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81.
在服装设计课程中延承传统文化,从理论与设计实践相结合的一体化教学模式着手,以课程综合作业为突破口,进一步提高教师综合水平,优化专业课程设置,深入完善课程教学的设计,从而开拓学生的设计思维,培养学生的学习连贯性与目的性,真正实现理论与实践的结合,全面实现专业人才的培养目标。  相似文献   
82.
Professional training for designers is crucial in the field of design studies. The characteristics of novices versus those of expert designers have been identified in the literature; however, studies exploring the issue of professional training processes in the actual workplace are not well developed. Our study addresses the topic by using qualitative research methods along with flexible design. Collected data from the interviewees with different work experience were analysed by open, axial and selective coding. Herein, we argue that the processes by which a designer transforms from a novice into an expert in the industry are constructed through the interaction of several complicated factors. The re‐learning inherent in design professions is implemented through knowledge transfer gained from participation in design projects, particularly regarding tacit knowledge. Also, the novice's process of learning and training yields the characteristics and skills that companies and firms require of designers; this process involves a series of disciplinary sub‐processes, from destructive to reconstructive, implemented by employers. In these sub‐processes, the subjectivity of designers is neglected, leading to the suppression of imaginative expression and feelings of alienation among these workers.  相似文献   
83.
本文通过笔者的新课标教学的实践,认为新课程标准下的教学必须对知识进行整合创造;师生互动中融入合作;课堂讲求开放,提倡学生的自主学习但注重实效。并就《化学反应速率的影响条件》这堂课进行了尝试和反思。教学中充分调动学生积极性,联系生活,进行实验探究。  相似文献   
84.
艺术设计专业生产性工作室实习模式是指在学校建立面向市场的企业型艺术设计工作室,让学生按计划到工作室进行生产性实习,提高学生的实际设计能力和水平,这是适应社会需要的一种面向市场的校内实习模式。该模式能较好地解决目前艺术设计专业学生不能适应市场以及实际操作能力差的问题,并且还能使艺术设计专业培养的学生毕业后直接参与实际设计,从而形成学生较高的实际设计能力和应用水平。  相似文献   
85.
在现代信息化高速发展的今天,学校教学中也离不开多媒体教学课件的应用,如何制作和使用更适合教学的多媒体课件是我们应该了解的首要问题。  相似文献   
86.
在以学生为主体的课堂上,教与学是一种互动的形式。在英语教学中,教师应当善于且有效地实施互动模式,加强师生间交流,促进教与学的良性循环。  相似文献   
87.
休闲是科学诞生的基本条件之一。作为时间形态存在着的休闲(闲暇时间)是物理学创造活动得以进行的基本保证,而作为实践形态而存在的休闲则极大地推动了物理学的突飞猛进,并通过技术的中介,给人类社会带来了高度的物质文明和精神文明,反过来在延长了休闲时间的同时,又丰富了休闲的内容与方式。在当今知识爆炸时代与信息化时代,无论是对任何一门学科的教学而言,学校主管部门特别是具体授课者,都应该力求做到得心应手地给学生"留下空间"。因为只要有了空间,学生就不仅能够在积极向上、形式各异、多姿多彩的校园文化这个心灵的驿站中,获得精神的慰藉,从而陶冶了情操、恢复了体能、增强了交际能力;而且还能够充分利用课余的闲暇时间,在开放性、交互性、共享性、协作性和自主性的信息化环境中,积极主动地去猎取适合发展自己个性特长的有关知识,进而使他们的知识结构,能够跟得上新知识、新学科与日俱增的时代步伐。  相似文献   
88.
ABSTRACT

A socio-technical approach is taken to explore a digital archive of Australian Indigenous cultural heritage. The Living Archive of Aboriginal Languages is considered in terms of what it is currently doing and what it was intended to do. Two ethnographic stories focusing on user interactions and the outcomes of an online survey serve to evaluate the effectiveness of the Archive from the perspective of different users. This is then juxtaposed with a consideration of the original grant application, outlining what was envisaged for the project. This analysis serves to highlight some of the contingent relations and diverse socio-technical aspects of a specific knowledge infrastructure, as it allows multiple forms of interaction, new connections and generative activities as people discover, access and interact with the content now and into the future.  相似文献   
89.
ABSTRACT

With increasing demand for improved medical equipment and healthcare, next-generation biomedical engineers need strong design skills. Equipping biomedical engineering students with tools for idea generation and development can increase student design success. Design Heuristics are an ideation tool developed through empirical studies of product designs. While identified in the mechanical engineering space, Design Heuristics may be applicable in biomedical engineering design. In our study, we implemented a Design Heuristics session during upper-level undergraduate and first-year graduate biomedical engineering design courses. We examined the applicability of Design Heuristics within individual and team concept generation contexts. The findings demonstrated that biomedical engineering students were able to use Design Heuristics to generate multiple concepts, and that initial concepts produced using Design Heuristics were carried over into final team design. The results support the applicability of Design Heuristics to student idea generation in biomedical engineering design.  相似文献   
90.
I examine the effects of a longer school year in Indonesia on grade repetition, educational attainment, employability, and earnings. I exploit an arbitrary rule that assigned students to a longer school year in Indonesia in 1978–1979, which fits a fuzzy regression discontinuity design. I find the longer school year decreases the probability of grade repetition and increases educational attainment; it also increases the probability of working in formal sectors and wages later in life. These results suggest the length of school years in Indonesia is not too long.  相似文献   
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