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11.
Grounded in the 2x2 achievement goal framework (Elliot & McGregor, 2001), a model was tested examining the hypothesized relationships between approach and avoidance (mastery and performance) goals, challenge and threat appraisals of sport competition, and positive and negative indices of well-being (i.e., self-esteem, positive, and negative affect). A further aim was to determine the degree to which the cognitive appraisals mediated the relationship between the four achievement goals and the indicators of athletes' welfare. Finally, measurement and structural invariance was tested with respect to gender in the hypothesized model. An alternative model was also estimated specifying self-esteem as an antecedent of the four goals and cognitive appraisals. Four hundred and twenty-four team sport participants (Mage=24.25) responded to a multisection questionnaire. Structural equation modeling analyses provided support for the hypothesized model only. Challenge and threat appraisals partially mediated the relationships observed between mastery-based goals and the well-being indicators. Lastly, the hypothesized model was found to be invariant across gender.  相似文献   
12.
Abstract

A “look-up line” (LUL) has been proposed for ice hockey, which is an orange 1?m (40′) warning line (WL) painted on the ice at the base of the boards. The LUL purports to provide an early warning to players to keep their head up prior to and as they are being checked. We determined if players looked up more on a rink with the LUL compared to a traditional Control rink. Elite offensive (O) and defensive (D) players competed 1 vs. 1, while wearing an eye tracker that recorded their quiet eye (QE) and fixation and tracking (F-T) and an electrogoniometer that measured head angle. External cameras recorded skate duration during four skate phases: P1 preparation, P2 decision-making, P3 cut to boards, P4 contact. The QE was the final fixation prior to contact between O and D as they skated towards and across the WL during P3 and P4. Skate phase durations (%) did not differ by rink or rink by position. More QE and F-T occurred on the WL on the LUL rink than on the Control. The expected increase in head angle on the LUL rink did not occur during P3 or P4. Post-hoc results also showed O and D skated further from the boards on the LUL rink, suggesting the players preferred to control the puck on white ice, rather than the orange colour of the LUL rink. More research is needed to determine if these results apply to the competitive setting.  相似文献   
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PPVT and WISC-R scores were compared for 259 students ranging in age from 6 to 16. In descending order, Pearson product correlations ranked best for the total sample, emotionally disabled, regular class, mentally retarded, and learning disabled. In all groups, the PPVT overestimated ability and was significantly different from the WISC-R scores as measured by correlated t-tests.  相似文献   
15.
This article outlines evidence-based methods for cultural heritage institutions to look for news and mentions about their collections and services online. Google Alerts were created for repository names, websites, and finding aid websites for 66 institutions randomly selected from the Archive Grid database. Results were analyzed to determine Google Alerts' accuracy, what types of institutions would benefit most from using Google Alerts, what the content of the sources found by the alerts was, what types of publications returned the most results, and if Google Alerts could also identify image reuse. While Google Alerts' accuracy for returning usable results for analysis was not very high, the structure of alert e-mails makes discarding irrelevant results simple and quick. Mid- to large-sized museums and institutions staging frequent exhibits and events, as well as those with active collections, return the largest number of alerts. News publications and social media publish the most content related to cultural heritage institutions. Though the sample set was small, Google Alerts also was able to identify image reuse.  相似文献   
16.
Book Reviews     
This study examined the teaching of games via a tactical approach (also known as teaching games for understanding) from the theoretical perspective of social constructivism. A pilot study (of student teachers (STs) and pupils) informed the ‘main’ study which included collecting data on 49 STs, 58 cooperating teachers (CTs) and 1177 pupils. ST data were collected through videotaping (lessons), interviews and questionnaires; CT data through interviews and questionnaires; and pupil data through questionnaires. Data analysis techniques included systematic coding of teaching behaviours through computer software, using constant comparison to code open-ended question responses, and computing frequencies of Likert-scale question responses. T-tests were used to compare pre- and post-CT workshop data. Findings suggest that STs’ teaching of the tactical approach was in line with a social constructivist perspective, in part because lessons were student-centred. Overall student activity was 53% of all lessons taught, and STs facilitated pupil learning through several question and answer scenarios. Pupils wrote that they enjoyed playing games in what amounted to ‘authentic’ settings. Their responses also suggest that learning took place through ‘legitimate peripheral participation in communities of practice’ and this facilitated pupil movement through the ‘zone of proximal development’. There were indications that pupil experiences were mediated by ST competence. CTs reported that an in-service workshop on the tactical approach and mentoring was beneficial and subsequent pairings with STs elicited positive feelings from both parties.  相似文献   
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The paper explores the effects of rapid increases in gender parity in primary schooling in Bangladesh and Malawi on gender inequities in schools and communities. Based on an analysis of comparative case studies of marginalized communities, we argue that educational initiatives focused on achieving gender parity provide limited evidence that girls’ educational experiences modeled significantly different gender norms than in communities, or that by being educated, girls experienced a transformation of the inequitable gender relations they faced in society. The data illustrate persistent gender discrimination related to educational attainment and learning, and gender-based violence in schools. These patterns of gendered discrimination and violence largely mirrored those that girls and boys experienced in their homes and communities, raising important questions about the transformational capacity of current gender parity and schooling models.  相似文献   
19.
The purpose of the current pilot study was to examine the effects of a teacher‐designed and teacher‐led numerical board game intervention. Fifty‐four 4‐ to 6‐year‐olds were randomly assigned to either the number board game intervention or an active control group. Relative to the control group, children who received the number game intervention demonstrated significant improvements on a numeral identification task. This finding is significant in so far as numeral identification skills play a critical role in more advanced numerical and mathematical reasoning. There was no evidence of training‐related improvements on any of the other tasks. In addition to the intervention effects, the present study provides an example of a successful teacher‐researcher collaboration, providing new insights into the making of bidirectional relations between research and practice.  相似文献   
20.
Professional training for designers is crucial in the field of design studies. The characteristics of novices versus those of expert designers have been identified in the literature; however, studies exploring the issue of professional training processes in the actual workplace are not well developed. Our study addresses the topic by using qualitative research methods along with flexible design. Collected data from the interviewees with different work experience were analysed by open, axial and selective coding. Herein, we argue that the processes by which a designer transforms from a novice into an expert in the industry are constructed through the interaction of several complicated factors. The re‐learning inherent in design professions is implemented through knowledge transfer gained from participation in design projects, particularly regarding tacit knowledge. Also, the novice's process of learning and training yields the characteristics and skills that companies and firms require of designers; this process involves a series of disciplinary sub‐processes, from destructive to reconstructive, implemented by employers. In these sub‐processes, the subjectivity of designers is neglected, leading to the suppression of imaginative expression and feelings of alienation among these workers.  相似文献   
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