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Abstracts compiled by Nancy R. Preston, ERIC Clearinghouse on Information Resources, Syracuse University, Syracuse, NY, 13244-2340  相似文献   
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  总被引:6,自引:0,他引:6  
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Mobile learning (mlearning) research has in general been characterised by short‐term comparative pilot studies with little high‐level critique or theory formation. Consequently, there is limited evidence in the literature of mlearning research that is longitudinal across multiple contexts, cooperative and participatory. In response, this paper reflects upon longitudinal (2006–2011) participatory action research and identifies six critical success factors for implementing mobile Web 2.0. These are drawn from the design and implementation of over 35 projects from 2006 to 2011, exploring pedagogical transformation enabled by mobile Web 2.0 integration in higher education. Two of these critical success factors are highlighted in this paper: the need for new approaches to technical and pedagogical support, and the sustained interaction of supporting communities of practice.  相似文献   
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Sport and recreational activity is a vital part of today's society, and athletic training researchers are playing an important role in gaining a better understanding of how to promote safe and healthy participation for athletes of all ages. This article aims to illustrate the importance of research to prevent and effectively treat sport and recreational injuries. Increased physical activity among Americans is helping to combat chronic diseases such as obesity and diabetes, but injuries related to increased activity are on the rise. We must be responsible in our approach to promoting physical activity and participation in sport, while minimizing risk of injury. Athletic training researchers and colleagues from other disciplines within kinesiology, allied health sciences, and medicine must work collaboratively to identify predispositions to athletic injuries and illnesses. They must further conduct prospective studies that will help clinicians better manage these injuries and prevent their recurrence. This article highlights the progress that athletic training researchers have made to bridge the gap between research and clinical practice.  相似文献   
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Within developed countries child poverty is a social problem with significant negative effects. With a backdrop of austerity, the UK's first child poverty strategy was released in 2011. Pervaded by neo-liberal ideology this strategy identifies preschool services as key to remediating the negative effects of child poverty on children and families as a means to ‘unlock social mobility’. Drawing on interviews with preschool practitioners working in the poorest region of England, this article provides a rare, close-up insight into how they have responded to assumptions about their role within the policy discussions and debates about child poverty. Findings reveal how those interviewed have internalised the UK Coalition government's discursive formation of child poverty and social justice. Their narratives also indicate how, alongside the child poverty strategy, ‘policy technology’ accompanying the emergence of related reforms to the preschool sector in England and financial cuts are regulative and restrictive to practitioners' thinking and actions. Although only small scale, this research identifies challenges which will potentially prevent practitioners from creating the conditions necessary to address the effects of child poverty and ensure the Coalition government's vision of social justice in England.  相似文献   
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Abstract

This article maintains that the focus of learning and training at all levels is moving increasingly towards the individual ‐‐ how the individual learns and the influences of his or her environment on learning. It suggests that, among the increasing wealth of research into educational technology, the emphasis needs now to be placed on the learning process and the learning environment. But the learning processes and environments have to be seen as part of an educational scenario which is changing rapidly. Education at all levels, together with training at the adult level, and the resources devoted to these purposes will continue to be under direct challenge. To make learning more effective, the questions of contacts and connections by and with media must be examined and assessed. For effective communication the methods and the processes have to be matched to objectives. The article concludes that the rapidly changing technology of communications is helping to shift the balance from an emphasis on what has been largely a one‐way system of communication to one in which the individual learner is increasingly in control and in which the learning process itself, rather than the teaching system, has become the focus.  相似文献   
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The consulting‐oriented field of performance improvement is ideally based on a radically empirical foundation. We are supposed to be data driven and evidence based and to derive all of our processes and all of our advice to clients from empirical evidence (which can be either qualitative or quantitative) that allows us to make clear and distinct links from cause to effect. But much of the time we are simply unable to make conclusions based solely on actual performance data that unambiguously shows us a clear path for identifying gaps and effecting changes. In such a case, what is an earnest professional to do? The answer is, tell a story and change it as you go.  相似文献   
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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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