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191.
Kuo-Hsiang Cheng 《Journal of The Franklin Institute》2011,348(9):2480-2502
An adaptive fuzzy cerebellar model articulation controller-based (CMAC) nonlinear control with the advantage of architecture learning is proposed. To cope with the tradeoff between the complexity of CMAC architecture and the quality of system convergence, a dynamic architecture learning scheme is introduced, where the associative memory reinforcement and the associative memory reorganization are involved. In the memory reinforcement process, new associative memories will be generated when the memory cells in the current architecture are found insufficient. On the other hand, the inefficient memories will be detected and reorganized in the memory reorganization process. With the proposed approach, the task of fuzzy CMAC architecture determination by preliminary knowledge or trials can be freed when a well-organized and well-parameterized CMAC is represented to achieve desired approximation performance. Thus, with the proposed CMAC, a dynamic control approach is presented. In this paper, according to the adaptive control theory, the fuzzy CMAC (FCMAC) is utilized as the main controller to mimic the ideal computation controller and a supervisory controller is designed to compensate the approximation error. In the FCMAC, all the controller parameters are online tuned based on the Lyapunov stability theorem such that the stability of closed-loop system can be guaranteed. Simulation results and comparisons are presented for verification. 相似文献
192.
国内高校信息化主要采取自主研发和厂商合作方式来完成,按照高校实施策略的不同,大致可分为"自主研发型"和"IT外包型",自主开发具有贴近用户、修改便捷、信息安全相对有保障等优点,但是对IT技能和项目管理能力等要求较高;IT外包具有节约成本、快速提升信息化水平、提升业务管理能力等优点,但容易造成对厂商过度依赖、形成技术黑洞、维护学校权益困难等缺点。在信息化实践中逐步产生融合两者优点又能消除其弊端的实践模式——主控式外包,即高校在自身的技术力量、管理能力基础上,利用IT厂商的成熟技术和人才资源,掌握信息化实施的主导权,参与项目的各个环节建设,从而达到安全性高、可维护性强、项目满意度高等效果。 相似文献
193.
Chinese students’ excellent science performance in large-scale international comparisons contradicts the stereotype of the Chinese non-productive classroom learning environment and learners. Most of the existing explanations of this paradox are provided from the perspective of teaching and learning in a general sense, but little work can be found which systematically summarises the findings from the research on Chinese science learners and their science learning so as to explain the paradox. In this paper, a total of 25 empirical quantitative studies, whose sample sizes range from 132 to 8815, published between 1987 and 2014, are reviewed. Three aspects are explored: students’ science learning strategies, attitudes towards learning science and their scientific epistemological views. In addition to summarising the results reported in these studies, efforts are made to link them with the paradox of the Chinese learners, and to generate some hypotheses to resolve it. Finally, directions for further research are suggested. 相似文献
194.
"工作过程导向"课程是以一个职业的典型工作任务为基础、以工作过程为导向、以项目教学为典型表现形式的任务引领式的学习领域课程。这种从德国引进的职业教育理念比较符合一般职业学校学生的人才成长规律。在此理论的指导下,通过对涉外会计职业岗位群工作过程的分析,归纳出出纳员、会计员和会计主管等岗位的典型工作任务及相应的学习领域,并举例进行了具体的学习情境设计,初步建立起一套职业院校涉外会计专业的课程体系。 相似文献
195.
《暗夜行路》描写了由于女性的性过失,给自己,特别是给别人造成的痛苦。笔者将针对《暗夜行路》的结尾部,解析影响谦作心境变迁的因素。大自然的恩泽是净化谦作心灵的内在动力,大山上两种夫妻关系样式是谦作重新认知性与道德关系的外在因素。最终经历了挣扎、执拗、净化和解脱这样一个过程,谦作完成了心灵的净化、自我的超越。 相似文献
196.
Xiaozhe Yang Lin Lin Pei-Yu Cheng Xue Yang Youqun Ren Yueh-Min Huang 《Educational technology research and development : ETR & D》2018,66(5):1231-1254
This study explores the effects of immersive VR on an individual’s creativity and factors related to creativity including flow, attention and meditation (i.e., mental relaxation or stress). Sixty undergraduate students were invited to participate in an open-ended challenge to design a wearable technology functioning as a smart phone individually, either in the immersive VR condition (N?=?30) or in the paper-and-pencil condition (N?=?30). Surveys and electroencephalography (EEG) measurements were used to collect data. Findings showed that the participants in the immersive VR condition had higher quality creative products than those in the paper-and-pencil condition. The sequence analysis of the participants’ EEG brainwaves also showed that the participants in the immersive VR condition maintained a more stable focus or attention, while those in the paper-and-pencil condition were more relaxed. Research results led to a deeper understanding of using a VR support system for individual creativity. Recommendations for the design and application of an immersive VR creativity support system are discussed. 相似文献
197.
Leonard A. Annetta Wendy M. Frazier Elizabeth Folta Shawn Holmes Richard Lamb Meng-Tzu Cheng 《Journal of Science Education and Technology》2013,22(1):47-61
Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based curricula was employed to determine how science teacher’s attitudes and efficacy where impacted while designing science-based video games. The study’s mixed-method design ascertained teacher efficacy on five factors (General computer use, Science Learning, Inquiry Teaching and Learning, Synchronous chat/text, and Playing Video Games) related to technology and gaming using a web-based survey). Qualitative data in the form of online blog posts was gathered during the project to assist in the triangulation and assessment of teacher efficacy. Data analyses consisted of an Analysis of Variance and serial coding of teacher reflective responses. Results indicated participants who used computers daily have higher efficacy while using inquiry-based teaching methods and science teaching and learning. Additional emergent findings revealed possible motivating factors for efficacy. This professional development project was focused on inquiry as a pedagogical strategy, standard-based science learning as means to develop content knowledge, and creating video games as technological knowledge. The project was consistent with the Technological Pedagogical Content Knowledge (TPCK) framework where overlapping circles of the three components indicates development of an integrated understanding of the suggested relationships. Findings provide suggestions for development of standards-based science education software, its integration into the curriculum and, strategies for implementing technology into teaching practices. 相似文献
198.
在晋北广大农村地区舅舅和外甥的关系是这样体现的,当进入村寨以后,经常听到人们在谈论“人主”的一些情况,尤其是在诞生礼、婚礼、丧礼等仪式当中。“人主”在严格意义上来说,是舅权的传播和发展。文章仅从人们的生活当中的仪式活动来认识“人主”这一概念,并且探讨了“人主”在当地社会生活中发挥的社会功能,以及这种功能是通过什么方式实现的。 相似文献
199.
200.
高校对于网络教学评估体系的研究刚刚起步。提出高职院校多维度评估网络教学效果的理念,明确整体性考评指标体系:不仅考评教师的教学和网络课程资源建设,更要全面考察职能部门给予的政策支持、IT部门的培训及技术服务、学生基础、系统软硬件环境等情况,并详细列出各项评估指标体系,梳理评估流程,以期提升高职院校网络教学的整体效能。 相似文献