全文获取类型
收费全文 | 86篇 |
免费 | 4篇 |
专业分类
教育 | 46篇 |
科学研究 | 2篇 |
各国文化 | 17篇 |
体育 | 7篇 |
信息传播 | 18篇 |
出版年
2023年 | 2篇 |
2022年 | 2篇 |
2021年 | 1篇 |
2020年 | 5篇 |
2019年 | 1篇 |
2018年 | 6篇 |
2017年 | 8篇 |
2016年 | 5篇 |
2015年 | 3篇 |
2014年 | 4篇 |
2013年 | 22篇 |
2012年 | 4篇 |
2011年 | 4篇 |
2010年 | 2篇 |
2009年 | 4篇 |
2008年 | 3篇 |
2007年 | 1篇 |
2006年 | 4篇 |
2005年 | 2篇 |
2004年 | 1篇 |
2002年 | 1篇 |
2001年 | 1篇 |
2000年 | 1篇 |
1998年 | 1篇 |
1989年 | 1篇 |
1908年 | 1篇 |
排序方式: 共有90条查询结果,搜索用时 15 毫秒
81.
82.
The Urban Review - In this paper, we draw upon data from a multi-year, ethnographic case study of a community-based organization in Detroit, Michigan to consider how the organization has used... 相似文献
83.
Camille Kelley 《Religious education (Chicago, Ill.)》2013,108(10):814-815
84.
85.
86.
Melissa Gilliam Patrick Jagoda Camille Fabiyi Phoebe Lyman Claire Wilson Brandon Hill Alida Bouris 《Journal of Science Education and Technology》2017,26(3):295-308
This project developed and studied The Source, an alternate reality game (ARG) designed to foster interest and knowledge related to science, technology, engineering, and math (STEM) among youth from populations underrepresented in STEM fields. ARGs are multiplayer games that engage participants across several media such as shared websites, social media, personal communications, and real-world settings to complete activities and collaborate with team members. The Source was a five-week summer program with 144 participants from Chicago aged 13 to 18 years. The Source incorporated six socio-contextual factors derived from three frameworks: Chang’s (ERIC Digest, 2002) recommendations for engaging underrepresented populations in STEM careers, Lave and Wenger’s (Cambridge University Press, 1991) situated learning model, and Barron’s (Human Development, 49(4); 193-224, 2006) learning ecology perspective. These factors aligned with the program’s aims of promoting (1) social community and peer support, (2) collaboration and teamwork, (3) real-world relevance and investigative learning, (4) mentoring and exposure to STEM professionals, (5) hands-on activities to foster transferable skill building, and (6) interface with technology. This paper presents results from 10 focus groups and 10 individual interviews conducted with a subset of the 144 youth participants who completed the game. It describes how these six factors were realized through The Source and uses them as a lens for considering how The Source functioned pedagogically. Qualitative findings describe youth’s perception of The Source’s potential influence on STEM interest, engagement, and identity formation. Despite limitations, study results indicate that underrepresented youth can engage in an immersive, narrative, and game-based experience as a potential mechanism for piquing and developing STEM interest and skills, particularly among underrepresented youth. 相似文献
87.
Demystifying the Millennial student: a reassessment in measures of character and engagement in professional education 总被引:1,自引:0,他引:1
The characteristic profile of Millennial Generation students, driving many educational reforms, can be challenged by research in a number of fields including cognition, learning style, neurology, and psychology. This evidence suggests that the current aggregate view of the Millennial student may be less than accurate. Statistics show that Millennial students are considerably diverse in backgrounds, personalities, and learning styles. Data are presented regarding technological predilection, multitasking, reading, critical thinking, professional behaviors, and learning styles, which indicate that students in the Millennial Generation may not be as homogenous in fundamental learning strategies and attitudes as is regularly proposed. Although their common character traits have implications for instruction, no available evidence demonstrates that these traits impact their fundamental process of learning. Many curricular strategies have been implemented to address alleged changes in the manner by which Millennial students learn. None has clearly shown superior outcomes in academic accomplishments or developing expertise for graduating students and concerns persist related to the successful engagement of Millennial students in the process of learning. Four factors for consideration in general curricular design are proposed to address student engagement and optimal knowledge acquisition for 21st century learners. 相似文献
88.
Educational borderlands are the physical and/or conceptual landscapes where one must negotiate notions of cultural difference as she or he lives and learns—landscapes that envelop an array of pedagogical and cultural spaces, yet are typically guarded by exclusionary tactics. In this article, we examine how US immigrant youth navigate three educational borderlands: the geopolitical, institutional, and home community. We also discuss how educators’ biased ideologies and actions towards these youth solidify borders and increase inequity. Data from studies of California and North Carolina school communities allow us to extend border crossing theories and address how many immigrant youth confront and resist inequities, negotiate their cultural identities, and enact agency. While emphasizing that borderlands are sites of risk and transformation, we also suggest how educators can draw upon their relative power and privilege to cross borders too, advocate for immigrant youth, and ultimately improve education. 相似文献
89.
90.