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71.
72.
The present study investigated the genetic and environmental covariance between psychopathic personality traits with reactive and proactive aggression in 9- to 10-year-old twins (N = 1,219). Psychopathic personality traits were assessed with the Child Psychopathy Scale (D. R. Lynam, 1997), while aggressive behaviors were assessed using the Reactive Proactive Questionnaire (A. Raine et al., 2006). Significant common genetic influences were found to be shared by psychopathic personality traits and aggressive behaviors using both caregiver (mainly mother) and child self-reports. Significant genetic and nonshared environmental influences specific to psychopathic personality traits and reactive and proactive aggression were also found, suggesting etiological independence among these phenotypes. Additionally, the genetic relation between psychopathic personality traits and aggression was significantly stronger for proactive than reactive aggression when using child self-reports. 相似文献
73.
Paola Iannone Matthew Inglis Juan Pablo Mejía-Ramos Adrian Simpson Keith Weber 《Educational Studies in Mathematics》2011,77(1):1-14
Many mathematics education researchers have suggested that asking learners to generate examples of mathematical concepts is
an effective way of learning about novel concepts. To date, however, this suggestion has limited empirical support. We asked
undergraduate students to study a novel concept by either tackling example generation tasks or reading worked solutions to
these tasks. Contrary to suggestions in the literature, we found no advantage for the example generation group on subsequent
proof production tasks. From a second study, we found that undergraduate students overwhelmingly adopt a trial and error approach
to example generation and suggest that different example generation strategies may result in different learning gains. We
conclude by arguing that the teaching strategy of example generation is not yet understood well enough to be a viable pedagogical
recommendation. 相似文献
74.
Patrick Stokes 《Ethics and Information Technology》2015,17(4):237-248
There has been increasing attention in sociology and internet studies to the topic of ‘digital remains’: the artefacts users of social network services (SNS) and other online services leave behind when they die. But these artefacts also pose philosophical questions regarding what impact, if any, these artefacts have on the ontological and ethical status of the dead. One increasingly pertinent question concerns whether these artefacts should be preserved, and whether deletion counts as a harm to the deceased user and therefore provides pro tanto reasons against deletion. In this paper, I build on previous work invoking a distinction between persons and selves to argue that SNS offer a particularly significant material instantiation of persons. The experiential transparency of the SNS medium allows for genuine co-presence of SNS users, and also assists in allowing persons (but not selves) to persist as ethical patients in our lifeworld after biological death. Using Blustein’s “rescue from insignificance” argument for duties of remembrance, I argue that this persistence function supplies a nontrivial (if defeasible) obligation not to delete these artefacts. Drawing on Luciano Floridi’s account of “constitutive” information, I further argue that the “digital remains” metaphor is surprisingly apt: these artefacts in fact enjoy a claim to moral regard akin to that of corpses. 相似文献
75.
Science and the major racket sports: a review 总被引:1,自引:1,他引:0
Lees A 《Journal of sports sciences》2003,21(9):707-732
The major racket sports include badminton, squash, table tennis and tennis. The growth of sports science and the commercialization of racket sports in recent years have focused attention on improved performance and this has led to a more detailed study and understanding of all aspects of racket sports. The aim here, therefore, is to review recent developments of the application of science to racket sports. The scientific disciplines of sports physiology and nutrition, notational analysis, sports biomechanics, sports medicine, sports engineering, sports psychology and motor skills are briefly considered in turn. It is evident from these reviews that a great deal of scientific endeavour has been applied to racket sports, but this is variable across both the racket sports and the scientific disciplines. A scientific approach has helped to: implement training programmes to improve players' fitness; guide players in nutritional and psychological preparation for play; inform players of the strategy and tactics used by themselves and their opponents; provide insight into the technical performance of skills; understand the effect of equipment on play; and accelerate the recovery from racket-arm injuries. Racket sports have also posed a unique challenge to scientists and have provided vehicles for developing scientific methodology. Racket sports provide a good model for investigating the interplay between aerobic and anaerobic metabolism and the effect of nutrition, heat and fatigue on performance. They have driven the development of mathematical solutions for multi-segment interactions within the racket arm during the performance of shots, which have contributed to our understanding of the mechanisms of both performance and injury. They have provided a unique challenge to sports engineers in relation to equipment performance and interaction with the player. Racket sports have encouraged developments in notational analysis both in terms of analytical procedures and the conceptualization of strategy and tactics. Racket sports have provided a vehicle for investigating fast interceptive actions, hand-eye coordination and perception-action coupling in the field of motor control. In conclusion, science has contributed considerably to our knowledge and understanding of racket sports, and racket sports have contributed to science by providing unique challenges to researchers. 相似文献
76.
Adrian Mackenzie 《Journal of Cultural Economy》2018,11(1):36-53
Platforms are important actors in contemporary cultural economic processes. They include social network sites, online content management systems, streaming media platforms, mobile communication infrastructures, supply chain logistics solutions, and cryptocurrencies. Analysis of platforms and their capitalization should take into account the ways they structure social practice as assets and the constitutive opacity of platforms as configured realities. It explores capitalization by focusing on the problems of counting people and things on platforms. Via a case study of the software repository platform [Github.com] (https://github.com), it analyzes how 'platform numbers’ participate in capitalization. It describes attempts to enumerate the elements of the platform by counting, mapping or listing them. The paper shows how attempts to enumerate people and things encounter forms of association, duplication, combination, imitation and configuration that are crucial to the ensemble but remain refractory to capitalization. It proposes configurative enumeration of the platform numbers as a way of conceptualizing these un-enacted excesses. In a configurative enumeration, the composition, the rhythms of imitation, variation and commutation, and constant relating, repairing and adjusting of configurations crucial to the ongoing formation of platforms come into view. Configurative enumerations engage the inventive realities of platformization, realities that precede and sometimes overflow their capitalization. 相似文献
77.
Adrian Babbidge 《Cultural Trends》2018,27(4):239-250
ABSTRACTThis paper is the first part of a study on visit numbers to UK regional and local museums. It reviews the limited past research on the topic, examines the motivations for counting such visits and the means required to do so, and explores the methods used from the early nineteenth century to now. A concluding section discusses the theme within the context of modern public policy on museums.In relating historic context to current practice, it shows that, irrespective of the general use of visit numbers as a proxy for public interest and institutional importance, the practice of collecting museum visit numbers continues to be inconsistent and their publication erratic. It suggests that the lack of accepted good practice makes this an area for improvement. 相似文献
78.
The physical demands of elite English rugby union 总被引:1,自引:1,他引:0
The aim of this study was to assess the physical demands of elite English rugby union match-play. Player movements were captured by five distributed video cameras and then reconstructed on a two-dimensional plane representing the pitch. Movements based on speeds were categorized as standing, walking, jogging, and medium-intensity running (low-intensity activity), and high-intensity running, sprinting, and static exertion (scrummaging, rucking, mauling, and tackling) (high-intensity activity). Position groups were defined as forwards (tight and loose) and backs (inside and outside). Backs travelled more total distance than forwards (6127 m, s=724 vs. 5581 m, s=692; P<0.05) and greater distances in walking (2351 m, s=287 vs. 1928 m, s=2342; P<0.001) and high-intensity running (448 m, s=149 vs. 298 m, s=107; P<0.05). Forwards performed more high-intensity activity than backs (9:09 min:s, s=1:39 vs. 3:04 min:s, s=1:01; P<0.001), which was attributable to more time spent in static exertion (7:56 min:s, s=1:56 vs. 1:18 min:s, s=0:30; P<0.001), although backs spent more time in high-intensity running (0:52 min:s, s=0:19 vs. 1:19 min:s, s=0:26; P=0.004). Players travelled a greater distance in the first 10 min compared with 50-60 and 70-80 min, but there was no difference in the amount of high-intensity activity performed during consecutive 10-min periods during match-play. These results show the differing physical demands between forwards and backs with no evident deterioration in high-intensity activity performed during match-play. 相似文献
79.
80.
The long jump has been widely studied in recent years. Two models exist in the literature which define the relationship between selected variables that affect performance. Both models suggest that the critical phase of the long jump event is the touch-down to take-off phase, as it is in this phase that the necessary vertical velocity is generated. Many three dimensional studies of the long jump exist, but the only studies to have reported detailed data on this phase were two-dimensional in nature. In these, the poor relationships obtained between key variables and performance led to the suggestion that there may be some relevant information in data in the third dimension. The aims of this study were to conduct a three-dimensional analysis of the touch-down to take-off phase in the long jump and to explore the interrelationships between key variables. Fourteen male long jumpers were filmed using three-dimensional methods during the finals of the 1994 (n = 8) and 1995 (n = 6) UK National Championships. Various key variables for the long jump were used in a series of correlational and multiple regression analyses. The relationships between key variables when correlated directly one-to-one were generally poor. However, when analysed using a multiple regression approach, a series of variables was identified which supported the general principles outlined in the two models. These variables could be interpreted in terms of speed, technique and strength. We concluded that in the long jump, variables that are important to performance are interdependent and can only be identified by using appropriate statistical techniques. This has implications for a better understanding of the long jump event and it is likely that this finding can be generalized to other technical sports skills. 相似文献