首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   982篇
  免费   29篇
教育   772篇
科学研究   47篇
各国文化   13篇
体育   43篇
文化理论   10篇
信息传播   126篇
  2023年   4篇
  2022年   12篇
  2021年   9篇
  2020年   15篇
  2019年   26篇
  2018年   41篇
  2017年   51篇
  2016年   34篇
  2015年   21篇
  2014年   29篇
  2013年   274篇
  2012年   30篇
  2011年   23篇
  2010年   22篇
  2009年   17篇
  2008年   25篇
  2007年   28篇
  2006年   18篇
  2005年   23篇
  2004年   16篇
  2003年   12篇
  2002年   23篇
  2001年   8篇
  2000年   8篇
  1999年   9篇
  1998年   16篇
  1997年   4篇
  1996年   12篇
  1995年   6篇
  1994年   4篇
  1993年   5篇
  1992年   15篇
  1991年   8篇
  1990年   14篇
  1989年   5篇
  1988年   7篇
  1987年   9篇
  1986年   4篇
  1985年   10篇
  1984年   6篇
  1983年   6篇
  1982年   6篇
  1981年   9篇
  1979年   10篇
  1978年   6篇
  1977年   11篇
  1976年   6篇
  1974年   7篇
  1971年   5篇
  1915年   3篇
排序方式: 共有1011条查询结果,搜索用时 435 毫秒
51.
This paper describes a curriculum experiment to integrate the English and humanities teaching to a year 7 (age 11) cohort through a pedagogy based on Dorothy Heathcote's work on drama in education. An integrated Cultural Studies programme was devised in order to help students engage with meaningful issues in what Heathcote (1980) terms ‘real and felt’ contexts. As part of the national Creative Partnerships programme, Debbie Kidd, a drama specialist from an Arts organisation, worked with teachers to develop curriculum and pedagogy. The paper describes the project from the perspective of the two outsiders closely involved with the work. Debbie Kidd sets the context and discusses some of the outcomes to date. In an Afterword, Elaine Millard discusses some of the barriers to curriculum integration and argues for greater flexibility in English teaching and it s modes of assessment to make room for more creative engagements.  相似文献   
52.
53.
54.
55.
This paper discusses the current fashion for brain‐based learning, in which value‐laden claims about learning are grounded in neurophysiology. It argues that brain science cannot have the ‘authority’ about learning that some seek to give it. It goes on to discuss whether the claim that brain science is relevant to learning involves a category mistake. The heart of the paper tries to show how the contribution of brain science to our grasp of the nature of learning is limited in principle. Finally the paper explores the potential of brain science to illuminate specific learning disabilities.  相似文献   
56.
57.
58.
#MeToo has breathed new life into the women’s movement and especially into understanding and rectifying sexual harassment, abuse and assault. It has galvanized activists around the globe. And it has placed thousands of stories of the harassed in full view of the public. Sexual harassment, abuse and assault may occur within the organizational context or beyond; but sexual harassment, in particular has been legally labeled an organizational phenomenon. With this in mind, Robin Clair frames the early part of this article around the most recent organizational communication theories (see the appendix for an overview of these theories). Following the essay is a forum, in which invited scholars address questions related to the #MeToo movement.  相似文献   
59.
Valid, accessible, reusable methods for instructional video game design and embedded assessment can provide actionable information enhancing individual and collective achievement. Cyberlearning through game‐based, metaphor‐enhanced learning objects (CyGaMEs) design and embedded assessment quantify player behavior to study knowledge discovery and application. CyGaMEs is grounded by analogical reasoning theory, cognitive task analysis and knowledge representation. A construct representation argument for validity using evidence‐centered design warrants CyGaMEs, its web‐based learning environment, Selene: A Lunar Construction GaME, its embedded assessment, and a learning dynamics approach to student, measurement and statistical models. Two studies (US volunteers, Study 1: n = 267, mean (M)age = 15; Study 2: n = 90, Mage = 12) cross‐validate learning dynamics (learner progress, rate of progress and changes in that rate) for Selene's multidimensional goals while players learn and apply standard‐based science about fundamental geology and space science concepts. Gameplay data analyzed using regression, calculus and hierarchical linear modeling exhibit overall relatively high standardized rates of progress toward each goal statistically higher than zero. For example, adjusting for nesting within individual players, average rate of progress toward the goal of accreting lunar mass is a z‐score of 1.4 (99% confidence interval = 1.40lower, 1.48upper) or 1.4 standard deviations above zero.  相似文献   
60.
Visual field biases have been identified as markers of atypical lateralization in children with developmental conditions, but this is the first investigation to consider early lateralized gaze behaviors for social stimuli in preterm infants. Eye-tracking methods with 51 preterm (33 male, 92.1% White) and 61 term-born (31 male, 90.1% White) infants aged 8–10 months from Edinburgh, UK, captured the development of visual field biases, comparing gaze behavior to social and non-social stimuli on the left versus right of the screen. Preterm infants showed a significantly reduced interest to social stimuli on the left versus right compared to term children (d = .58). Preterm children exhibit early differential orienting preferences that may be an early indicator of atypical lateralized function.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号