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151.
This paper reports on teachers’ perceptions of the educational affordances of a handheld application called Participatory Simulations. It presents evidence from five cases representing each of the populations who work with these computational tools. Evidence across multiple data sources yield similar results to previous research evaluations of handheld activities with respect to enhancing motivation, engagement and self-directed learning. Three additional themes are discussed that provide insight into understanding curricular applicability of Participatory Simulations that suggest a new take on ubiquitous and accessible mobile computing. These themes generally point to the multiple layers of social and cognitive flexibility intrinsic to their design: ease of adaptation to subject-matter content knowledge and curricular integration; facility in attending to teacher-individualized goals; and encouraging the adoption of learner-centered strategies.  相似文献   
152.
153.
This study examines Twitter use by the central government in Korea and the federal government in the USA by employing the webometric technique to extract their Twitter activity (basic Twitter statistics such as the numbers of followers, followings, and Tweets) and the social network analysis technique to map the relationship between their Twitter accounts and the direction of outlinks in their Tweets. The results of the initial analysis indicate some differences in Twitter strategies between the two governments. For example, Korean ministries were well connected through a dense network, engaged in collective cooperation, and retweeted common content to reinforce their collective agendas regardless of their main administrative functions, whereas US government departments were less collective and more individualistic and retweeted those messages that specifically fit the purpose of each department. In addition, the results for outlinks indicate that US government departments preferred private sources of information, whereas Korean ministries, government sources.  相似文献   
154.
The performance of adverse effects search filters in MEDLINE and EMBASE   总被引:1,自引:1,他引:0  
Background: Search filters can potentially improve the efficiency of searches involving electronic databases such as medline and embase . Although search filters have been developed for identifying records that contain adverse effects data, little is known about the sensitivity of such filters. Objectives: This study measured the sensitivity of using available adverse effects filters to retrieve papers with adverse effects data. Methods: A total of 233 included studies from 26 systematic reviews of adverse effects were used for analysis. Search filters from medline and embase were tested for their sensitivity in retrieving the records included in these reviews. In addition, the sensitivity of each individual search term used in at least one search filter was measured. Results: Subheadings proved the most useful search terms in both medline and embase . No indexing terms in medline achieved over 12% sensitivity. The sensitivity of published search filters varied in medline from 3% to 93% and in embase from 57% to 97%. Whether this level of sensitivity is acceptable will be dependent on the purpose of the search. Conclusions: Although no adverse effects search filter captured all the relevant records, high sensitivity could be achieved. Search filters may therefore be useful in retrieving adverse effects data.  相似文献   
155.
Game-based assessment (GBA), a specific application of games for learning, has been recognized as an alternative form of assessment. While there is a substantive body of literature that supports the educational benefits of GBA, limited work investigates the validity and generalizability of such systems. In this paper, we describe applications of learning analytics methods to provide evidence for psychometric qualities of a digital GBA called Shadowspect, particularly to what extent Shadowspect is a robust assessment tool for middle school students' spatial reasoning skills. Our findings indicate that Shadowspect is a valid assessment for spatial reasoning skills, and it has comparable precision for both male and female students. In addition, students' enjoyment of the game is positively related to their overall competency as measured by the game regardless of the level of their existing spatial reasoning skills.

Practitioner notes

What is already known about this topic:
  • Digital games can be a powerful context to support and assess student learning.
  • Games as assessments need to meet certain psychometric qualities such as validity and generalizability.
  • Learning analytics provide useful ways to establish assessment models for educational games, as well as to investigate their psychometric qualities.
What this paper adds:
  • How a digital game can be coupled with learning analytics practices to assess spatial reasoning skills.
  • How to evaluate psychometric qualities of game-based assessment using learning analytics techniques.
  • Investigation of validity and generalizability of game-based assessment for spatial reasoning skills and the interplay of the game-based assessment with enjoyment.
Implications for practice and/or policy:
  • Game-based assessments that incorporate learning analytics can be used as an alternative to pencil-and-paper tests to measure cognitive skills such as spatial reasoning.
  • More training and assessment of spatial reasoning embedded in games can motivate students who might not be on the STEM tracks, thus broadening participation in STEM.
  • Game-based learning and assessment researchers should consider possible factors that affect how certain populations of students enjoy educational games, so it does not further marginalize specific student populations.
  相似文献   
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