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171.
Genevieve Marie Johnson 《Interactive Learning Environments》2013,21(3):298-308
In educational discourse on human learning (i.e. the result of experience) and development (i.e. the result of maturation), there are three fundamental theoretical frameworks, – behaviourism, cognitivism and constructivism, each of which have been applied, with varying degrees of success, in online environments. An ecological framework of human learning and development in interactive learning environments is proposed. Such an inclusive paradigm organizes the fundamental theoretical assumptions of behaviourism (i.e. automated learning), cognitivism (i.e. recall, understanding, analysis, synthesis, evaluation, creativity, problem solving) and constructivism (i.e. private and shared meaning). Based on review of the literature, behaviourism is best conceptualized as a learning theory; constructivist theoretical assumptions are best applied to cognitive development including private online experience (cognitive constructivism) and shared online experience (social constructivism). Cognitivism is a particularly relevant theoretical orientation in understanding both human learning and development in interactive learning environments. 相似文献
172.
Clare Johnson 《Teaching in Higher Education》2013,18(2):215-224
This paper investigates the Quality Assurance Agency and the potential problems in applying its criteria to a Fine Art undergraduate degree programme. Starting with a suspicion that such a generic criteria cannot account for some of the attributes valued in Fine Art, the paper suggests that the QAA strategy needs to be addressed at the level of discourse. In the light of a general discourse of public accountability in Higher Education, I argue that the QAA experience naturalises certain forms of knowledge and marginalises others, some of which pertain in particular to Fine Arts education. In raising questions about what counts as knowledge and which 'skills' count as 'key', I argue that, contrary to appearances, the QAA structure is far from neutral as a measuring strategy. 相似文献
173.
Greg Conderman Toni Van Laarhoven Jesse Johnson Lisa Liberty 《Support for Learning》2021,36(4):664-677
Students with disabilities typically experience academic, social, and behavioural challenges in school. Some of these students also often experience anxiety and stress associated with school situations and events. Wearable technologies are an emerging innovation in the United States that can support students with disabilities during stressful academic or social situations. This article discusses issues associated with wearables, offers questions to consider when considering a wearable device for a student, and describes several wearable technologies for students with disabilities. 相似文献
174.
We report a multidimensional test that examines middle grades teachers’ understanding of fraction arithmetic, especially multiplication and division. The test is based on four attributes identified through an analysis of the extensive mathematics education research literature on teachers’ and students’ reasoning in this content area. We administered the test to a national sample of 990 in‐service middle grades teachers and analyzed the item responses using the log‐linear cognitive diagnosis model. We report the diagnostic quality of the test at the item level, mastery classifications for teachers, and attribute relationships. Our results demonstrate that, when a test is grounded in research on cognition and is designed to be multidimensional from the onset, it is possible to use diagnostic classification models to detect distinct patterns of attribute mastery. 相似文献
175.
176.
Paul Elliott Johnson 《Critical Studies in Media Communication》2017,34(1):14-28
This essay situates the television show Breaking Bad (BB) and its critical reception in the context of American politics following the economic and political events of 2008. Reading the show as an allegory, I demonstrate that it offered a pathway for viewers to maintain investments and commitments to a toxic, white masculinity threatened by 2008’s economic and political dislocations. Taking the show up for its capacity to allegorize the human experience, Breaking Bad’s critically acclaimed status among viewers from widely divergent political positions suggests that the investment in raced and gendered ideas of individual freedom crosses partisan lines, indicating that American national identity and white masculinity share a mutually sustaining incoherence. Understanding the cultural roots of American victimage evident in post-2008 America helps explain how BB distinguished itself from similar masculine “anti-hero” dramas. 相似文献
177.
Early home experiences of a group of 32 2-week old infants, equally divided according to social class, birth order, and sex, were studied. Naturalistic observations were taken on 2 consecutive days for a total of 6 hours. Compared with later-borns, firstborns received significantly more caretaker interaction on all variables studied. Compared with lower-SES infants, those from higher-SES homes received significantly more direct verbal interaction although the 2 groups did not differ on total periods of other types of caretaking interaction. The findings are consistent with birth order and social class differences reported in home environments of older infants and children. 相似文献
178.
Miriam J. Johnson 《Publishing Research Quarterly》2017,33(2):131-146
The concept of the citizen author is defined and explored within the publishing industry. In order to understand what positions the citizen author currently, and potentially could, hold it begins with a historical view of their rise, including concepts of their eighteenth century antecedents. But the focus of this research is on their growth alongside that of social media platforms. This allows for drawing out relationships between genre fiction, publishers, and the citizen author, which provides a more full understanding of the power dynamics involved when publishers, social media, and the citizen authors mix in the current industry climate. 相似文献
179.
David Johnson 《European Journal of Engineering Education》1981,6(3-4):253-262
In early 1979 an exploratory discussion meeting on “Engineering Education and Developing Countries of the Commonwealth” was hosted in the House of Commons by the Council for Education in the Commonwealth (CEC). Subsequent to the meeting, the relevant courses subcommittee of the CEC decided that the issues raised in discussion warranted closer investigation and a working group was established to consider factors affecting engineering education in and for Commonwealth developing countries. These factors include (a) existing educational provision in Britain and overseas (b) deficiencies in practical training for overseas students (c) staff development of overseas lecturers (d) engineering manpower forecasting (e) relevant financial problems. The present report, however, is only concerned with the difficulties students from Commonwealth developing countries meet in gaining admission, studying in and successfully completing engineering courses in Britain. Additionally, consideration is given to the appropriateness of the studies undertaken in Britain to future careers at home. 相似文献
180.
Glenda A. Gunter Robert F. Kenny Erik H. Vick 《Educational technology research and development : ETR & D》2008,56(5-6):511-537
We are witnessing a mad rush to pour educational content into games in an ad hoc manner in hopes that player/learners are motivated simply because the content is housed inside a game. A failure to base educational game design on well-established learning and instructional theories increases the risk of the game failing to meet its intended educational goals, and yielding students who are entertained but who have not acquired any academic skills or knowledge. Our review of standalone educational games has shown that they are not always based on sound educational principles and theories. We contend that, if academic learning is to take place, a new design paradigm must be developed. This article discusses the RETAIN design and evaluation model for educational games that was developed to aide in the evaluation of how well academic content is endogenously immersed and embedded within the game’s fantasy and story context, promoters transfer of knowledge, and encourages repetitive usage to that content becomes available for use in an automatic way. 相似文献