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291.
Instructional Science - Virtual labs provide space for students to iteratively test, observe, and revise their understanding so as to improve their scientific literacy. However, one of the...  相似文献   
292.
Educational technology research and development - Fostering students’ abilities to deal with practical problems is an important objective of professional training. To enable students to have...  相似文献   
293.
Technological pedagogical content knowledge TPACK refers to the knowledge set that teachers currently use to further improve the quality of their teaching and assist their students in learning. Several TPACK models have been proposed, either for discussing TPACK's possible composition or its practical applications. Considering that teachers' practical experiences should also be critical to the development of those teachers' knowledge, this study invited a research panel (six researchers) and an expert panel (54 science‐related educators) to propose and validate the framework of TPACK‐practical. After two rounds of anonymous communications that followed Delphi survey techniques, a total of eight dimensions of TPACK‐practical and corresponding indicators were identified and rated as having high levels of importance. Among these knowledge dimensions, the knowledge of direct information and communication technology uses for enhancing teachers' professionalism and students' conceptual comprehension was rated with a high level of importance. Also, disciplinary differences were found to exist between the different groups of experts. Biology teachers showed significantly higher ratings across all knowledge dimensions, whereas physics teachers' ratings were comparatively low. Such findings suggest that the structure and content of subject matter shapes not only the way they teach with technology but also the thinking logics they build longitudinally from their learning experiences.  相似文献   
294.
This year-long ethnographic case study examined high school teachers’ participation in technology-focused professional development. By pairing a dialogical perspective on teacher identity with a micro-level analysis of narratives, findings indicate that teachers use language and other semiotic resources to express their own identity as well as to acknowledge, expand on, and counter others’ identity claims. Moreover, technology integration may challenge teachers’ established identities or threaten their authority in the classroom. This analysis suggests that teacher educators need to value teachers’ established and emergent identities as well as create space for dialogic narratives in order to facilitate technology integration in schools.  相似文献   
295.
The purpose of this study was to explore the effects of the context-aware ubiquitous learning (u-learning) approach versus traditional instruction on students' ability to answer questions that required different cognitive skills, using the framework of Bloom's taxonomy of educational objectives, including knowledge, comprehension, application, analysis, and synthesis. In this study, 230 third- and fourth-grade students in 8 classes were counterbalanced and assigned to the u-learning approach and traditional instruction for learning different topics in two separate plant-observing activities. The results showed that the students who learned with traditional instruction performed better than those who used the u-learning approach in terms of answering questions that required their cognitive abilities of knowledge, comprehension, application, analysis, and synthesis. Moreover, an in-depth analysis of the students' learning behaviors in the u-learning context revealed that most of their learning behaviors recorded in the u-learning system were not significantly related to their cognitive abilities.  相似文献   
296.
This study investigated the relationships between teachers' self‐reported classroom goal structures, instructional self‐perceptions, teaching efficacy, and perceptions of students' motivation in a developing East Asian nation. This study's participants were 404 teachers, across subject areas, in 14 high schools in an East Asian nation. Similar studies have been conducted in western nations, but these cannot be generalised to the East Asian cultural context without direct research. The following teacher perceptions correlated strongly with perceptions of student motivation: learning goal orientations; student ability; instrumentality of instruction; and high teaching self‐efficacy. Among these related factors, learning goals and ability emerged as the strongest predictors of perceived student motivation. Teachers interviewed reported that their students' motivation is primarily extrinsic and performance‐oriented, influenced by external factors, predominantly exam pressure and social expectations. These findings have important implications for teacher education and practice, and for school policy and educational reform.  相似文献   
297.
This study presents a comprehensive framework to identify dynamic radio frequency identification (RFID) adoption and diffusion from three different perspectives: stages of adoption, levels of analysis, and domain of issues. The main concern of this study is stages of adoption, which covers three phases in respect of the maturity of the RFID project and the sophistication of business applications and RFID technology. The level of analysis involves different units of analysis beyond the organization level, including the industry- and country-level, which is lacking in the current literature. To understand dimensions of RFID issues, a strategy, technology, organization, people and environment (STOPE) based approach was applied. An extensive review of prior literature was conducted to find various RFID success factors and the Delphi method was applied to find positions of these factors within the framework. Based on the Delphi, some factors belong to early stage of adoption, and some others persist in the later stages of adoption. At the country level, factors such as RFID national policy, R&D policy and income per capita were accepted by most experts at the preliminary and intermediate stage; strategy and environment were accepted as important domains. To find practical implications of the framework, a case study of Indonesia was conducted at each level of analysis. Analytic hierarchy process (AHP) was applied to identify most important factors and important domains of issues with respect to the factors from the Delphi results. At country level, RFID policy, vision of leadership and RFID potential market are the most important factors; strategy and environment are the most important domains.  相似文献   
298.
Jen Gilbert 《Sex education》2016,16(6):725-728
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299.
In this article we explore Who Killed Sarah Stout? A Participatory Exhibit as a case study exploring how a multimodal approach to publishing special collections may facilitate dynamic engagement with historical evidence. Stout's murder in 1699 remains unsolved; framing the exhibit as a murder mystery, we consider several key goals: promoting critical engagement and use of primary source collections, advancing curricular and cocurricular learning, developing multimodal exhibitionary practices, creating learning opportunities through hybrid exhibitions, leveraging technology to generate new knowledge, and gaming as a mode of scholarly inquiry. The findings proved almost as interesting as the case itself.  相似文献   
300.
Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.  相似文献   
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