好奇心以及大数据时代的理性主义的融合体。足球中的国民性带给足坛更多的流派、风格的差异之美。  相似文献   
102.
在经典的Black-Scholes期权定价模型中无风险利率是固定不变的常数,实际金融市场上的利率是变化的。假设信用利差和无风险利率均服从Vasicek模型,在此假设下给出亚式信用利差看跌期权的定价公式并利用随机过程的相关理论对定价公式进行证明。这种研究方法还可以用在具有浮动执行价的信用利差看跌期权。  相似文献   
103.
Evidence from Australia lends support to the “Asian high achieving syndrome” in Chinese-Australian students and “self-deprivation syndrome” in Anglo-Australian students. Applying ethnographic case studies approach for doctoral thesis the author collected data on a longitudinal basis from homes and school of these students. All of these students attended the same school located in a predominantly middle class suburb of Perth Metropolitan area in Western Australia. Chinese-Australian families had settled in Perth from Malaysia, Singapore and Hong Kong, whereas Anglo-Australian families had been residing in Perth for three generations. Impetus to revisit these students (now young adults with their own families) 10 years later came from an urge to test the validity of the prediction the author had made in the concluding chapter of his doctoral thesis. The author had claimed that “if Anglo-Australian parents keep on dwelling in the era of 1950s and 1960s and do not change their laid-back attitude about education, their children could eventually be under-privileged in their own country”. Ten years later, the author undertook a follow-up study on these young adults from six of the eight original families in order to find out their occupational destinations and future aspirations. Data for the follow-up study were collected from these young adults and their parents. These research cases were interviewed twice, each time approximately for two hours and their parents were interviewed once for two to three hours. The purpose of this paper is to report the findings of the follow-up study which reveals a remarkable relationship between the attitude towards schooling and academic performance with their subsequent occupational destination.  相似文献   
104.
This study used a large-scale cluster randomized longitudinal experiment (N = 719; 35 schools) to investigate the effects of online mathematics mini-games on primary school students’ multiplicative reasoning ability. The experiment included four conditions: playing at school, integrated in a lesson (Eschool), playing at home without attention at school (Ehome), playing at home with debriefing at school (Ehome-school) and, in the control group, playing at school mini-games on other mathematics topics (C). The mini-games were played in Grade 2 and Grade 3 (32 mini-games in total). Using tests at the end of each grade, effects on three aspects of multiplicative reasoning ability were measured: knowledge of multiplicative number facts, skills in multiplicative operations, and insight in multiplicative number relations and properties of multiplicative operations. Through path analyses it was found that the mini-games were most effective in the Ehome-school condition, where both students’ skills and their insight were positively affected as compared to the control group (significant ds ranging from 0.22 to 0.29). In the Eschool condition, an effect was only found for insight in Grade 2 (d = 0.35), while in the Ehome condition no significant effects were found. Students’ gameplay behavior (time and effort put in the games) was in some cases, but not always, related to their learning outcomes.  相似文献   
105.
Homemade PowerPoint games are a low-tech alternative for using game design in classrooms. To date, much of the research examining the games has not shown an improvement in performance. This has led some to question whether the games are properly aligned with the instructional strategies researchers have used as justifications to support using them. This study examined how increasing the structure of the game design project affected student performance when compared to control groups, as well as those who created games in previous iterations of the study. In addition, we examined the effects of student performance when two of the instructional strategies (microtheme writing and question writing) were tested in isolation. Most of the comparisons showed no statistical difference in performance; however, results from the final iteration yielded significant gains when compared to the control group.  相似文献   
106.
Studies of the way games and gaming align themselves with the pedagogy of the humanities have left behind a key discipline: that of literary studies, as opposed to literacy studies, a far more common concern among scholars who have examined the impact of games on university and secondary teaching. This paper considers the reasons for such a lacuna of the literary and enters into a philosophical critique of the grounds on which games have been advanced as a tool for pedagogy in recent work. Interrogating recent scholars’ use of epistemological and sociological paradigms, the paper advances a more liberal and sophisticated concept of the game that better answers the needs of students and teachers in the literature classroom. It concludes with two examples of worked games that have significant potential to enhance learning.  相似文献   
107.
Sexting is one of the recurring causes of concern in public discussion of young people and network media. This paper builds on findings from a survey with 1269 Finnish female respondents aged 11–18 conducted using a popular online community for girls on their experiences of and views on online messages concerning sex and sexuality. Sixty-five per cent of respondents had received messages related to sex from either adults or minors while 20% had also sent such messages themselves. The paper asks how girls experience and make sense of sexual messaging and what motivates them to engage in such interactions. Specific attention is paid to the distinction between unwanted and wanted messages. While messages from unknown people identified as adult were often discussed as unpleasant or ‘creepy’, sexual messaging, role-play, cybersex experiments and discussions related to sex among peers were defined as fun and pleasurable. Girls display notable resilience and describe coping strategies connected to unwanted messaging but equally frame sexual messaging and role-play as issues of choice motivated by curiosity and pleasure. The paper addresses sexual messaging as a form of sexual play and learning, and argues for the importance of contextual analysis in understanding its forms and potentialities.  相似文献   
108.
近几年,媒介融合已成为传媒业界的新趋势。在此环境下,影视改编从取材于传统文学向网络文学、网络游戏等领域扩展。以网络为代表的新媒体,不仅扩大了影视剧观众的范围,也增强了影视剧的影响力。  相似文献   
109.
我国女子七项全能竞技水平在2018年雅加达亚运会中有所提升,王庆铃夺取银牌,沈沐含获得第七名,但仍然与国外选手存在差距,为了找出我国女子全能选手与国外选手存在的差距。本文选取2018年雅加达亚运会前八名选手全能成绩作为研究对象,采取文献资料法、专家访谈法、录像观察法和数理统计法进行研究。  相似文献   
110.
傅静波 《科教文汇》2014,(27):96-97
大班孩子即将步入小学,小学的教学模式与幼儿园的教学模式有着很大的区别,也会给孩子带来更大的压力。因而如何更好地释放孩子的压力、调节疲劳,这就需要孩子在课间活动中的调节。本文从课间游戏的准备、课间游戏的内容、课间游戏后的交流、课间游戏的规则制定四个策略入手,让大班幼儿快乐地安排自己的课间休息时间,在游戏中放松身体、相互协作、增进感情,也为步入小学做好准备。  相似文献   
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