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1.
基于Internet的篮球CAI课件设计   总被引:2,自引:0,他引:2  
摘 要:随着网络技术和多媒体技术的迅速发展,利用FrontPage的强大功能,结合文本、图像、声音、动画等多种媒体,提出了一套基于Internet的篮球CAI课件设计方案。它将图文并茂、生动逼真的教学环境带入篮球教学课堂,基于Internet的开发平台使真正意义上的多媒体网络远程体育教育成为可能。  相似文献   
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The issue of format duplication in academic library collections is increasingly complicated and perplexing in an environment of static or dwindling resources, soaring user expectations, dynamic access models, and inconsistent and changing publisher and vendor pricing structures. The problem is further complicated for libraries serving a university with multiple campus locations. This paper surveys recent investigative projects and highlights the work of a Duplicate Formats Task Force at Pennsylvania State University charged with determining the extent and nature of format duplication at that institution.  相似文献   
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This article examines race and racism in the popular cable horror-drama American Horror Story: Coven. Centered around a feud between a white witch coven and a black, voodoo group of witches, Coven overtly deals with the issue of racism, but presents racism as a phenomenon contained in the past; something that does not happen anymore. Using critical post-race theory and scholarship on colorblind racism, whiteness, as well as black feminist theory, I show that although the narrative of Coven explicitly decries racism, it simultaneously invests in colorblind racist narratives and dialogue. Whiteness is central in Coven, operating through discourse that ignores racial difference and contemporary forms of oppression and erasure. Coven uses graphic depictions of violence against black bodies, makes explicit connections between black sexuality and animals, and uses exotic and aggressive stereotypes of black women to tell its story. Thus, Coven’s narrative both condemns racism and relies on it. This article shows that the contemporaneous presentations of explicit anti-racist dialogue and racist imagery work to (re)place whiteness at the center of Coven, a TV show that purports to forward a message of equality and justice for those who are different.  相似文献   
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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   
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Broader contextual factors that influence concussion management have tended to be overlooked. To address this, the present study used a sociotechnical systems approach to identify perceived responsibilities and applied strategies for three domains of concussion management (i.e., prevention, identification and treatment). Participants were 118 members of the community rugby union system in Australia (69.2% male). Participants from throughout the rugby system (e.g., players, parents, coaches, club management) were asked open-ended questions about their perceived responsibilities and the strategies they use for concussion management. It was found that (a) proper training, technique correction and education were recurrent prevention themes; (b) the majority of key stakeholders felt that they could consistently identify concussion; however, medical aids (medics) were the only system actors who stated a responsibility to use standardised concussion assessment measures and (c) less than one third of the respondents indicated their involvement in treating concussion. This study identifies specific junctures in the system that prevents effective concussion management strategies. A sociotechnical systems approach improves the understanding of concussion prevention, and management beliefs and behaviours.  相似文献   
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The present investigation was carried out to examine the incidence and pattern of injuries in adolescent multisport athletes from youth sports academy. Injury data were prospectively collected from 166 athletes during the seasons from 2009 to 2014. A total of 643 injuries were identified, 559 (87.0%) were time-loss injuries. The overall injury incidence was 5.5 (95% confidence interval CI: 5.1–6.0), the incidence of time-loss injuries was 4.8 (95% CI: 4.4–5.2), the incidence of growth conditions was 1.2 (95% CI: 1.0–1.4) and incidence of serious injuries was 0.6 (95% CI: 0.5–0.8) per 1000?h of exposure. The prevalence of overuse injuries was 50.3%. Growth conditions represented 20.0%. Most of the injuries (67.0%) involved the lower extremities, and both foot and ankle were the most predominant injured body parts (22.0%). Knee injuries were mostly from overuse (50 vs. 23, p?=?.02), whereas foot and ankle injuries resulted from an acute mechanism (94 vs. 31, p?<?.0001). Minor and moderate injuries accounted for 87.0%. Muscle, tendon and osteochondrosis injuries accounted for 52.0% of all injuries. Comparing groups, squash sport was having the highest injury incidence (8.5 injuries per athlete). Higher exposure was associated with greater overuse relative risk (RR?=?1.03, 95% CI: 1.01–1.014, p?<?.001). In conclusion, the results of this study identified a high incidence of injuries in this youth sports population. Striking was the prevalence of overuse injuries of 50%, which suggests the need for injury prevention protocols for adolescent highly trained athletes.  相似文献   
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This article focuses on counseling research in the community college context. The article suggests the need for a robust community college knowledge base, describes some limitations of the current community college literature, and suggests a framework for more effective work in this area. The authors’ own experiences and selected examples of published studies are used as illustrations of the hurdles encountered and solutions available when examining counseling theories, practices, and outcomes in 2‐year settings.  相似文献   
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