全文获取类型
收费全文 | 67篇 |
免费 | 1篇 |
专业分类
教育 | 47篇 |
科学研究 | 3篇 |
各国文化 | 1篇 |
体育 | 2篇 |
文化理论 | 2篇 |
信息传播 | 13篇 |
出版年
2019年 | 2篇 |
2018年 | 2篇 |
2017年 | 4篇 |
2015年 | 2篇 |
2013年 | 12篇 |
2012年 | 3篇 |
2011年 | 2篇 |
2010年 | 2篇 |
2009年 | 2篇 |
2007年 | 1篇 |
2006年 | 1篇 |
2005年 | 1篇 |
2003年 | 1篇 |
2002年 | 1篇 |
2001年 | 1篇 |
2000年 | 1篇 |
1999年 | 2篇 |
1998年 | 1篇 |
1996年 | 1篇 |
1995年 | 1篇 |
1993年 | 3篇 |
1992年 | 2篇 |
1991年 | 1篇 |
1989年 | 2篇 |
1986年 | 3篇 |
1985年 | 2篇 |
1984年 | 1篇 |
1979年 | 4篇 |
1978年 | 2篇 |
1976年 | 1篇 |
1974年 | 1篇 |
1971年 | 1篇 |
1968年 | 1篇 |
1967年 | 1篇 |
排序方式: 共有68条查询结果,搜索用时 15 毫秒
51.
E. Walsh G. Dall'Alba J. Bowden E. Martin F. Marton G. Masters P. Ramsden A. Stephanou 《科学教学研究杂志》1993,30(9):1133-1148
It is important that students of physics develop both quantitative and qualitative understanding of physical concepts and principles. Although accuracy and reliability in solving quantitative problems is necessary, a qualitative understanding is required in applying concepts and principles to new problems and in real-life situations. If students are not able to understand what underlies quantitative problem-solving procedures nor interpret the solution in physical terms, it is questionable whether they have developed an adequate understanding of physics. The research reported here is part of a larger phenomenographic study that is concerned with the assessment of physics students' understanding of some basic concepts and principles in kinematics. In this article students' understanding of the concept of relative speed is described. A variety of ways of understanding relative speed and of viewing a problem that dealt with this concept were uncovered. The results are used to suggest ways for teachers to proceed in assisting students to enhance their understanding of this concept. The teaching principles outlined concern both teaching relative speed, in particular, and teaching scientific concepts and principles, more generally. 相似文献
52.
53.
John Bowden 《The International Journal of Art & Design Education》2000,19(1):20-36
In this paper I will outline what I perceive to be the current context in which Art and Design activities operate in Primary and Secondary Schools in England. I will argue that significant advances in the teaching of the subject in the last two decades are being threatened, particularly in the primary sector, due to the impact of a number of factors, including the new ‘standards’ agenda, and constraints arising from limitations in resources, teaching expertise and deployment, and the effects of assessment. The under achievement of boys will be considered in relation to some observations on differentiation in the subject at Secondary level. The paper will suggest that the attempts by teachers to offer an art curriculum that covers all aspects of artistic activity has led to a superficiality of experience for pupils, and therefore a ‘depth’ rather than a breadth approach to art curriculum planning is now necessary. The variable impact of Critical Studies activities will be considered, including that of Artists in Schools, and I will suggest that there is an opportunity to extend current art practice encouraging greater risk-taking, through an open-ended problem-solving approach, and a development of work which celebrates pupils' own cultures and interests. 相似文献
54.
55.
56.
Darryl Charles Therese Charles Michael McNeill David Bustard Michaela Black 《British journal of educational technology : journal of the Council for Educational Technology》2011,42(4):638-654
It is generally accepted that informative and timely feedback is important to a student's learning experience within higher education. In the study of commercial digital games it has also become increasingly understood that games are particularly good at providing effective feedback of this form to gameplayers. We discuss recent game based learning research that attempts to harness the motivating qualities of digital games to inform the design of educational technology. Results from this research demonstrate student participation and performance can be improved by providing Game‐Based Feedback (GBF) to students. The GBF approach awards points to students for the successful completion of tasks throughout a course of study. Points and achievements accumulated over time builds a profile that provides a student with a potentially powerful representation of their educational identity. In this paper, we argue that virtual worlds are particularly suitable for this form of GBF and can further enhance a student's understanding of their educational standing. We outline a Virtual Learning Landscape (VLL) design that is embedded within a multi‐user virtual environment, where educational feedback is supplied to students via their avatar and a virtual world's landscape. The core structural principles of the proposed VLL are explained and several examples of the use of the VLL are provided to illustrate the system. 相似文献
57.
58.
This paper reports the attitudes of academics teaching languages other than English in Australian universities. The data are derived from a national survey in 1984 which asked a range of questions ranging from background details on students, characteristics of course structures, methods of teaching, and perceptions of the attitudes of students to numerous issues relevant to the teaching of languages. The responses of these language teachers are analysed with respect to theories of language teaching. The matters of major concern to language teachers highlighted by the study are shown to be relevant to current debate about the future of modern, especially Asian, language teaching. 相似文献
59.
Helen Melander Bowden 《Learning, Media and Technology》2019,44(2):124-143
ABSTRACTThis article explores children’s development of problem-solving practices through multimodal engagements in digital activities. The study is based on analyses of a video recorded peer group activity in which two children, within the context of a project on computational thinking using the software Scratch, collaboratively work to solve a coding problem. Drawing on work on epistemics-in-interaction and the cooperative and transformative organization of human action and knowledge, the analyses focus on the interactional strategies that the children use to establish, sustain, and develop knowledge within the peer group and the role of affect in the unfolding organization of actions. By analyzing the multimodal cultural production in children’s interaction with digital technologies, it is shown how children learn creative and artful skills, thus positioning them as consumers as well as producers of media. 相似文献
60.