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151.
Brendan Haley 《Research Policy》2018,47(6):1147-1160
This paper augments the technological innovation systems (TIS) framework to provide policy guidance on how to manage interactions between a core technology and its larger sectoral context. A TIS development cycle is presented that combines the TIS framework’s ability to clearly illuminate policy gaps with Erik Dahmén’s idea that technological diffusion creates structural tensions that introduce transformation pressure. This pressure can result in stagnation and unrealized development potential or spur sectoral complementarities and the evolution of a TIS into a larger “development block” of interlinked technological systems. Integrating structural tensions into TIS analysis highlights how the evolution of a focal technology induces technological complementarities and creates a need to continuously re-design policies. This underscores the continued benefit of a technology system perspective, even as a technology matures.The revised TIS framework is applied to a case study of the Canadian province of Nova Scotia that explores how variable renewable electricity diffusion introduces structural tensions with existing electricity grids, requiring the use of complementary technologies that add storage and flexibility. Nova Scotia aggressively developed wind energy and built a high-voltage direct-current transmission line to import hydroelectricity that could back-up variable renewable energy sources like wind.  相似文献   
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Three experiments tested the hypotheses that (1) the onsets of prolonged, fixed-duration treatment shocks (shock treatment, or ST) serve as cues for fear conditioning to the ongoing painful effects of these stimuli, and (2) this acquired fear transfers to and influences shock-motivated test performances in predictable ways. Experiments 1 and 2 involved spaced post-ST presentations of very brief shocks (a presumed analogue of the onsets of treatment shocks) as a means of extinguishing the fear putatively associated with shock cues. This procedure reduced defecation by ST subjects over blocks of extinction sessions and nullified the punishment intensification effect that was otherwise shown to be a consequence of ST. As a further test of the shock-cue hypothesis, Experiment 3 involved relatively massed presentations of these brief shocks prior to ST in a latent-inhibition procedure (Lubow, 1973). This briefshock regimen also nullified the ST punishment intensification effect but did not impair the transituational transfer of contextual fear. In contrast, the group that was given the same brief shock regimen following ST showed enhancement of the punishment effect. With respect to current theoretical accounts of ST effects, these data were most consistent with notions that rely on an acquired-fear construct.  相似文献   
155.
In industry the advantages of realistic job preview have been much discussed, but lit-tle is currently done in British schools to prepare students for higher education. This article describes the development stages of a principled adventure game to simulate the experience of higher education. Playing this game is intended to provide realistic role preview for prospective students.The simulation has been developed out of an earlier board game derived, to some extent, from research findings. More recent research on student learning has provided the principles on which the new simulation game is being based. The game not only allows students to try out different study strategies, it also provides advice tailored to the specific strategies used by the individual stu-dent in interacting with the computer. This simulation can be seen as a simple expert system providing a form of intelligent tutoring.The architecture of the computer simulation is described, together with the strategies used to ensure that the game, and the advice provided, are both controlled by principles derived from the research on student learning. Illustrations are used to indicate how a student would experience the interactions with the computer, and how the rules produce tailored advice.  相似文献   
156.
This article describes Project THREAD (Technology Helping Restructure Educational Access and Delivery), an initiative funded by the U.S. Office of Education through its PT3 grant program. The project’s overarching goal is to prepare teachers to integrate modern technologies to fundamentally enhance teaching and learning in K-12 schools. Project initiatives include: (a) a series of in-service workshops for university faculty, administrators, field supervisors, and mentor teachers; (b) one-on-one follow-up support provided by project staff; (c) a minigrant program to support the development of technology-based learning activities for university courses; (d) expanded opportunities for students to apply technology in thier courses and field experiences; and (e) a redesign of selected courses that impact a large number of teacher candidates. The project’s evaluation is described, along with a discussion of outcomes and lessons learned. in recognition of the project’s scope and accomplishments thus far, the College of Education at the University of Nevada, Las Vegas (UNLV), was named the 2002 winner of the Best Practice Award for the Innovative Use of Technology by the American Association of Colleges for Teacher Education (AACTE).  相似文献   
157.
The purpose of the current study was to estimate reliability, internal consistency and construct validity of the Measure of Instruction for Creative Engagement (MICE) instrument. The MICE uses an iterative process of evidence collection and scoring through teacher observations to determine instructional domain ratings and overall scores. The results demonstrated the sound inter-observer reliability, teacher stability and score validity of the MICE. We found (a) a low proportion of rater variance (0.14–5.99%), (b) moderate to highly correlated within-teacher ratings ranging from r(17) = 0.663, p < 0.01 to r(17) = 1.000, p < 0.01 and (c) a statistically-significant difference between classroom teachers and teaching artists, t(56) = 7.37, p = 0.000. These results relate to the development of classroom environment instruments and the substantive development of pedagogy that supports creative thinking and behaviours, both of which are a priority for enhancing teacher accountability and student learning.  相似文献   
158.
Twelve children with severe learning difficulties were taught an initial sight vocabulary with and without the help of a computer system. A control group received individual teaching in mathematics. All groups were given the teaching for eight minutes a day for four weeks. The results demonstrated that all 12 children in the experimental groups significantly improved their sight vocabulary. Trends in the data indicated that the teacher-only condition produced better learning than the computer-assisted condition, and that this was particularly true for the children with lower ability. The results are discussed in relation to the information-processing demands being made on the child in each condition and the implications for teaching.  相似文献   
159.
The purpose of this work was to share our findings in using the Kinect technology to facilitate the understanding of basic kinematics with middle school science classrooms. This study marks the first three iterations of this design-based research that examines the pedagogical potential of using the Kinect technology. To this end, we explored the impact of using the Kinect in conjunction with an SDK Physical Virtual Graphing program on students’ understanding of displacement, velocity and acceleration compared to students who conducted more traditional inquiry of the same concepts. Results of this study show that, while there may be some affordances to be gained from integrating this technology, there is a need for a scaffolded approach that helps students to understand the “messiness” of the data collected. Further, meta-cognitive activities, such as reflective opportunities, should be integrated into the inquiry experiences in order to scaffold student learning and reinforce concepts being presented. While the Kinect did work to generate large-scale visualization and embodied interactions that served as a mechanism for student understanding, this study also suggests that a complementary approach that includes both the use of hands-on inquiry and the use of the Kinect sensor, with each activity informing the other, could be a powerful technique for supporting students’ learning of kinematics.  相似文献   
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