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Wolfgang Wahlster J?rg Baus Christian Kray und Antonio Krüger 《Informatik - Forschung und Entwicklung》2001,16(4):233-241
Zusammenfassung. Die intelligente Ressourcenadaption ist eine der gro?en Herausforderungen für die n?chste Generation mobiler Navigationssysteme.
Da man typischerweise mehrere Fortbewegungsarten oder Verkehrsmittel kombinieren muss, um an einen Zielort zu gelangen, muss
sichergestellt werden, dass mobile, allgegenw?rtige Navigationshilfen dies über eine jeweils situationsangepasste Benutzerschnittstelle
unterstützen. Der notwendige Wechsel zwischen verschiedenen Positionierungstechnologien soll für den Endbenutzer m?glichst
unbemerkt bleiben. Im folgenden wird ein hybrides Personennavigationssystem vorgestellt, das die in bestimmten Fortbewegungssituationen
verfügbaren Positionierungstechnologien und deren Genauigkeit optimal nutzt, um die Pr?sentation der Wegbeschreibung auf verschiedene
Endger?te und Ausgabemodalit?ten sowie die kognitive Ressourcenlage des Benutzers zu adaptieren.
Eingegangen am 28. Februar 2001 / Angenommen am 8. August 2001 相似文献
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Antonio G. Valdecasas Virginia Correia Ana M. Correas 《Museum Management and Curatorship》2006,21(1):32-43
The first natural history collections opened to the public were inspired by a sense of curiosity and wonder about the products of nature. They were ‘cabinets of curiosities’ that offered a first-hand interaction between owner and visitors. Nowadays, these two facets of the museum experience—dialogue and wonder—have been lost, in part, due to the information overload coming via the media and the impersonal nature of the museum visit. This paper offers some reflections on the evolution of the museum visit, suggests some ways to rediscover this ‘sense of wonder’ and provides ideas on how to promote two-way communication with museum visitors. Two examples of exhibitions are offered as illustrations of the points discussed. 相似文献
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Jennifer R. Warren Michael L. Hecht David A. Wagstaff Elvira Elek Khadidiatou Ndiaye Patricia Dustman Flavio F. Marsiglia 《Journal of Applied Communication Research》2006,34(2):209-227
This study sought to determine if exposure to two communication-oriented activities, videotapes and public service announcements, accounts for changes in substance use among adolescents participating in the Drug Resistance Strategies Project's keepin' it REAL adolescent substance use prevention curriculum. Middle-school students (4,734, 72% Latino) responded to questionnaires related to these analyses. An analysis of covariance (ANCOVA) model was fit separately to six substance use outcomes. The results suggested that intervention students who saw four or five videos engaged in less substance use in the past month than did students who saw fewer videos. Having seen the PSAs one or more times did not predict the reported change in substance use. 相似文献
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Walter Moreira 《Cataloging & classification quarterly》2018,56(1):19-39
Knowledge organization systems have been studied in several fields and for different and complementary aspects. Among the aspects that concentrate common interests, in this article we highlight those related to the terminological and conceptual relationships among the components of any knowledge organization system. This research aims to contribute to the critical analysis of knowledge organization systems, especially ontologies, thesauri, and classification systems, by the comprehension of its similarities and differences when dealing with concepts and their ways of relating to each other as well as to the conceptual design that is adopted. 相似文献
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Donatella Persico Marcello Passarelli Francesca Pozzi Jeffrey Earp Francesca Maria Dagnino Flavio Manganello 《British journal of educational technology : journal of the Council for Educational Technology》2019,50(4):1687-1712
This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present when adopted in formal learning contexts. The aim of this paper is to shed light on the strengths and weaknesses of games for learning, and to gather stakeholder recommendations for the main actors in the field. The adopted research approach is qualitative and participatory, involving players, teachers, parents, researchers and developers. Data from 25 interviews and 11 focus groups yielded insights into the educational, psychological and ethical aspects of play. Results suggest that gameplay influences individuals in a very personal manner, and that its effects cover a wide range of skills, extending to identity development. Hence, to harness this potential, all actors in the ecology need strong awareness of both the affordances and the risks of games, and deep respect for individuals’ LEs. The study has implications for a wide range of actors, including educators, players, researchers, parents, game developers and policymakers. 相似文献
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Antonio Bautista 《Cultura y Educación》2013,25(13):125-126