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31.
El lenguaje verbal es nuestra red de carreteras, el sistema básico y central de la comunicación humana. No obstante, existen sujetos que no pueden acceder a él, como hay ciudadanos que no disponen de automóvil. El uso cada vez más generalizado en la educación y en el tratamiento de aquellas personas con déficits o alteraciones en sus posibilidades de comunicación de sistemas alternativos hace imprescindible conocer y evaluar estos sistemas. En este artículo se hace una revisión seria y a la vez guiada por los conocimientos de aplicación, de estos sistemas alternativos de comunicación. Sin embargo el interés de estos sistemas no puede limitarse a aquellos sujetos que no disponen del sistema normal, del mismo modo que el coche no se limita a los inválidos o la música a los ciegos. El conocimiento de los sistemas alternativos, aún cuando afecte más a personas con necesidades especiales, parece poder ser también una extensión natural para alumnos y profesores normales que desean ampliar extensiva, metacognitiva y humanamente su comunicación y su representación.  相似文献   
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The tools used in learning processes are in a continuous state of flux. One of the most significant changes is the application of Information and Communications technologies (ICTs) to educational contexts. This provides new possible ways to carry out learning activities, new learning services, the possibility to use new kinds of contents and activities, etc. However, ICTs have not provided as many advantages as they were supposed to, so changes are necessary. In this context, a new set of tools, Web 2.0, offers a new way to understand the Web, in which the user is the centre. Further, users can cooperate in order to define contents. This concept is also applied in technology-mediated learning but there are important problems when one tries to integrate such tools and concepts with existing systems. This paper explores the integration of these tools in traditional learning environments, the various possibilities and their advantages and drawbacks. After that, an interoperability scenario is described and two experiences are presented to show how 2.0 tools can be integrated in learning activities, and its effect in educational process.  相似文献   
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Management literature has identified high-skilled human capital as a crucial dimension of innovation processes at the firm level. In this study, we introduce an alternative view of human capital based on the tasks that firms’ workers perform. We propose a measure of cognitive analytical and interpersonal tasks: the degree of abstractism. We argue that the level of abstractism of a firm has an effect on a firm's propensity to innovate and on its product innovation performance. We hypothesize that while the degree of abstractism has a linear positive relationship with the propensity to innovate, the relationship between abstractism and product innovation performance follows an inverted u-shaped relationship. We find partial support to our hypotheses using data from more than six thousand Portuguese firms. We discuss how these results change our understanding of the relationship between human capital and innovation at the firm level.  相似文献   
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The literature on the impact of entertainment media on sex education is typically pathology-focused, unclear regarding the effects of such usage, and void of dialogue between those who actually work in the areas of sexuality education and entertainment. To address this gap, this paper is the product of joint authorship between media figures from varied sexually-focused programming fields and academics who teach and conduct research in the areas of sexuality and relational health. The authors focus on the role that various forms of entertainment media play in educating members of the public and college classrooms in the areas of sex and sexuality. Additionally, examples of the inclusion of entertainment media in educational contexts are discussed.  相似文献   
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The main goal of this research was to assess whether it is possible to help children develop their general understanding of emotions. Thirty-six nine-year-old children divided in two groups were examined using a pre-test/train/post-test design. The emotion understanding of the two groups was measured in the pre- and post-test phases using the Test of Emotion Comprehension (TEC). The experimental group received a teaching program about emotions during the training phase: School Matters In Lifeskills Education (SMILE). The control group received no special teaching about emotion during this phase. Results showed that the level of emotion understanding in the experimental group improved significantly between the pre- and post-test whereas no such change occurred in the control group. The theoretical and practical implications of the findings are discussed.  相似文献   
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Game-based learning can have a positive impact on medical education, and virtual worlds have great potential for supporting immersive online games. It is necessary to reinforce current medical students' knowledge about radiological anatomy and radiological signs. To meet this need, the objectives of this study were: to design a competition-based game in the virtual world, Second Life and to analyze the students' perceptions of Second Life and the game, as well as to analyze the medium-term retention of knowledge and the potential impact on the final grades. Ninety out of 197 (45.6%) third-year medical students voluntarily participated in an online game based on self-guided presentations and multiple-choice tests over six 6-day stages. Participants and non-participants were invited to perform an evaluation questionnaire about the experience and a post-exposure knowledge test. Participants rated the experience with mean scores equal to or higher than 8.1 on a 10-point scale, highlighting the professor (9.5 ± 1.1; mean ± SD) and the virtual environment (8.9 ± 1.1). Participants had better results in the post-exposure test than non-participants (59.0 ± 13.5 versus 45.3 ± 11.5; P < 0.001) and a lower percentage of answers left blank (6.7 ± 8.4 versus 13.1 ± 12.9; P = 0.014). Competitive game-based learning within Second Life is an effective and well-accepted means of teaching core radiological anatomy and radiological signs content to medical students. The higher medium-term outcomes obtained by participants may indicate effective learning with the game. Additionally, valuable positive perceptions about the game, the educational contents, and the potential benefit for their education were discovered among non-participants.  相似文献   
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Nowadays, some virtual museums include 3D room scenes to show the models of its pieces, just like in real museums. Nevertheless, the generation and maintenance of this kind of scenes is generally difficult and should be done by an expert. For example, any change such as including a new piece or modifying the position of an existing fragment usually requires a different design and the creation of a new scene. In this paper we present a case study on the development of a web-based application to automatize this process. To this end, a database to store both graphic and non-graphic information about the pieces, and some 3D rooms to show them has been created. The designed scenes only contain some pieces of furniture to exhibit the fragments, which will be subsequently included. Thus, when a room is loaded in the web page, its associated pieces are obtained through a query in the database and its models are dynamically included in the original scene. Therefore, the position changes or the inclusion of new pieces are not performed in the 3D model, but in the database. Our application makes the transmission of the knowledge to the general public easier because any new discovered piece can be included in a existing museum effortlessly.  相似文献   
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