全文获取类型
收费全文 | 116篇 |
免费 | 1篇 |
专业分类
教育 | 99篇 |
科学研究 | 5篇 |
体育 | 5篇 |
综合类 | 1篇 |
信息传播 | 7篇 |
出版年
2023年 | 1篇 |
2022年 | 1篇 |
2020年 | 2篇 |
2018年 | 2篇 |
2016年 | 1篇 |
2015年 | 1篇 |
2013年 | 9篇 |
2012年 | 6篇 |
2011年 | 12篇 |
2010年 | 2篇 |
2009年 | 4篇 |
2008年 | 2篇 |
2007年 | 6篇 |
2006年 | 2篇 |
2005年 | 8篇 |
2004年 | 11篇 |
2003年 | 3篇 |
2002年 | 15篇 |
2001年 | 4篇 |
2000年 | 3篇 |
1999年 | 3篇 |
1998年 | 1篇 |
1996年 | 1篇 |
1993年 | 2篇 |
1992年 | 1篇 |
1991年 | 1篇 |
1990年 | 3篇 |
1989年 | 2篇 |
1988年 | 1篇 |
1986年 | 1篇 |
1983年 | 1篇 |
1981年 | 1篇 |
1979年 | 3篇 |
1978年 | 1篇 |
排序方式: 共有117条查询结果,搜索用时 15 毫秒
111.
苗族服饰包括服装、服饰品、装饰、图案、服饰材料、加工工艺等各方面的内容。从民族服饰中寻找出造型结构特征、材料及加工工艺、服饰图案、服饰配件等服饰要素,探讨将之运用于现代服饰设计的方法与途径,将传统文化价值转化为经济价值.使苗族传统服饰文化焕发出新的光彩。 相似文献
112.
Kristopher J. Kopp M. Anne Britt Keith Millis Arthur C. Graesser 《Learning and Instruction》2012,22(5):320-330
The current studies investigated the efficient use of dialogue in intelligent tutoring systems that use natural language interaction. Such dialogues can be relatively time-consuming. This work addresses the question of how much dialogue is needed to produce significant learning gains. In Experiment 1, a full dialogue condition and a read-only control condition were compared with a mixed dialogue condition in which students engaged in full dialogue for half the problems followed by problems requiring only a limited engagement. We found that the mixed dialogue condition produced results as impressive as the full dialogue condition and took less time. Experiment 2 replicated these findings and further examined issues of time engaged in learning, quality of instruction, and learning gains. Overall, these results show that dialogue-based intelligent tutoring systems could be designed in a more efficient manner to maximize learning and minimize the cost of time-on-task. 相似文献
113.
114.
泸溪菊花石开发时间较晚,至今产业规模不大,对其现状进行分析,发现品牌知名度不大、技术人员缺乏等是制约泸溪菊花石产业发展的主要因素,提出几点策略为泸溪菊花石产业的发展提供参考。 相似文献
115.
Diane F. Halpern Keith Millis Arthur C. Graesser Heather Butler Carol Forsyth Zhiqiang Cai 《Thinking Skills and Creativity》2012,7(2):93-100
Operation ARA (Acquiring Research Acumen) is a computerized learning game that teaches critical thinking and scientific reasoning. It is a valuable learning tool that utilizes principles from the science of learning and serious computer games. Students learn the skills of scientific reasoning by engaging in interactive dialogs with avatars. They are tutored by avatars with tutoring sessions that vary depending on how well students have responded to questions about the material they are learning. Students also play a jeopardy-like game against a feisty avatar to identify flaws in research and then generate their own questions to determine the quality of different types of research. The research examples are taken from psychology, biology, and chemistry to help students transfer the thinking skills across domains of knowledge. Early results show encouraging learning gains. 相似文献
116.
117.