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The objective of this study was to determine which chemical treatment used for disinfecting water in indoor swimming pools had the least impact on users' perceptions of health problems, and which generated the greatest satisfaction with the quality of the water. A survey on satisfaction and perceived health problems was given to 1001 users at 20 indoor swimming pools which used different water treatment methods [chlorine, bromine, ozone, ultraviolet lamps (UV) and salt electrolysis]. The findings suggest that there is a greater probability of perceived health problems, such as eye and skin irritation, respiratory problems and skin dryness, in swimming pools treated with chlorine than in swimming pools using other chemical treatment methods. Pools treated with bromine have similar, although slightly better, results. Other factors, such as age, gender, time of day of use (morning and afternoon) and type of user (competitive and recreational), can also affect the probability of suffering health problems. For all of the above, using combined treatment methods as ozone and UV, or salt electrolysis produces a lower probability of perceived health problems and greater satisfaction.  相似文献   
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Both the origin and development of artificial intelligence (AI) are connected with the origin and development of computers. Computers play a very important role in engineering education. AI influences such disciplines like CAD, CASE, CAE, and others. The specific experience concerning AI education at a technical university has been gathered in this paper. There is stressed need of good balance between theoretical background and individual training with computers as well as importance of personal experience in solving practical AI.  相似文献   
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Purpose: This paper demystifies the processes, methodologies and outputs of three co-design projects, identifying how and to what extent are aims and principles of the multi-actor approach realised and upheld in the field. Implications from the cases for participatory principles are discussed.

Design/Methodology/approach: A detailed ethnographic account is presented of three multi-actor co-design cases, supporting diverse readers’ interpretations and learnings.

Findings: Three paradoxes were identifiable from the multi-actor processes: (1) outputs can be orphaned when they lack strong identifiers and affiliations with discrete professional communities outside of the co-design team; (2) combining diverse knowledges co-design can generate outputs that are new and strange (rather than familiar and acceptable) to end-users; (3) for Responsible Research and Innovation, co-creating interventions that are challenging (rather than popular) to society may be required.

Practical implications: Awareness of dynamics and paradoxes arising in the implementation of multi-actor co-design supports enhanced facilitation of processes and impacts of outcomes. Together, the paradoxes highlight the critical importance of communications and engagement initiatives across diverse communities in the aftermath of co-design efforts.

Theoretical implications: Although co-design processes are case-dependent, reflexive accounts of how they play out contribute to the body of knowledge of how co-design may be better understood. The cases in this paper identify paradoxes with implications for principles and theory of multi-actor co-design.

Originality/Value: This paper presents a detailed account of three unique co-design processes. Practical and theoretical implications of the cases are identified.  相似文献   

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This article analyses the review, acceptance and publication dates of a sample of 21,890 articles from 326 Ibero-American scientific journals from all subject areas and countries included in the Latindex Catalogue 2.0 and published between 2018 and 2020 (freely available as an open access dataset). The aim is to discover evaluation and publication times. The evaluation process takes a median of 110 days, the publication process, a median of 82 days, and the whole process, a median of 224 days. Statistical differences are found according to periodicity, subject areas, countries, existence of a printed version and article type (Call for Papers or General articles). From the data we find that the delay in publication is longer than publishers themselves report to the DOAJ. STEM areas present the most similarity in publication patterns, having a higher number of evaluation days (Ed) than publication days (Pd); Arts and Humanities present the opposite pattern, with a higher Pd than Ed. In the case of Social Sciences, the times are similar. General articles and Call for Papers articles differ in terms of Ed, but not Pd, indicating that Call for Papers revisions are faster.  相似文献   
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ABSTRACT

Special education in Ireland can be understood only against the background of the general system of education which is briefly described at the beginning of this article. While some special provision dates back to the nineteenth century the great expansion of services has happened in the past 30 years. The form of provision reflects the characteristics of the general system. Ireland has no legislation governing special education and the future is not easy to read just now.  相似文献   
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Cinema Demand in Spain: A Cointegration Analysis   总被引:4,自引:3,他引:1  
In this paper we explain the decline in cinema attendance in Spain since 1968. We use a cointegration analysis to estimate an individual demand function for cinema, with annual data and in terms of average attendance per inhabitant. We find that cinema is a luxury good and that its demand is elastic with respect to its price. We also show that television acts as a deterrent with regard to cinema attendance. This revised version was published online in August 2006 with corrections to the Cover Date.  相似文献   
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Ball screens are one of the most frequently used tactical behaviour in elite basketball games. The aim of the present study was to identify their predictors of success related to time, space, players, and tasks performed. The sample was composed of 818 ball screens corresponding to 20 close games (mean differences in score of 3.1 ± 0.8 points) randomly selected from the playoff games of the Spanish Basketball League (2008–2011). Classification tree analysis (CHAID) was used to analyse which variable or combination of variables, better predicts effectiveness during ball screens. The main results allowed identifying interactions with dribbler actions after the screen and the orientation of the screen on the ball. The results showed no interaction with game quarter and quarter minute temporal-related variables in both analyses. The present findings allow improving coaches’ strategic plans that involve selecting the most appropriate offensive approach when performing ball screens.  相似文献   
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The aim of this research has been to test the efficacy of an intervention programme on lexical-semantic problems in children with Specific Language Impairment (SLI). The sample consisted of 34 children diagnosed with SLI and 34 children with typical language development, all enrolled in different schools on the island of Tenerife (Canary Islands, Spain). For the selection of the sample, CELF-3, Peabody, ITPA Auditory Association and Visual Association subtests and the K-BIT IQ tests were used. The intervention programme consisted of 72 sessions of 30 minutes each, using noun and action naming activities along with conversation and categorization tasks in order to increase vocabulary and improve lexical semantic competence. Significant results were achieved in aspects related to the acquisition of vocabulary as well as in lexical semantics or related terms. The educational implications are clear insofar as lexical-semantic aspects are key in terms of activating other linguistic components and in improving the academic progress of SLI students.  相似文献   
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