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721.
The aim of this study was to investigate the effectiveness of a caffeine-containing energy drink to enhance physical and match performance in elite badminton players. Sixteen male and elite badminton players (25.4 ± 7.3 year; 71.8 ± 7.9 kg) participated in a double-blind, placebo-controlled and randomised experiment. On two different sessions, badminton players ingested 3 mg of caffeine per kg of body mass in the form of an energy drink or the same drink without caffeine (placebo). After 60 min, participants performed the following tests: handgrip maximal force production, smash jump without and with shuttlecock, squat jump, countermovement jump and the agility T-test. Later, a 45-min simulated badminton match was played. Players’ number of impacts and heart rate was measured during the match. The ingestion of the caffeinated energy drink increased squat jump height (34.5 ± 4.7 vs. 36.4 ± 4.3 cm; < 0.05), squat jump peak power (< 0.05), countermovement jump height (37.7 ± 4.5 vs. 39.5 ± 5.1 cm; < 0.05) and countermovement jump peak power (< 0.05). In addition, an increased number of total impacts was found during the badminton match (7395 ± 1594 vs. 7707 ± 2033 impacts; < 0.05). In conclusion, the results show that the use of caffeine-containing energy drink may be an effective nutritional aid to increase jump performance and activity patterns during game in elite badminton players.  相似文献   
722.
The purpose of this study was to measure and characterise the distances covered by Brazilian professional futsal players. The trajectories of 93 players during five matches were obtained using an automatic tracking method. The distances covered were analysed for different game conditions: over the entire game and during the times when the ball was out of play and in play separately. When the entire game was considered, the results showed that there was a reduction in the total distance covered per minute from the first [median ± IQR (interquartile range): 97.9 ± 16.2 m/min] to the second half (median = 90.3 m/min; IQR = 12.0), and when only the in-play time was considered (first half: 136.6 ± 17.2 m/min; second half: 129.2 ± 16.7 m/min). The percentage of distance covered in the standing and walking velocity range was higher in the second half than in the first when considering the entire game (30.8% and 28.0%, respectively) and during the in-play time (19.3% and 16.2%, respectively). In conclusion, this study verified that futsal players reduced the physical performance during the second half.  相似文献   
723.
English language abstract not available at time of publication.  相似文献   
724.
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726.
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   
727.
We take advantage of a combinatorial misconception and the famous paradox of the Chevalier de Méré to present the multiplication rule for independent events; the principle of inclusion and exclusion in the presence of disjoint events; the median of a discrete-type random variable, and a confidence interval for a large sample. Moreover, we pay tribute to our original bibliographic sources by providing two computational tools to facilitate the students' insights on these topics.  相似文献   
728.
This study analyses the potential of a learning analytics (LA) based formative assessment to construct personalised teaching sequences in Mathematics for 5th-grade primary school students. A total of 127 students from Spanish public schools participated in the study. The quasi-experimental study was conducted over the course of six sessions, in which both control and experimental groups participated in a teaching sequence based on mathematical problems. In each session, both groups used audience response systems to record their responses to mathematical tasks about fractions. After each session, students from the control group were given generic homework on fractions—the same activities for all the participants—while students from the experimental group were given a personalised set of activities. The provision of personalised homework was based on the students' errors detected from the use of the LA-based formative assessment. After the intervention, the results indicate a higher student level of understanding of the concept of fractions in the experimental group compared to the control group. Related to motivational dimensions, results indicated that instruction using audience response systems has a positive effect compared to regular mathematics classes.

Practitioner notes

What is already known about this topic
  • Developing an understanding of fractions is one of the most challenging concepts in elementary mathematics and a solid predictor of future achievements in mathematics.
  • Learning analytics (LA) has the potential to provide quality, functional data for assessing and supporting learners' difficulties.
  • Audience response systems (ARS) are one of the most practical ways to collect data for LA in classroom environments.
  • There is a scarcity of field research implementations on LA mediated by ARS in real contexts of elementary school classrooms.
What this paper adds
  • Empirical evidence about how LA-based formative assessments can enable personalised homework to support student understanding of fractions.
  • Personalised homework based on an LA-based formative assessment improves the students' comprehension of fractions.
  • Using ARS for the teaching of fractions has a positive effect in terms of student motivation.
Implications for practice and/or policy
  • Teachers should be given LA/ARS tools that allow them to quickly provide students with personalised mathematical instruction.
  • Researchers should continue exploring these potentially beneficial educational implementations in other areas.
  相似文献   
729.
Learning Environments Research - Moving towards Smart Learning Spaces (SLS) requires reconsideration of the school environment using a multi-dimensional approach that considers pedagogical,...  相似文献   
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