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131.
This study investigated whether and how different factors in relation to task, user-perceived knowledge, search process, and system affect users’ search tactic selection. Thirty-one participants, representing the general public with their own tasks, were recruited for this study. Multiple methods were employed to collect data, including pre-questionnaire, verbal protocols, log analysis, diaries, and post-questionnaires. Statistical analysis revealed that seven factors were significantly associated with tactic selection. These factors consist of work task types, search task types, familiarity with topic, search skills, search session length, search phases, and system types. Moreover, the study also discovered, qualitatively, in what ways these factors influence the selection of search tactics. Based on the findings, the authors discuss practical implications for system design to support users’ application of multiple search tactics for each factor.  相似文献   
132.
Millions of dollars have been invested into the development of digital libraries. There are many unanswered questions regarding their evaluation, in particular, from users’ perspectives. This study intends to investigate users’ use, their criteria and their evaluation of the two selected digital libraries. Nineteen subjects were recruited to participate in the study. They were instructed to keep a diary for their use of the two digital libraries, rate the importance of digital library evaluation criteria, and evaluate the two digital libraries by applying their perceived important criteria. The results show patterns of users’ use of digital libraries, their perceived important evaluation criteria, and the positive and negative aspects of digital libraries. Finally, the relationships between perceived importance of digital library evaluation criteria and actual evaluation of digital libraries and the relationships between use of digital libraries and evaluation of digital libraries as well as users’ preference, experience and knowledge structure on digital library evaluation are further discussed.  相似文献   
133.
This paper explores the role played by part-time Women's/Gender Studies (WGS) courses in women's lives in the UK through interviews with 35 women who were among 8000 students who studied one of the UK Open University's undergraduate interdisciplinary WGS courses between 1983 and 1999. A thematic analysis of these interviews shows how these mainly working and lower middle-class, mature women were living through a time of great social change for women. The WGS course they studied helped them understand these changes and grasp the educational, social and employment opportunities that opened for UK women after 1980. The authors reflect on these social and educational changes and using Nussbaum's Capabilities Approach (2011) analyse the capabilities these women developed through their study of these courses, which helped them to change their own lives and the lives of others around them. Looking forward, the authors argue that WGS courses have the potential to develop these capabilities in a time of economic recession and reduced opportunities for women.  相似文献   
134.
135.
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.

Practitioner notes

What is already known about this topic

  • Gamification and game-based learning may have many benefits for university students.
  • The majority of university educators do not routinely use gamification and game-based learning in their teaching.

What this paper adds

  • University educators' major drivers that positively influence the use of gamification and game-based learning include their perceptions that it encourages student interactions and collaborative learning, provides fun and improves engagement and can easily be used by students.
  • University educators' major barriers that negatively influence the use of gamification and game-based learning include their perceptions of a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues.
  • These drivers and barriers may be classified as attitudinal, design-related and administrative, with these categories providing a useful way for universities to develop strategies to better support educators who wish to use these approaches in their teaching.

Implications for practice and policy

  • Attitudinal factors such as university educators' intention to use gamification and game-based learning are influenced by a host of their perceptions including attitude, perceived usefulness and ease of use.
  • A range of design-related and administrative barriers may need to be overcome to increase the use of gamification and game-based learning in the university sector.
  相似文献   
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