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1.
Mike Cass Dennis Cates Michelle Smith Cynthia Jackson 《Learning disabilities research & practice》2003,18(2):112-120
Abstract. A multiple baseline design was employed to test the effect of manipulative instruction on the perimeter and area problem‐solving performance of middle and high school students who had been diagnosed with LD in the area of mathematics. Modeling, prompting/guided practice, and independent practice in conjunction with manipulative training were employed to teach both perimeter and area problem‐solving skills. Analysis of data revealed that the students rapidly acquired the problem‐solving‐skills, maintained these skills over a two‐month period, and transferred these skills to a paper and pencil problem‐solving format. This research extends previous findings by revealing that use of concrete manipulatives promotes the long‐term maintenance of skills. 相似文献
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Raymond D. Boisvert 《Journal of Philosophy of Education》2002,36(4):621-628
Naoko Saito has made a good case for emphasising the 'tragic' dimension within Dewey's pragmatism. My response suggests ways in which Saito has not gone far enough. She does not adequately move beyond 'procedural pragmatism' to a 'programmatic pragmatism' which offers substantive articulations about the human good. In addition, her emphasis on 'Emersonian perfectionism' is misguided. Both the language of 'perfectionism' and the figure of Emerson are unsuitable for the project she intends. Speaking more concretely of a 'tragic–comic meliorism' allied to the novelist Hawthorne, it is suggested, provides a more fruitful path. 相似文献
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M F Jackson 《Bulletin of the Medical Library Association》1966,54(4):325-328
A user study of the Index Medicus done at the Walter Reed Army Medical Center included responses from a group of sixty researchers, clinicians, residents, and interns. An analysis of the questionnaire shows that, while all respondents use the Index Medicus, most use it to search for a specific subject or a specific author reference. Comments received were critical of the delay from the time of journal publication until the appearance of its citation in Index Medicus. Suggestions were offered concerning the type of publication most of the respondents would prefer. 相似文献
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Brian Jackson 《The Journal of Academic Librarianship》2018,44(5):603-612
Academic libraries have to a large extent taken the lead in facilitating new approaches to research data management, but changes to the research data landscape have had an impact on numerous areas of academic work, including ethics review. Using interpretive phenomenological analysis of interviews with chairs of Canadian research ethics boards, this study explores how ethics review boards have experienced changes to data policy and related technologies in order to describe the ethical implications of new approaches to data management and to explore ways in which the library, ethics review boards, and other campus partners might harmonize efforts to support emerging data practices. While ethics review boards in Canada are keenly aware of open data policies, data publishing in practice is still nascent. There is uncertainty about the adoption of changing technologies for research and their impacts on privacy protection. Where responsibility lies for addressing these uncertainties is often unclear. Academic libraries and research ethics boards are well-suited to engage in mutual knowledge transfer and to integrate data management planning and ethics review processes. Institutional-level oversight that includes all campus departments impacted by changes to the research data landscape may facilitate improved communication and reduce role ambiguity. 相似文献
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Raymond J. Pingree Elizabeth Stoycheff Mingxiao Sui Jason T. Peifer 《Mass Communication and Society》2018,21(5):555-584
The mere perception that news has given certain problems more coverage can lead the audience to assume that those problems are more important. Given that the news media, at times, obsesses over relatively trivial matters, and given that the audience is increasingly able to filter media exposure, it is worth asking what happens when audience members perceive that recent media coverage has not emphasized any very important problems. In such cases, audience members might assume that any problems facing the nation must not be particularly important. We explicate this attitude of political complacency, test whether perceived media agendas lacking important problems can influence it, and explore whether complacency helps explain political disengagement. We also explore whether these effects generalize beyond news, to new media gatekeepers such as Twitter. Two experiments tested effects of a perceived absence of important problems in recent news or Twitter content. In the case of news, but not Twitter, this increased complacency in both studies. Study 2 added a no-exposure control and found that effects on complacency were driven by the cueing of nonproblem stories, not by the absence of problem story cues. Both studies validated complacency as a predictor of political disengagement. 相似文献
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Jason Power Raymond Lynch Oliver McGarr 《British journal of educational technology : journal of the Council for Educational Technology》2020,51(1):281-296
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