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81.
故事性电子游戏,无论在物质形式或精神内质上,都迥异于传统的文学作品。但是,这二者之间也存在千丝万缕的联系。考察二者的互文性,为理解后现代社会的文化倾向提供了一个新颖的视角。  相似文献   
82.
运用文献资料、逻辑分析、数理统计等方法对第12届全运会女篮成年组决赛阶段8支球队攻防各项指标进行统计分析,结果显示:各支球队得分普遍较低,得分方式不尽相同;阵地进攻手段较为单一,进攻效率低于50%以下;快攻运用次数不多,发动和接应快攻模式固定;防守投篮和突破效果较好,区域防守有待提高。建议从选材、训练、竞赛等方面进行提高和改进。  相似文献   
83.
Background: Within a socio-constructivist perspective, this study is situated at the crossroads of three theoretical approaches. First, it is based upon team sport and the tactical act model in games teaching. Second, it took place in dyadic or small group learning conditions with verbal interaction. Furthermore, these interventions were based on cooperative learning (CL) models. The cultural context is the French school curriculum, so it emphasizes the role of sports as social practice and uses the applied concept of French didactic transposition. It took place in a socio-constructivist perspective of the teaching-learning process and extends the notion of debate-of-idea.

Purpose: This article explores the role of CL in a Physical Education (PE) classroom setting and particularly the role of verbal exchanges among peers in team-sport teaching.

Research design: This article reports two interventions. The first study showed the positive effects of discussions within a team in an adapted basketball game. Seventeen boys and 13 girls from a French school (third and fourth grades), all novices in basketball, were assigned to two independent groups of a two (Learning condition) design. Dependent measures included collective game efficacy and individual skill levels. A second study concerned an instructional setting of a handball team game (two attackers against a defender in each half of the ground) with 11–12-year-old girls. Two groups were constituted by learning condition: symmetrical versus dissymmetrical dyads.

Data collection and analysis: During PE lessons, verbal interactions were filmed and recorded for the two studies. Matches were filmed in study 1, while data in study 2 were collected by an expert on an observation worksheet. ANOVA were conducted in both studies.

Results: The two studies showed that oral discussions between peers about the goal and the strategies of the game facilitated the development of motor and tactical skills. The second study showed the superiority of a slightly dissymmetric dyadic condition. The low-skilled pupils in dissymmetrical dyads obtained more benefit from the verbal interactions than those in a symmetrical setting. In the dissymmetrical condition, while the initially low-skilled participants had the highest rate of progression, the initially high-skilled players had to explain their solution and could also benefit from the dyadic interaction.

Conclusion: In both studies, action rules were constructed by peers' verbal exchanges in a reflective way. In a PE socio-constructivist setting, the teaching of games facilitates mutual aid, social relationships, and participation in community activities.  相似文献   
84.
当前,小学体育教学与健康教育受到越来越多的重视,如何充分发挥好体育游戏在教学中的重要基础性作用,已引起广泛关注。本文首先分析了小学体育教学过程中体育游戏的作用与意义,并结合多年一线工作经验和小学生及小学体育的特点提炼了体育游戏设计的原则。笔者认为,体育游戏对小学生多方面综合发展具有重要的教育意义,能够提高学生健康水平并激发主动学习兴趣;体育游戏设计应充分注重教育性和健康性,并通过多种方式提高体育游戏的趣味性以增强教学效果。  相似文献   
85.
研究目的:为预测下一届全运会男子100m跑平均成绩,通过运用灰色系统理论,建立GM(1,1)预测模型。研究方法:运用灰色系统理论预测方法、数理统计法及文献资料调研,以第七届到第十二届全运会男子100m跑前三名的平均成绩作为研究对象。结果与结论:通过对数变换对原始数据处理、进行GM(1,1)建模、模型检验(残差检验、关联度检验、后验差检验),得到了合格的预测模型:X赞(0)(k+1)=(1-e0.0003824)(2.3273-6194.7929)e-0.00382473k,k=6,X赞(0)(7)=2.3233,Y赞(0)(7)=10.21(s)。即预测第十三届全运会男子100m跑前三名的平均成绩为10.21(s)。  相似文献   
86.
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   
87.
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   
88.
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   
89.
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   
90.
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   
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