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101.
Thomas W. Simpson 《Ethics and Information Technology》2011,13(1):29-38
Trust online can be a hazardous affair; many are trustworthy, but some people use the anonymity of the web to behave very badly indeed. So how can we improve the quality of evidence for trustworthiness provided online? I focus on one of the devices we use to secure others’ trustworthiness: tracking past conduct through online reputation systems. Yet existing reputation systems face problems. I analyse these, and in the light of this develop some principles for system design, towards overcoming these challenges. In providing better evidence for trustworthiness online, so we can also encourage people actually to be trustworthy more often, which is an ethically welcome outcome. 相似文献
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We present a microfluidic approach to characterizing temperature-dependent biomolecular interactions. Solvated L-arginine vasopressin (AVP) and its immobilized RNA aptamer (spiegelmer) were allowed to achieve equilibrium binding in a microchip at a series of selected temperatures. Unbound AVP were collected and analyzed with matrix-assisted laser desorption∕ionization mass spectrometry (MALDI-MS), yielding melting curves that reveal highly temperature-dependent zones in which affinity binding (36–45 °C) or dissociation (25–33 °C and 50–65 °C) occurs. Additionally, temperature-dependent binding isotherms were constructed; from these, thermodynamic quantities involved in binding were extracted. The results illustrated a strong change in heat capacity of interaction for this system, suggesting a considerable thermodynamic influence controlling vasopressin-spiegelmer interaction. 相似文献
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本文利用中国家庭追踪调查(CFPS)2010年基线数据,研究国内迁移对10~15岁儿童情感健康的影响。通过在五组儿童之间进行比较,包括有当地户口且与父母一起居住的农村儿童、有当地户口且与父母一起居住的城市儿童、随单亲或双亲迁移的儿童、父母一方外出务工的留守儿童、父母双方外出务工的留守或寄养在其他亲属家庭的儿童,本文预期与同父母一起居住的儿童相比,后三类儿童存在情感障碍增大的风险。本文用常规回归模型和社区固定效应模型检验的结果不一致,且不完全支持研究假设,因此得出结论:我国家庭居住类型对儿童情感健康的影响很小。 相似文献
105.
Antonia Ypsilanti Ana B. Vivas Teppo Räisänen Matti Viitala Tuula Ijäs Donald Ropes 《Education and Information Technologies》2014,19(3):515-529
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL. 相似文献
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