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71.
根据国家知识产权局颁发的《施行修改后的专利法的过渡办法》,对於2009年10月1日之前申请的外观设计专利,适用修改前的专利法(即2001年《专利法》)的规定,对于2009年10月、日之后申请的外观设计专利, 相似文献
72.
缘起
2000年以前,国家知识产权局在审查涉及与计算机软件发明有关的专利申请时,发现来自美国的专利申请常常同时请求保护方法发明与产品发明,其中的方法权利要求涉及软件流程,产品权利要求则采取类似硬件的装置特徵来限定,但说明书中只有关于软件的流程图,而缺少各部分具体装置结构及连接关系的方框图。 相似文献
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Teppo Räisänen Antonia Ypsilanti Don Ropes Ana B. Vivas Matti Viitala Tuula Ijäs 《Education and Information Technologies》2014,19(3):531-547
Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder awareness for IGL, and allow individuals to practice skills related to it. By interviewing members of the European Union (EU)-funded SILVER-project we aim to find out suitable contexts, interventions and mechanisms that allow us to design such a game. Based on the interviews we found out that the game should be easily contextualized so that it works in—or is easily adapted to—different countries and cultures. For example sports or nature could be such contexts. As for mechanisms and interventions we found out that there are many possibilities. We conclude that such a logical combination of mechanisms and interventions that support the selected context must be chosen. 相似文献
74.
Antonia Ypsilanti Ana B. Vivas Teppo Räisänen Matti Viitala Tuula Ijäs Donald Ropes 《Education and Information Technologies》2014,19(3):515-529
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL. 相似文献
75.
本文通过在排球教学中引入控制论中的反馈原理,利用摄录系统将学生的动作进行录像,然后进行观看分析,针对动作状态提出改进方案,再次练习、录像,再次分析,循环往复。结果证明,运用录像反馈分析与评价检验学生的动作技术,有利于加速学生的动作技术的掌握和提高,同时也激发了学生的学习兴趣,活跃了课堂气氛,全面地提高了教学效果。 相似文献
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