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131.
While the purposes of design and science are often different, they share some key practices and processes. Design-based science learning, which combines the processes of engineering design with scientific inquiry, is one attempt to engage students in scientific reasoning via solving practical problems. Although research suggests that engaging students in design-based science learning can be effective for learning both science process and content, more research is needed to understand how to overcome what Vattam and Kolodner (Pragmatics and Cognition 16:406–437, 2008) called “the design–science gap.” This study, therefore, takes a first step at systematically delving into this issue of bridging the design–science gap by examining the problem-solving strategies that students are using when they solve a prototypical design task. Videotaped performance assessments of high and low performing teams were analyzed in depth. Results suggest that students use both science reasoning strategies (e.g., control of variables) and design–focused strategies (e.g., adaptive growth). However, the strategies commonly associated with success in science (e.g., control of variables) did not necessarily lead to success in design. In addition, while both science reasoning strategies and design–focused strategies led to content learning, the content learned was different.  相似文献   
132.
The anatomy curriculum at Namibia's first, and currently only, medical school is clinically oriented, outcome-based, and includes all of the components of modern anatomical sciences i.e., histology, embryology, neuroanatomy, gross, and clinical anatomy. The design of the facilities and the equipment incorporated into these facilities were directed toward simplification of work flow and ease of use by faculty, staff, and students. From the onset, the integration of state of the art technology was pursued to facilitate teaching and promote a student-centered pedagogical approach to dissections. The program, as realized, is comprised of three 16-week semesters with seven hours of contact time per week, namely three hours of lectures and four hours of dissection laboratory and microscopy time. Set outcomes were established, each revolving around clinical cases with integrated medical imaging. The design of the facility itself was not constrained by a legacy structure, allowing the School of Medicine, in collaboration with architects and contractors, to design the building from scratch. A design was implemented that allows for the sequential processing of cadaveric material in a unidirectional flow from reception, to preparation, embalming, storage, dissection, and maceration. Importantly, the odor of formaldehyde typically associated with anatomy facilities was eliminated outside of the dissection areas and minimized within via a high-performance ventilation system. By holistically incorporating an integrated curriculum, facility design, and teaching at an early stage, the authors believe they have created a system that might serve as a model for new anatomy programs.  相似文献   
133.
Significant U.S. policy initiatives in the late 1990s were intended to control Internet access, privacy, and indecency--specifically among children. This study reflects on these using quantitative data from a computer center in a children's library in the inner city. Researchers gathered 16 weeks of page requests ( n = 203,647) using "click stream" and behavioral data, and analyzed these using nonparametric tests. Findings show that users are highly influenced by each other and browse only a small universe of sites. Game playing and communicating with individuals (via e-mail and chat) were the most popular uses. Children were uninterested in pornography and sites directed toward children. Advertising was extremely common. Children were most likely to engage in sharing when using games and chat. For this population, access, privacy and indecency initiatives to control Internet use fails to achieve its stated goals, but activities that encourage sharing in public places hold some promise for building computer knowledge.  相似文献   
134.
ABSTRACT

Athlete Biological Passport (ABP) is an indirect approach, implemented by WADA, aimed at detecting blood manipulation based on abnormal changes in haematological markers. Cases report the use of hyperhydration as masking method during anti-doping urine sample collection which could potentially mask suspicious fluctuations on ABP profiles. This study investigated the hyperhydration effect on haemoglobin concentration, reticulocyte percentage and OFF-hr score (an algorithm based on haemoglobin concentration and reticulocyte percentage), with and without recombinant human erythropoietin (rHuEPO) administration. A five-week clinical study performed; Baseline and rHuEPO Phase. Water and a sports drink were used as hyperhydration agents. To examine the hyperhydration effect on the normal ABP profile per volunteer, hyperhydration was implemented at 0, 24 and 48 hours during the baseline. During the rHuEPO phase, volunteers received Epoetin beta (3000 IU) with hyperhydration to be implemented at 0, 24 and 48 hours after drug administration. Blood and urine samples were collected and analysed according to WADA guidelines. No significant effect on ABP markers was observed due to hyperhydration at any time during the study. Pre- and post-hyperhydration data were not statistically different compared to individual baseline data. In conclusion, hyperhydration does not affect the ABP haematological markers under the examined conditions.  相似文献   
135.
Abstract

This article presents examples of metadata collaborations between the Swiss National Library (NL) and research institutions in the field of Swiss historiography. The NL publishes the Bibliography on Swiss History (BSH). In order to meet the demands of its research community, the NL has improved the accessibility and interoperability of the BSH database. Moreover, the BSH takes part in metadata projects such as Metagrid, a web service linking different historical databases. Other metadata collaborations with partners in the historical field such as the Law Sources Foundation (LSF) will position the BSH as an indispensable literature hub for publications on Swiss history.  相似文献   
136.
Motivated by the observation that formal logic answers questions students have not yet asked, we conducted exploratory teaching experiments with undergraduate students intended to guide their reinvention of truth-functional definitions for basic logical connectives. We intend to reframe the relationship between reasoning and logic by showing how logic emerges within students’ mathematical activity. This activity entails reflecting on and systematizing their own language use across diverse semantic content. We present categories of students’ untrained strategies for assessing the truth-values for mathematical disjunctions. Students’ initial reasoning heavily reflected content-specific and pragmatic factors in ways inconsistent with the norms and conventions of mathematical logic. Despite this, all student groups reinvented the standard truth-functional definition for simple disjunctions. We demonstrate how this learning depended upon particular forms of reasoning about logic. We also contrast various strategies for assessing quantified disjunctions and their different affordances in students’ mathematical activity.  相似文献   
137.
This paper presents the results of an analysis of secondary students’ computer use, aimed at understanding how different factors influence the profile of activities carried out by students with computers. The analysis is based on the data from a national study aimed at measuring students’ Information and Communication Technology (ICT) skills for learning. A factor analysis was carried out to categorize students’ activities with computers and several indexes were constructed to define the comparison groups. Finally, a multiple linear regression analysis was performed to explain the frequency of the activities. Results show that students with access to computers at home mainly perform activities categorized as Socializing, Academic, Gaming and Production and that although the absolute frequency of these activities differs across groups, the profiles of computer use are surprisingly similar for groups based on students’ socio-economic group, experience with ICT, and self-confidence in the use of ICT. The only variable that discriminates user profiles is gender. Based on these findings, it can be claimed that Chilean secondary students with access to computers at home tend to show a rather homogenous computer-use profile, once access is equated.  相似文献   
138.
Individual differences in solution strategies have frequently been reported for different measures of mental rotation (MR) ability. In the present study (N = 346 German students), we investigated the relationship between solution strategies on two tests commonly used to identify different patterns of strategies: the Mental Rotations Test (MRT; Vandenberg & Kuse, 1978; Peters, Laeng, Lathan, Jackson, Zaiouna, & Richardson, 1995) and the Cube Comparison Test (CCT; Amthauer, 1953; Amthauer, Brocke, Liepmann, & Beauducel, 2001). The results revealed high convergent validity of the solution strategy assignment. Individuals using analytic (holistic) strategies on the MRT tended to use analytic (holistic) strategies also on the CCT. More females than males were identified as users of analytic solution strategies on the MRT. In addition, males tended to generally show a faster performance than did females. Our findings suggest that solution strategies in MR generalize across different tasks and are not an artifact of a particular test.  相似文献   
139.
Explicitly considering human values in the design process of socio-technical systems has become a responsibility of designers. It is, however, challenging to design for values because (1) relevant values must be identified and communicated between all stakeholders and designers and (2) stakeholders?? values differ and trade-offs must be made. We focus on the first aspect, which requires elicitation of stakeholders?? situated values, i.e. values relevant to a specific real life context. Available techniques to elicit knowledge and requirements from stakeholders lack in providing the context and means for reflection needed to elicit situated values as well as an explicit concept of value. In this paper we present our design of a tool to support active elicitation of stakeholders?? values and communication between stakeholders and designers. We conducted an exploratory user study in which we compared the suitability of methods used in social sciences for (1) eliciting situated values, (2) supporting people??s expressions of values and (3) being implemented in value elicitation tool. Based on the outcomes we propose a design for a value elicitation tool that consists of a mobile application used by stakeholders for data collection and in-situ self-reflection, and a website used collaboratively by designers and stakeholders to analyse and communicate values. Discussion focuses on contributions to value sensitive design.  相似文献   
140.
In the project ‘Competence-Driven Project Portfolio Analysis’ (CDPPA), an integrated system for supporting R&D project selection, staff assignment and activity scheduling with special consideration of the strategic development of competencies has been designed and implemented prototypically. The system has been field-tested at the Electronic Commerce Competence Center (EC3), a public–private partnership R&D enterprise. Experiences from this trial application are summarised and discussed, particularly concerning data collection and competence measurement, the benefits and limits of the chosen multi-criteria decision analysis approach, the evaluation of introduced changes to the decision-making processes, and the transparency of the formal planning model and its components.  相似文献   
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