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1.
In order to develop successful health care delivery systems, both in the United States and abroad, health service workers need to understand various cultural orientations and to communicate effectively within the cultures. The authors discuss the cultural implications of health problems in three countries, the need for training health science professionals in intercultural communication, and describe an intercultural communication course designed especially for health science students at California State University, Northridge.  相似文献   
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The evolution of the job market has resulted in traditional methods of recruitment becoming insufficient. As it is now necessary to handle volumes of information (mostly in the form of free text) that are impossible to process manually, an analysis and assisted categorization are essential to address this issue. In this paper, we present a combination of the E-Gen and Cortex systems. E-Gen aims to perform analysis and categorization of job offers together with the responses given by the candidates. E-Gen system strategy is based on vectorial and probabilistic models to solve the problem of profiling applications according to a specific job offer. Cortex is a statistical automatic summarization system. In this work, E-Gen uses Cortex as a powerful filter to eliminate irrelevant information contained in candidate answers. Our main objective is to develop a system to assist a recruitment consultant and the results obtained by the proposed combination surpass those of E-Gen in standalone mode on this task.  相似文献   
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Children with dyslexia are believed to have very poor phonological skills for which they compensate, to some extent, through relatively well-developed knowledge of letter patterns. We tested this view in Study 1 by comparing 25 dyslexic children and 25 younger normal children, chosen so that both groups performed, on average, at a second-grade spelling level. Phonological skill was assessed using phoneme counting and nonword spelling tasks. Knowledge of legal and illegal letter patterns was tested using a spelling choice task. The dyslexic children and the younger nondyslexic children performed similarly on all the tasks, and they had difficulty, for the most part, with the same linguistic structures. Supporting the idea that older dyslexics spellings are quite similar to those of typical beginners, we found in Study 2 that experienced teachers could not differentiate between the two groups based on their spellings.  相似文献   
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In this review article, “aging and learning” is discussed from the perspective of life span developmental psychology. Accordingly, aging is regarded as a continuous and multidimensional process which is characterized by a potential for change (plasticity) at all ages. We give an overview of age-related changes in two psychological domains which are considered to be highly relevant for learning processes, namely cognitive resources and resources related to personality, motivation and emotion. In addition, we describe developmental contexts which were shown to contribute to plasticity in the second half of life. The findings allow for the conclusion that learning is possible throughout the adult life span, albeit under changing conditions. Key implications for learning processes and learning contexts are discussed.  相似文献   
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Introductory Psychology courses in Higher Education lack application of knowledge in solving work-based problems. We develop and study mini-games that support a more active and experiential way of learning to increase professional awareness. This paper describes the instructional design and the factors under study: learner control and authenticity. We compared professional awareness and perceived authenticity for the old (without game, n = 130) and new course (with game, n = 197) by administering pre- and post-questionnaires. Participants were allocated to game variants, differing in freedom of assignment order (less or more learner control) and number of sources available (less or more authentic). We computer logged their game actions, and asked them additional questions about gameplay that concerned aspects like motivation, flow, performance, learnability and usability. Both courses improved professional awareness (knowledge gains of 4% for the old and 12% for the new course), but only in the new course with mini-games this was significant. Students evaluated gameplay and their content as “more than sufficient” to “good.” A free order of assignments was found to produce more effective (in-game) performance, and the provision of more sources was found to improve learnability, authentic learning and appreciations of gameplay.  相似文献   
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This article describes a use study of a reference collection, which found that 7.1% of total volumes in the reference collection were used over the course of the fall semester.  相似文献   
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Anecdotal evidence from several sources, primarily in industry, indicates that two programmers working collaboratively on the same design, algorithm, code, or test perform substantially better than the two working alone. Two courses taught at the University of Utah studied the use of this technique, often called pair-programming or collaborative programming, in the undergraduate computer science classroom. The students applied a positive form of “pair-pressure” on each other, which proved beneficial to the quality of their work products. The students also benefit from “pair-learning,” which allowed them to learn new languages faster and better than with solitary learning. The workload of the teaching staff is reduced because the students more often look to each other for technical support and advice.  相似文献   
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