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401.
Gerfeson Mendonça Alex Antonio Florindo Cassiano Ricardo Rech Delma Katiana Silva de Freitas José Cazuza de Farias Júnior 《Journal of sports sciences》2018,36(9):1068-1075
Little is known about the association between environmental characteristics and types of physical activity in adolescents in a Latin American context. The aim of this study was to examine the association between perceived neighborhood environmental characteristics and different types of physical activity in 2,874 adolescents from Joao Pessoa, Paraiba State, Northeastern Brazil. The types of activity measured by questionnaire (≥10 min/day) included sports, physical exercises, active commuting and recreational activities. Neighborhood characteristics were measured by a 15-item scale. Multilevel analyses showed that adolescents who reported “having places they liked to go to” (OR = 1.41; 95%CI: 1.10–1.79) and “places with opportunities to practice” (OR = 1.29; 95%CI: 1.01–1.65) were more likely to play sports. “Seeing interesting things while walking” (OR = 1.24; 95%CI: 1.01–1.53) and “Seeing other adolescents engaged in physical activity” (OR = 1.47; 95%CI: 1,05–2,06) were associated with exercises. “Seeing other adolescents engaged in physical activity” (OR = 1.47; 95%CI: 1.18–1.82), “the neighborhood is not violent” (OR = 1.29; 95%CI: 1.04–1.60) and “having places they like to go to” (OR = 1.59; 95%CI: 1.13–2.25) were positively associated and “places with opportunities to practice” (OR = 0.79; 95%CI: 0.63–0.98) inversely related to active commuting. “Seeing other adolescents engaged in physical activities” (OR = 1.31; 95%CI: 1.05–1.63) and “seeing interesting things while walking” (OR = 1.26; 95%CI: 1.02–1.56) were associated with recreational activities. Neighborhood environmental characteristics associated with the physical activity vary with the type of practices adopted by adolescents. 相似文献
402.
Navid Aslani Siamak Noroozi Khoo Shin Yee Alex Ong Zhi Chao Christine Maggs 《Sports Engineering》2016,19(3):163-170
Efficient walking or running requires symmetrical gait. Gait symmetry is one of the key factors in efficient human dynamics, kinematics and kinetics. The desire of individuals with a lower-limb amputation to participate in sports has resulted in the development of energy-storing-and-returning (ESR) feet. This paper analyses a case study to show the effect of symmetry and asymmetry as well as energy transfer efficiency during periodic jumping between simulated bilateral and unilateral runners. A custom gait analysis system is developed as part of this project to track the motion of the body of a physically active subject during a set of predefined motions. Stance and aerial times are accurately measured using a high speed camera. Gait frequency, the level of symmetry and the non-uniform displacement between left and right foot and their effects on the position of the Centre of Mass (CM) were used as criteria to calculate both peak energies and transformation efficiency. Gait asymmetry and discrepancy of energy transfer efficiency between the intact foot and the ESR are observed. It is concluded that unilateral runners require excessive effort to compensate for lack of symmetry as well as asymmetry in energy transfer, causing fatigue which could be a reason why bilateral amputee runners using ESR feet have a superior advantage over unilateral amputees. 相似文献
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Alex Fung Shung‐Yu Alice Lo Choi Yuet‐Ngor 《The International Journal of Art & Design Education》2001,20(2):171-179
This paper is concerned with identifying the problems that pervade design education and the practice of design in China so that a way forward can be proposed to make improvements that will enable the Chinese design industry to become more competitive after entry into the World Trade Organisation. The authors gathered data from their own experiences and observations in situ, as well as surveys they commissioned. They found that there are numerous endemic, fundamental problems in the practice of design education across the whole education sector. Fortunately, many Chinese design educators and managers of design companies are cognizant of these problems and are motivated to institute changes, even though they are unsure of what these changes should be or how they should be implemented. The authors conclude by making their own recommendations for effecting improvements in design education and professional development. 相似文献
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Alex J. Anderson 《Learning, Media and Technology》1978,4(2):14-15
A principal teacher of History in an Aberdeenshire school describes the way in which he is using the YTV School Series, ‘How we Used to Live’ to support the teaching of history for less able pupils. This account is based on a talk originally given at Aberdeen College of Education. 相似文献
410.
Alex de Voogt 《Learning & behavior》2017,45(4):406-413
Three strategic games played by the Ju|’hoan—a board, a card, and a gesture game—complicate the rhetorics that suggest an evolutionary or psychological significance of play. They are mostly played by adults, although every individual adult does not necessarily engage in each game. The Ju|’hoan card and board game practices were transmitted through contact across large parts of Botswana and Namibia, while the gesture game n!àì has been known in other San communities. It suggests that the significance of strategic games is more likely found in its potential for social interaction (i.e., allowing to overcome cultural divides) than in evolution and psychology. Within the anthropological literature, strategy games were thought to be absent in egalitarian societies, such as that of the Ju|’hoan. Here, the roles of power, competition, and winning were thought to be disruptive and unwanted. A closer examination of the details behind the Ju|’hoan games shows that not only were strategy games adopted and adapted from neighboring societies but that the game of n!àì was developed by the Ju|’hoan into a competitive one. The evolutionary or psychological significance of play is informed by studies on individual play, children’s play, and games with informal rules. When considering strategic games throughout history, it is their role of facilitator rather than the playing practice itself that makes games relevant across languages, cultural divides, and sociopolitical boundaries. 相似文献