首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   1982篇
  免费   46篇
教育   1526篇
科学研究   101篇
各国文化   26篇
体育   145篇
文化理论   32篇
信息传播   198篇
  2023年   21篇
  2022年   34篇
  2021年   41篇
  2020年   71篇
  2019年   115篇
  2018年   149篇
  2017年   139篇
  2016年   115篇
  2015年   89篇
  2014年   117篇
  2013年   372篇
  2012年   98篇
  2011年   71篇
  2010年   87篇
  2009年   45篇
  2008年   64篇
  2007年   49篇
  2006年   26篇
  2005年   35篇
  2004年   39篇
  2003年   24篇
  2002年   40篇
  2001年   14篇
  2000年   25篇
  1999年   13篇
  1998年   16篇
  1997年   9篇
  1996年   13篇
  1995年   7篇
  1994年   10篇
  1993年   8篇
  1992年   7篇
  1991年   13篇
  1990年   8篇
  1989年   8篇
  1988年   10篇
  1987年   3篇
  1986年   6篇
  1985年   1篇
  1984年   1篇
  1982年   2篇
  1981年   1篇
  1980年   4篇
  1978年   1篇
  1976年   1篇
  1975年   1篇
  1974年   1篇
  1973年   2篇
  1972年   1篇
  1967年   1篇
排序方式: 共有2028条查询结果,搜索用时 37 毫秒
1.
Conclusion: What is the future for Digital Publishing? It is very difficult to understand the real value of all the different business models that have been introduced to the market in this very chaotic and evolving arena. The recent disillusions with the Internet and the “new economy” downturn have also made the publishing industry very cautious of investing in new business ventures. Many new projects have been suspended or postponed because they were based only on estimated or assumed online revenues. Meanwhile, very real operating expenses far exceeded original estimates or start-up budgets while sources of revenues remained elusive. On a more positive note, inside all the major publishing houses there is a stronger knowledge of the importance of creating a digital content database. Traditional publishers are learning that their intellectual property and editorial content can be used for many different products and delivered in many different media. Probably in the next months one of the big strategic issues will be the integration between the traditional print on paper products as the viable revenue model with all the other digital media in development. Finally, the questions remains how the market will accept as well as pay for content in different digital formats?  相似文献   
2.
Portugal, as a small and increasingly integrated European economy, has been influenced by some of the major trends that defined the agenda of higher education policy in recent decades. Its backwardness – notably in terms of skills, education, and training – has frequently prompted a focus of attention on its international counterparts, particularly those in Europe, in search of affinities, solutions and errors to avoid. The search for guidance has also created an opportunity for the intervention of international organisations. Until Portugal joined the European Union (EU) in 1986, the Organisation for Economic Cooperation and Development (OECD) and the World Bank were the main agencies playing this role. Henceforth, those institutions lost some influence, and the European dimension gained increasing prominence. This article discusses the role of those international organisations in the definition of priorities for Portuguese higher education policy in recent decades, and provides a general overview of the outside perceptions of the Portuguese situation as understood by these international organisations. In particular, the article focuses on those interventions that promoted the influence of market mechanisms in the Portuguese higher education system by emphasising the need for higher education institutions (HEIs) to strive for increased economic responsiveness.  相似文献   
3.
This article presents an empirical study focused on a qualitative analysis of the UNIMARC format. An analysis of the structural quality of the data provided by the format is evaluated to determine its current suitability for meeting the requirements and trends in data architecture for the information network and the Semantic Web. Driven by a set of quality characteristics that identify weaknesses in the data schema that cannot be bridged by simply converting data to MARC XML or RDF/XML, we conclude that the UNIMARC format is not compliant with the current metadata schema desiderata and must be replaced.  相似文献   
4.
5.
ABSTRACT

The aim of the present study was to investigate the existence of a relative age effect (RAE) on physical fitness of preschoolers. Anthropometry and physical fitness were assessed in 3147 children (3–5 years old) using the PREFIT battery. Based on the birth year, participants were divided into 3year groups (3-, 4- and 5-years). Within each year group, 4quarter groups were created: quarter 1, preschoolers born from January to March; quarter 2, from April to June; quarter 3, from July to September; quarter 4, from October to December. The MANCOVA analysis revealed a main effect of year group (Wilks’ λ = 0.383; F10,5996 = 369.64; p < 0.001, ηp 2 = 0.381) and of quarter (Wilks’ λ = 0.874; F15,8276.6 = 27.67; p < 0.001; ηp 2 = 0.044) over the whole battery of tests. To the best of our knowledge, this is the first study to report the existence of RAE at the preschool stage. In general, performance improved as the relative age increased (i.e., those born in quarter 1 performed better than those in the other quarters). Individualization strategies should be addressed within the same academic year not only in elementary or secondary years but also in preschoolers.  相似文献   
6.
One set of samples from wall paintings of the Xth Regio of Italy containing green colours was analysed exploiting different spectroscopic techniques, aiming to identify the pigments used. The possibility to distinguish between glauconite and celadonite, the most common green pigments used in such paintings, was of particular interest. Samples of celadonite from Monte Baldo and glauconite from Belgium were considered as standard materials for comparison. The results obtained using FTIR, EDS, AAS, Colorimetry, Raman and EPR spectroscopies were compared for the identification of the green pigments.  相似文献   
7.
ABSTRACT

The objective of this study was to analyse the effect of the use of social networks in smartphones or playing video games on the passing decision-making performance in professional soccer athletes. Participants were 25 male professional soccer athletes (mean ± SD: age 23.4 ± 2.8 years). The participants performed three randomised conditions divided into three groups: control (CON), smartphone (SMA), and video game (VID). Before and after each experimental condition, the Stroop Task assessed the level of induced mental fatigue. Then, the athletes performed a simulated soccer match. A CANON® camera recorded the matches for further analysis on passing decision-making performance. A group effect was identified (< .01) with impairment on passing decision-making performance for the SMA (p = .01, ES = 0.5) and VID (p = .01, ES = 0.5) conditions. We concluded that the use of social networks on smartphones and/or playing video games right before official soccer matches might impair the passing decision-making performance in professional soccer athletes.  相似文献   
8.
This paper studies the publication productivity of inbreds and non‐inbreds among Russian academics. Existing literature provides ambiguous results on the relationship between inbred status and productivity. This may be explained by the use of different indicators for measuring publication productivity. We use data, which include indicators of both current publication productivity (at a certain point of time) and cumulative productivity (throughout the career) to identify whether inbreds and non‐inbreds differ in their productivity. We did not find any difference in current publication productivity of inbreds and non‐inbreds. We found, however, a difference in their cumulative publication productivity: non‐inbreds are being more productive on an individual level throughout their careers. Although the conclusions are based on the Russian data, the analysis provides an explanation for existing contradictory results on the relationship between academic inbreeding and productivity in general.  相似文献   
9.
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   
10.
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号