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   1073篇
  免费   4篇
  国内免费   9篇
教育   849篇
科学研究   78篇
各国文化   5篇
体育   52篇
综合类   22篇
文化理论   2篇
信息传播   78篇
  2023年   11篇
  2022年   20篇
  2021年   39篇
  2020年   42篇
  2019年   29篇
  2018年   34篇
  2017年   42篇
  2016年   38篇
  2015年   25篇
  2014年   79篇
  2013年   127篇
  2012年   81篇
  2011年   74篇
  2010年   55篇
  2009年   96篇
  2008年   78篇
  2007年   68篇
  2006年   42篇
  2005年   25篇
  2004年   16篇
  2003年   20篇
  2002年   13篇
  2001年   10篇
  2000年   7篇
  1999年   2篇
  1998年   2篇
  1997年   3篇
  1996年   2篇
  1993年   1篇
  1992年   1篇
  1990年   1篇
  1983年   1篇
  1981年   1篇
  1978年   1篇
排序方式: 共有1086条查询结果,搜索用时 15 毫秒
1.
随着数字技术的发展,多元化阅读媒体影响着读者的阅读行为、阅读方法和阅读认知能力。本研究采用实验法,以学龄儿童为被试对象,对其纸质阅读与数字阅读的表现进行分析,探究阅读媒介对各项阅读认知能力产生的影响,以及儿童在自然条件下使用纸质媒介和数字媒介进行阅读时发展性阅读障碍发生率的差异,为发展性阅读障碍阅读干预研究提供参考。研究发现,阅读媒介会影响发展性阅读障碍的发生率,数字媒介环境下发展性阅读障碍的发生率明显高于纸质媒介环境。采用数字媒介阅读时,发展性阅读障碍儿童语音能力比纸质阅读时的表现逊色,汉字识别能力、同音语素能力、多义语素能力、阅读理解能力则不存在显著差异。同时,实验还发现存在一类儿童——数字媒介性阅读障碍儿童,他们在纸质阅读时并未表现出阅读困难,而在数字阅读时表现出持续性阅读困难,该类儿童的汉字识别能力、语素能力、语音能力和阅读理解能力均受到数字媒介的影响。图2。表6。参考文献36。  相似文献   
2.
图书情报领域对认知科学的关注源于对信息查寻的研究,信息查寻早期的研究在许多方面存在局限性.主要可以概括为它们主要从系统的角度来研究信息查寻,这种研究扭曲了信息查寻的实质.它们往往只在信息系统的框架内调查用户行为,更多地关注系统需求而不是用户需求.本文主要从认知的角度探讨了数字图书馆的发展,并分析了认知科学与数字图书馆的关系.  相似文献   
3.
This study examined whether persuasive health messages embedded in shooter games have broad or targeted effects on players’ willingness to engage in risk behaviors (N = 145). Participants presented with in-game health messages discouraging alcohol-impaired driving of motor vehicles showed reduced willingness to drink alcohol and to operate both motor and nonmotor vehicles, compared to those in a no-message gaming control condition. There were no spillover effects on willingness to smoke cigarettes or marijuana, thus implying targeted persuasive effects. In addition, players experiencing high instead of low cognitive load showed decreased postexperiment willingness to drink and operate nonmotor vehicles, thus suggesting that playing a game under high cognitive load can influence players’ attitudes. The findings replicate previous research and further expand on knowledge-activation and thought-disruption mechanisms underlying the persuasiveness of health messages.  相似文献   
4.
This paper reports the results of an online survey which aimed to explore practitioners’ and faith community groups’ awareness and understanding of child abuse linked to faith or belief (CALFB) and to identify their further training needs in this area. The survey was founded in the work of the National working group for CALFB; a multi-agency response group committed to raising knowledge and awareness of this form of child abuse. Despite the relatively small number of recorded cases, CALFB continues to be a matter of concern to professionals and faith communities in the UK and beyond. One thousand three hundred and sixty two respondents comprising of frontline practitioners, faith and community group members completed the survey. A mixed-method analysis of the survey data illustrates a wide-ranging understanding of the term CALFB and disagreement about whether this is a specific form of child abuse. The results also indicate a relationship between confidence levels in identifying and responding to CALFB and specific training in this area. There is a call for specialised training to be more readily available. Further work is needed to develop a toolkit, which identifies indicators of CALFB and effective response pathways together with research across communities. The current research is timely and important in providing a foundation on which to build more effective identification of cases, policy and intervention.  相似文献   
5.
This study targeted to examine the effect of the ToyBox-intervention, a kindergarten-based, family-involved intervention, aiming to improve preschooler’s energy-related behaviours (e.g., physical activity) on motor performance ability. Physical activity sessions, classroom activities, environmental changes and tools for parents were the components of the 1-year intervention. The intervention and control were cluster-randomised, and children’s anthropometry and two motor test items (jumping from side to side, JSS and standing long jump, SLJ) were assessed. A total of 1293 (4.6 ± 0.69 years; 52% boys) from 45 kindergartens in Germany were included (intervention, n = 863; control, n = 430). The effect was assessed using generalised estimating equation. The intervention group showed a better improvement in JSS (Estimate 2.19 jumps, P = 0.01) and tended to improve better in SLJ (Estimate 2.73 cm, P = 0.08). The intervention was more effective in boys with respect to SLJ (P of interaction effect = 0.01). Children aged <4.5 years did not show a significant benefit while older children improved (JSS, Estimate 3.38 jumps, P = 0.004; SLJ, Estimate 4.18 cm, P = 0.04). Children with low socio-economic status improved in JSS (Estimate 5.98 jumps, P = 0.0001). The ToyBox-intervention offers an effective strategy to improve specific components of motor performance ability in early childhood. Future programmes should consider additional strategies specifically targeting girls and younger aged children.

Abbreviations: BMI: body mass index; SES: socio-economic status; JSS: jumping from side to side; SLJ: standing long jump; SD: standard deviation; GEE: generalised estimating equation  相似文献   

6.
Organizations face increasing pressure to implement artificial intelligence (AI) within a variety of business processes and functions. Many perceived benefits surround AI, but a considerable amount of trepidation also exists because of the potential of AI to replace human employees and dehumanize work. Questions regarding the future of work in the age of AI are particularly salient in pre-adoption organizations, before employees have the opportunity to gain direct experience with AI. To cope with this potentially stressful situation, employees engage in cognitive appraisal processes based on their own knowledge and personal use of AI. These pre-adoptive appraisals of AI influence both affective and cognitive attitudes, which in turn trigger behavioral responses that influence an organization’s ability to leverage AI successfully. Our survey of 363 Taiwanese employees shows that perceptions of AI’s operational and cognitive capabilities are positively related to affective and cognitive attitudes toward AI, while concerns regarding AI have a negative relationship with affective attitude only. Interaction effects of employee knowledge and affective attitude are also observed. This work’s main contribution lies in the development of an empirically-tested model of the potential impact of AI on organizations from an employee perspective in the pre-adoption phase. These results have practical implications for how organizations prepare for the arrival of this transformative technology.  相似文献   
7.
The objective of the present study was to determine whether it is possible to design a video game that could help students improve their executive function skill of shifting between competing tasks and the conditions under which playing the game would lead to improvements on cognitive tests of shifting. College students played a custom video game, Alien Game, which required the executive function skill of shifting between competing tasks. When students played for 2 h over 4 sessions they developed significantly better performance on cognitive shifting tests compared to a control group that played a different game (d = 0.62), but not when they played for 1 h over 2 sessions. Students who played Alien Game at a high level of challenge (i.e., reaching a high level in the game) developed significantly better performance on cognitive shifting tests compared to controls when they played for 2 h (Experiment 1, d = 1.44), but not when they played for 1 h (Experiment 2). Experiment 3 replicated the results of Experiment 1 using an inactive control group, showing that playing Alien Game for 2 h resulted in significant improvements in shifting skills (d = 0.78). Results show the effectiveness of playing a custom-made game that focuses on a specific executive function skill for sufficient time at an appropriate level of challenge. Results support the specific transfer of general skills theory, in which practice of a cognitive skill in a game context transferred to performance on the same skill in a non-game context.  相似文献   
8.
9.
This systematic review includes 34 studies examining the effects of school-based physical activity interventions on students' health-related fitness knowledge. The study design, methodological quality, and effectiveness of interventions on students' health-related fitness knowledge were analysed. The majority of the studies (79.4%) revealed significant positive intervention effects on students' health-related fitness knowledge. Studies examining adolescents were more frequently in a position to influence students' health-related fitness knowledge (87.5%) than studies examining children (75%), and studies with low methodological quality (88.8%) had more frequent positive effects than studies with moderate quality (75%). The effects on students' health-related fitness knowledge were independent of moderator variables such as the intervention content, duration and frequency. Only few studies were able to simultaneously positively influence students' health-related fitness knowledge and students' physical activity and/or fitness levels. These programmes can positively influence students' health-related fitness knowledge, but it remains unclear what the practical significance of these changes is. Further research is needed to clarify the influence of students' health-related fitness knowledge on reflection, understanding, physical activity behaviour, and overall physical literacy levels.  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