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1.
Shortcomings of neoclassical growth theory and growth accounting are viewed as a challenge for cultural economics. Recently, new growth theory has introduced several growth determinants and has closed the gap between theoretical and empirical research. Whether this development leaves space for cultural determinants in explaining economic growth is in the center of this paper. The theoretical analysis shows how an endogenous growth model can be used to explain the impact on economic growth of cultural determinants. The empirical part uses indices from cross-cultural studies to extend recent cross-country growth regressions. Among other Hofstedes uncertainty avoidance index is shown to be significantly correlated with economic growth.Discussion paper presented at the 9th international conference of the Association for Cultural Economics, Boston, May 8–11, 1996.  相似文献   
2.
There are three models for community archives in China. The first one is where community archives are kept in government-funded/government-established museums or archives. The second is where community archives are kept by scholarly organizations such as universities. The third involves the community establishing its own archive. This last model is very unusual in China. The PiCun Culture and Art Museum of Migrant Labor (PCMML) provides an example of this model as it is the only independent community archives focusing on migrant workers in China. This paper explores the emergence and development of PCMML, its impact on community members and challenges faced including funding and staffing, but also those unique to China—PCMML is greatly influenced by a range of national and local government policies and regulations. Conclusions are that survival strategies for independent community archives in China are dependent on three dimensions: the community itself, society and the government. Cultural consciousness of the community is the premise for the establishment and sustainability of independent community archives, and independent community archives can be the public space to cultivate cultural consciousness of community members and thus activates community members’ agency to document, preserve and disseminate their own history. At the same time, independent community archives also need to engage with broader society to avoid involution and gain support and understanding. Independent community archives are constrained by government policies and regulations, so it is essential for them to develop strategic relationships with government.  相似文献   
3.
Libraries have been the key to preserving culture and historic legacy for centuries. One such treasure cataloged in The Pennsylvania State University (Penn State) Libraries is a collection of over 33,000 Sanborn? Fire Insurance Maps. Originally kept safe in metal drawers, the library has embarked on a journey to digitize this abundance of information, combine it with other media such as photographs, and make it accessible through a web interface. Inspired by these efforts, we accessed this information and took it to the next level. Using state of the art 3D modeling and immersive technologies, we created a historic 3D model and immersive experiences of Penn State, exemplarily for the 1922 campus. The resulting experiences can be accessed through the web but also through head mounted displays (HMDs) and mobile phones in combination with VR viewers such as the Google Cardboard. Additionally, they can be used anywhere in the world or on the campus itself as a way to enable remote and in situ experiences and learning. Immersive experiences let us connect to the past, the present and the future, and as such offer value to digital cultural heritage efforts.  相似文献   
4.
Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed.  相似文献   
5.
Research in Science Education - This study investigated the relationships of teacher-directed approaches with science achievement in Australian schools. The data for this study were drawn from the...  相似文献   
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Purpose: This study discusses the process of co-constructing a prototype pedagogical model for working with youth from socially vulnerable backgrounds.

Participants and settings: This six-month activist research project was conducted in a soccer program in a socially vulnerable area of Brazil in 2013. The study included 17 youths, 4 coaches, a pedagogic coordinator and a social worker. An expert in student-centered pedagogy and inquiry-based activism assisted as a debriefer helping in the progressive data analysis and the planning of the work sessions.

Data collection/analysis: Multiple sources of data were collected, including 38 field journal/observation and audio records of: 18 youth work sessions, 16 coaches’ work sessions, 3 combined coaches and youth work sessions, and 37 meetings between the researcher and the expert.

Findings: The process of co-construction of this prototype pedagogical model was divided into three phases. The first phase involved the youth and coaches identifying barriers to sport opportunities in their community. In the second phase, the youth, coaches and researchers imagined alternative possibilities to the barriers identified. In the final phase, we worked collaboratively to create realistic opportunities for the youth to begin to negotiate some of the barriers they identified. In this phase, the coaches and youth designed an action plan to implement (involving a Leadership Program) aimed at addressing the youths’ needs in the sport program. Five critical elements of a prototype pedagogical model were co-created through the first two processes and four learning aspirations emerged in the last phase of the project.

Implications: We suggest an activist approach of co-creating a pedagogical model of sport for working with youth from socially vulnerable backgrounds is beneficial. That is, creating opportunities for youth to learn to name, critique and negotiate barriers to their engagement in sport in order to create empowering possibilities.  相似文献   

8.
Since its first Code of Practice was published in 2003, setting the first international standard for reporting usage of scholarly content, Counting Online Usage of Networked Electronic Resources (COUNTER) has been continually refining the code of practice to meet the evolving needs of its library, publisher, and vendor membership. The latest release of the Code of Practice went into effect in early 2014 and introduced several improvements over the prior releases. Work is now underway on Release 5 of the COUNTER Code of Practice with a promise that it will provide further improvements to better report on usage of scholarly information in an ever-changing discovery and access environment. This column discusses current challenges and how Release 5 might address them.  相似文献   
9.
Established in 2014, Usus (Latin for usage), supported by Counting Online Usage of NeTworked Electronic Resources (COUNTER), but editorially independent, is a community-run website designed to provide a space for librarians, consortia, publishers, aggregators, repository managers, and scholars to discuss all aspects of usage, including particular ways that use is measured. In this session, Usus Supervisory Board members provided an introduction to Usus, outlined the purpose of the community-run site, and discussed how librarians may utilize the site to submit ongoing and complex usage issues. In addition, the presenters engaged attendees in discussing specific e-resource usage issues they have encountered as well as report changes and additions in the recently released COUNTER Code of Practice 4.  相似文献   
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