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1.
科研人才评价是人才评价的重要组成部分,也是一项重要的研究课题.从人才、科研人才的概念出发,全面地阐述了科研人才素质测评、科研人才评价理论与方法及三级评价指标的研究.  相似文献   
2.
While there is evidence of the growing popularity of iPads and other tablets in K–12 education, little is understood about how teachers use these devices in their instruction. This study examines 342 teachers' comfort level with and perception toward iPad use and any changes that occurred over the implementation year. Using a mixed-methods design, this study found significant differences in comfort level by years of teaching and school levels. Female teachers, teachers with 20 years or less of teaching experience, and elementary school teachers were more positive about their perception toward iPad use than the other groups. High school teachers' perception was the lowest overall. Analyses of teacher interviews revealed affordances, challenges, and diverse ways of how teachers used iPads in their instruction. Implications for practice and research are discussed.  相似文献   
3.
This study investigated four novice secondary teachers’ experience and perceptions of teacher education in relation to their current work experience in a high-stakes testing context. The novice teachers commonly indicated that their preparation, which had focused on content expertise, turned out to have little significance in schools, as they mainly executed teaching to the test. Instead, their role as homeroom teachers, which was concerned with caring and supporting students, was found to have much more significance. Accordingly, they indicated that teacher education must more strongly emphasise preparing teachers for that role, which requires them to become mature, considerate, and autonomous educators. Based on this finding, this study suggests the need for a clearer conception of and emphasis on the subjectification function of teacher education that is grounded in the consideration of the fundamental vision, purpose, and meaning of teacher education in a society.  相似文献   
4.
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging students’ learning of science and enhancing student motivation. We discuss the design of the environment and present research conducted. Our findings demonstrate that the design of an engaging, interactive environment using a game-based approach can help students have fun while learning.  相似文献   
5.
This study examined participants’ learning experiences in the context of a six-week massive open online course (MOOC) in journalism with five thousand students from 137 countries. Three research questions were asked: (1) Who are the students and why are they enrolled in this MOOC?, (2) How much time have the students spent in taking this MOOC and have they completed all the assignments?, and, (3) What have they learned and what aspects of this MOOC do the students find most helpful? Four hundred and nine students responded to a survey and forty-four responded to interview questions. The main findings showed 84% of the participants were working professionals and only 28.9% were from a journalism background. Of those who did not complete the course, lack of time was the top reason. Most participants reported a positive learning experience, but lack of feedback and/or poor quality were reported as negative experiences. The discussion forum was the least liked aspect of the course.  相似文献   
6.
针对网络信息组织和服务相关问题,提出了基于网络信息计量学加强网络信息可近性研究的一般思路.将信息可近性研究推广到信息网络技术应用的范畴,从网络信息组织的可近性和网络信息服务可近性两个方面探讨了网络信息计量与信息可近性相关特征,进而从网络信息分布规律、网络信息资源质量特征和网络用户信息计量与描述等方面提出了网络信息计量对信息组织可近性改进和对网络信息服务可近性改进的原理和方法.  相似文献   
7.
This article explores three Korean teachers’ experiences of carrying out practitioner inquiry as a means of providing meaningful teaching under the test-centred schooling regime in Korea. Practitioner inquiry is a concept that includes multiple genres of educational research such as action research, teacher research, and self-study that aim to change practitioners’ individual practice and, ultimately, the schooling in a society. Based on the analysis of qualitative data, the researcher found that teachers developed their knowledge and expertise in their specific areas of interest and developed strong motivations for transforming the education system. However, their inquiry was limited in practice due to the imposition of test preparation and a prescribed national curriculum. As a result, greater collaboration among practitioners, which not just involves teachers, but wider entities such as administrators, policy makers, and researchers, is required to challenge the current unjust system.  相似文献   
8.
Research from brain science and the learning sciences support the notion that human cognition is grounded in our sensorimotor engagement with the physical world and that processes of learning can be shaped by our movements and actions. Increasing recognition that effective educational interventions can be seeded with embodied actions is paralleled by recent and rapid advances in sensing and motion capture technologies. These advances allow for a new wave of cyberlearning environments that permit learners to use their bodies to create and manipulate digital representations of core ideas in a variety of learning domains. Drawing on the research literature on embodied cognition and design principles for creating effective embodied educational simulations, we present the design of a cyberlearning platform called ELASTIC3S. We describe the design rationale and preliminary data from a small empirical study of the ELASTIC3S platform that address the potential for enhancing science, technology, engineering, and mathematics (STEM) learning and engagement through embodied interaction.  相似文献   
9.
通过文献资料法、视频资料法和归纳法、理论分析法和比较分析法对网球与羽毛球这两项技能主导类隔网对抗性项目的技术动作之间的迁移进行研究,旨在了解2者之间的技战术特征、训练方法、体能特征和制胜因素等方面的相似性和相互联系、共同因素,以及在技术环节上存在的技能正迁移,以便我们在排球教学过程中能够合理利用网球与羽毛球技术动作之间正迁移进行教学,缩短练习者学习排球新技术的过程,以此提高教学效果。  相似文献   
10.
Research in Science Education - This paper argues that meaning-making with multimodal representations in science learning is always contextualized within a genre and, conversely, what constitutes...  相似文献   
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