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861.
Adolescents struggle with setting and striving for goals that require sustained self‐discipline. Research on adults indicates that goal commitment is enhanced by mental contrasting (MC), a strategy involving the cognitive elaboration of a desired future with relevant obstacles of present reality. Implementation intentions (II), which identify the action one will take when a goal‐relevant opportunity arises, represent a strategy shown to increase goal attainment when commitment is high. This study tests the effect of mental contrasting combined with implementation intentions (MCII) on successful goal implementation in adolescents. Sixty‐six 2nd‐year high school students preparing to take a high‐stakes exam in the fall of their third year were randomly assigned to complete either a 30‐minute written mental contrasting with implementation intentions intervention or a placebo control writing exercise. Students in the intervention condition completed more than 60% more practice questions than did students in the control condition. These findings point to the utility of directly teaching to adolescents mental contrasting with implementation intentions as a self‐regulatory strategy of successful goal pursuit.  相似文献   
862.
In this study, we track the severity of partisan polarization in the following of legislators on Twitter during the initial two years of Twitter's introduction to South Korea. We examine the pattern of co-following among Twitter users following members of the 18th Korean National Assembly at three time points. We collected a complete list of all followers for each legislator and constructed their co-following network. We also supplemented our following data with survey data. This allowed us to match the same Twitter user's following behavior with their individual level attributes. Our aggregate level analysis showed that the severity of polarization in Twitter following of National Assembly members lessened from Time 1 to Time 3. We also discovered that, even when tracking only the ‘original’ followers, cross-party following has increased over time. The survey-based results reaffirm our conclusion based on the aggregate data.  相似文献   
863.
In recent decades, three-dimensional (3D) printing as an emerging technology, has been utilized for imparting human anatomy knowledge. However, most 3D printed models are rigid anatomical replicas that are unable to represent dynamic spatial relationships between different anatomical structures. In this study, the data obtained from a computed tomography (CT) scan of a normal knee joint were used to design and fabricate a functional knee joint simulator for anatomical education. Utility of the 3D printed simulator was evaluated in comparison with traditional didactic learning in first-year medical students (n = 35), so as to understand how the functional 3D simulator could assist in their learning of human anatomy. The outcome measure was a quiz comprising 11 multiple choice questions based on locking and unlocking of the knee joint. Students in the simulation group (mean score = 85.03%, ±SD 10.13%) performed significantly better than those in the didactic learning group, P < 0.05 (mean score = 70.71%, ±SD 15.13%), which was substantiated by large effect size, as shown by a Cohen’s d value of 1.14. In terms of learning outcome, female students who used 3D printed simulators as learning aids achieved greater improvement in their quiz scores as compared to male students in the same group. However, after correcting for the modality of instruction, the sex of the students did not have a significant influence on the learning outcome. This randomized study has demonstrated that the 3D printed simulator is beneficial for anatomical education and can help in enriching students’ learning experience.  相似文献   
864.
Abstract

This paper links educational psychology research about curiosity to teacher moves that are effective in an inquiry-based mathematics classroom. Three vignettes will show explicit teacher moves (staging disagreement, intriguing anecdotes, and creating a safe space) for different audiences (math majors, mathematics for liberal arts students, and future elementary school teachers) and tie them to particular studies about curiosity. The goal is to deepen our thinking about inquiry-based teaching by considering curiosity as one of the starting points of inquiry. Educational psychologists have found ample evidence that curiosity improves learning. We claim that curiosity and inquiry are deeply connected in a curiosity–inquiry cycle and become most active in a classroom that exhibits a culture of asking questions.  相似文献   
865.
In a droplet transport based on electrowetting on dielectrics, the parallel-plate configuration is more popular than the single-plate one because the droplet transport becomes increasingly difficult without cover plate. In spite of the improved transport performance, the parallel-plate configuration often limits the access to the peripheral components, requesting the removal of the cover plate, the single-plate configuration. We investigated the fundamental features of droplet transport for the single-plate configuration. We compared the performance of several switching methods with respect to maximum speed of successive transport without failure and suggested nonfloating switching method which is inherently free from the charge-residue problem and exerts greater force on a droplet than conventional switching methods. A simple theory is provided to understand the different results for the switching methods.  相似文献   
866.
867.
Perspectives from the sociology of scientific knowledge are deployed to explore the birth of Internet research, focusing in particular on the development of methodological approaches. For a researcher based in the sociology of scientific knowledge, being an Internet researcher has been a vivid opportunity to experience at firsthand a phenomenon usually studied from the outside. The article begins by assessing some models of the process of scientific change. Characterizing Internet research as new has been a potent resource for enrolling researchers into the field and positioning research responses. The development of virtual methods for doing social research illustrates the process of methodological innovation in social science and the negotiation of methodological adequacy. Methodological discussions have been enlivened by the advent of the Internet as an object of study. Internet research has arguably been a valuable reflexive opportunity for the traditional disciplines that have fed its development.  相似文献   
868.
In this study, we compared measured maximal heart rate (HRmax) to two different HRmax prediction equations [220 — age and 208 — 0.7(age)] in 52 children ages 7-17 years. We determined the relationship of chronological age, maturational age, and resting HR to measured HRmax and assessed seated resting HR and HRmax during a graded exercise test. Maturational age was calculated as the maturity offset in years from the estimated age at peak height velocity. Measured HRmax was 201 ± 10 bpm, whereas predicted HRmax ranged from 199 to 208 bpm. Measured HRmax and the predicted value from the 208 — 0.7(age) prediction were similar but lower (p < .05) than the 220 — age prediction. Absolute differences between measured and predicted HRmax were 8 ± 5 and 10 ± 8 bpm for the 208 — 0.7 (age) and 220 — age equations, respectively, and were greater than zero (p < .05). Regression equations using resting HR and maturity offset or chronological age significantly predicted HRmax, although the R2 < .30 and the standard error of estimation (8.2-8.5) limits the accuracy. The 208 — 0.7(age) equation can closely predict mean HRmax in children, but individual variation is still apparent.  相似文献   
869.
870.
This article describes a conceptual analysis of user-generated tags applied to video games in the Steam video game distribution system. The research team scraped all user-generated tags available on Steam and then conducted a conceptual analysis of the tags, sorting them into categories and comparing them to the current version of the Video Game Metadata Schema. This analysis allowed the team to identify new metadata elements and terms useful to game players. We present a discussion covering the major issues in organizing the terms, as well as the implications for the future work in the area of video game metadata.  相似文献   
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