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901.
Building upon past studies of curriculum textbooks in the US, this paper presents an analytical framework that classifies curriculum texts according to their representation of reconceptualized curriculum scholarship. It uses four indicators of the representation of curriculum scholarship in the analyses of eight curriculum texts published in the USA in the 1990s: the author’s stated intentions; the organization of the table of contents; the treatment of the forms of reconceptualism; and the ratio of curriculum and non‐curriculum journal citations. The analysis finds that reconceptualized curriculum scholarship has been at least mentioned, if not extensively treated, in most texts since the mid‐1980s, and that this approach is most comprehensively treated in books published in the 1990s.  相似文献   
902.
ABSTRACT

Digital games are very popular in modern culture. The authors are examining ways to leverage these engaging environments to assess and support student competencies. The authors examine gameplay and learning using a physics game they developed called Newton's Playground. The sample consisted of 167 eighth- and ninth-grade students who played Newton's Playground for about 4 hr over the course of 1.5 weeks. Findings include significant pretest–posttest physics gains, and significant relations between in-game indicators and learning.  相似文献   
903.
The major claim of this essay is that an important relationship between hermeneutics and rhetoric has been overlooked by communication scholars. By describing the nature of this relationship the authors clarify rhetoric's epistemic function and, in turn, provide important theoretical directives for rhetorical criticism.  相似文献   
904.
Currently influential educational theories emphasize a causal and linear relationship among memory self‐efficacy, psychological well‐being, and memory performance. That model, however, does not consider an important mediating variable: the adaptability of the aging self. This collective study of four cases (four Korean American older adults) was conducted to provide a more comprehensive understanding of the interrelationships among these variables, with the expectation that useful insights might be gained through the in‐depth study of specific cases. Each case showed a unique pattern of the interplay of these cognitive and affective variables. The findings suggest that perceptions of memory functioning and psychological well‐being are mitigated by the adaptability of the aging self, rather than being directly related to the experiences of age‐related losses or to actual memory perfor‐  相似文献   
905.
As the population of older adults increases, the field of adult education needs to respond accordingly. The study reported in this paper examined motivations for learning among older adults actively engaged in formal lifelong learning. One hundred eighty-nine members of a Learning in Retirement institute were surveyed using Boshier's Education Participation Scale. Cognitive interest appeared to be the strongest motivator for learning. Social contact was the second most influential motivator. The findings of this study are consistent with, and add to, our knowledge derived from previous studies pertaining to the participation of older adults in formal learning. Recommendations for future research on older adult learning in different settings are presented.  相似文献   
906.
By searching the keywords of “older adult” and “computer” in ERIC, Academic Search Premier, and PsycINFO, this study reviewed 70 studies published after 1990 that address older adults' computer learning and usage. This study revealed 5 prominent themes among reviewed literature: (a) motivations and barriers of older adults' usage of computers, (b) age-related differences in computer learning and usage, (c) instructional tips and design, (d) changes in attitudes and benefits, and (e) Internet usage. The limitations of the studies are reviewed and suggestions for future research are discussed.  相似文献   
907.
Labour market outcomes of undergraduates' choice of subject are important for public policy and for students. Policy interest is indicated by the prominence of ‘employability’ in public discourse and in proposals to concentrate government funding in England in supporting STEM subjects (science, technology, engineering and mathematics). As students in England face the prospect of bearing the full financial burden of undergraduate tuition, the large differences between wage premia for different subjects may become of increasing interest. We find that, even after taking account of differences in motivation towards the choice of undergraduate subject, males and members of certain non‐White ethnic groups are more likely to choose ‘high wage‐premium’ subjects. We also find some significant differences between the motivations of different minority ethnic groups. However, students from lower income households are less likely to choose high wage premium subjects, which is a concern for this aspect of policy towards participation in higher education and social mobility.  相似文献   
908.
A serious game, which is designed for learning purposes rather than recreational purposes, has been applied for digital game-based Learning. This study investigated the effects of graphic organizers in a serious game, “The Transistor”, on learning outcomes and attitudinal perceptions. A total of 99 participants were randomly assigned to three groups: non-organizer group, advance organizer group, and post organizer group. The results revealed that participants using a post organizer, which was presented after the game for review, outperformed those using a non-organizer and an advance organizer on both learning outcomes (recall test scores and recycling intention) and attitudinal perceptions (perceived enjoyment, perceived usefulness, and satisfaction). These findings implied that a post-graphic organizer could enhance the instructional value of a serious game. More detailed implications, limitations, and suggestions for future research are discussed.  相似文献   
909.
Learning happens not only in schools, but also in every context that affords new experiences and opportunities for metacognition. We aim to maximize the different activity-milieux in which learners are engaged in developing their life-long learning dispositions to learn within and across contexts. This paper is a follow up of an earlier published paper in which a framework on interpreting learning as how the self interacts with phenomena and reifications was proposed. Grounded in this learning framework, our research seeks to expand the “within context” learning to “across contexts” learning with evidence from a case study examining a 10-year-old boy's learning process. Through the case study, we will describe the interplay between bowling and schooling and how strategies learned from one context is situated into another drawing upon Ito et al.'s (2010 Ito, M., Baumer, S., Bittanti, M, boyd, d., Cody, R., Herr-Stephenson, B., Horst, … Pascoe, C.J., Perkel, D., Robinson, L., Sims, C., Tripp, L. (2010). Hanging out, messing around, and geeking out: Kids living and learning with new media. Cambridge, MA: MIT Press [Google Scholar]) developmental trajectory of “hanging out-messing around-geeking out” perspectives. The findings show that for learning to be meaningful and authentic for the twenty-first century, it is essential for the learner(s) to be in constant dialectical interactions and relationship with oneself, others, and with the social-cultural artifacts that afford the learning. We conclude with practical implications derived from the study.  相似文献   
910.
This article examines the discourse of 10 groups of children during text-based online discussions. Analysis of the discourse in the discussions showed that 8 different rhetorical moves, or argument stratagems, were used by most groups of children, whereas 3 other stratagems were used by 1 group. The use of argument stratagems snowballed; that is, once an argument stratagem emerged in a discussion, it tended to spread to other children in the Web group, and the likelihood that it would occur again remained high over the course of the discussion. Most stratagems began to spread when initiated by other children but not when introduced by the adult moderator. Children were eager to participate and displayed a high rate of participation in discussions with Webmates from distant classrooms. These findings suggest that collaborative online discussions may provide an effective instructional medium for promoting children's learning of reasoning strategies and thinking skills.  相似文献   
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