首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   1875篇
  免费   27篇
教育   1371篇
科学研究   103篇
各国文化   33篇
体育   139篇
文化理论   11篇
信息传播   245篇
  2022年   16篇
  2021年   24篇
  2020年   37篇
  2019年   75篇
  2018年   89篇
  2017年   103篇
  2016年   75篇
  2015年   44篇
  2014年   72篇
  2013年   442篇
  2012年   59篇
  2011年   66篇
  2010年   42篇
  2009年   52篇
  2008年   56篇
  2007年   40篇
  2006年   44篇
  2005年   35篇
  2004年   39篇
  2003年   41篇
  2002年   31篇
  2001年   23篇
  2000年   25篇
  1999年   24篇
  1998年   15篇
  1997年   15篇
  1996年   15篇
  1995年   12篇
  1994年   10篇
  1993年   15篇
  1992年   12篇
  1991年   12篇
  1990年   10篇
  1989年   15篇
  1988年   26篇
  1987年   14篇
  1986年   13篇
  1985年   11篇
  1984年   10篇
  1983年   7篇
  1982年   10篇
  1981年   8篇
  1980年   7篇
  1979年   8篇
  1977年   7篇
  1976年   10篇
  1975年   6篇
  1974年   8篇
  1972年   8篇
  1968年   6篇
排序方式: 共有1902条查询结果,搜索用时 15 毫秒
11.
Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed.  相似文献   
12.
13.
14.
ABSTRACT

Questions such as ‘what is value in the student experience?’ and ‘how do we measure or assess value in higher education?’ remain an under-researched area. However, in the context of marketisation and competitive forces in higher education, there is a need to unpack what is value in the student experience. In this article, a conceptualisation of value that can be applied in higher education (known as value-in-use) is introduced and applied to a specific and increasingly important aspect of the student experience – student–staff partnerships. Qualitative survey data (n?=?97) and interviews (n?=?35) from ten cases of various manifestations of student–staff partnerships in the Australasian context is presented and assessed in relation to value. The findings highlight that student–staff partnerships may enhance value in the student experience and that value-in-use may be an appropriate lens through which to continue to explore how value is created and measured in the student experience.  相似文献   
15.
16.
Despite over three decades of legislation and initiatives designed to tackle the traditional gender divide in the science, technology and design fields, only a quarter of the registered architects in Australia are women. There are no statistics available for other design disciplines, with little known about why women choose design as a career path and who or what influences this decision. This qualitative research addresses this knowledge gap, through semi‐structured in‐depth interviews conducted with 19 Australian women who completed an industrial (product) design degree. Thematic analysis revealed three key themes: childhood aptitude and exposure; significant experiences and people; and design as a serendipitous choice. The findings emphasise the importance of early exposure to design as a potential career choice, highlighting the critical role played by parents, teachers, professionals and social networks.  相似文献   
17.
18.
19.
20.
Software engineering education can be viewed as a challenging task. Computer science students tend to focus on the programming aspects of a project, and take a “hacking approach” to completing a project, rather than viewing the process. Our course material includes teaching the Personal Software Process (PSP). Students are required to produce defect and effort metrics, as well as project summary reports. Tools to assist information recording and production of reports are difficult for students to access. The cost in terms of financial and learning time is usually too high at the educational level to justify using commercial tools that are available for the professional software engineer. We have developed a tool—Personal Assistant for Software Engineers—to aid students in the learning of the PSP. The tool has been successfully used in four subjects for a semester. Following feedback and evaluation, it has been redesigned, and is currently in stage two. The tool has been useful for students, and has automated the previous manual process of producing time and defect reports, along with project summaries, thus allowing them to focus on the meaning of the information.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号