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951.
Peter Davies Jean Mangan Amanda Hughes Kim Slack 《British Educational Research Journal》2013,39(2):361-382
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
952.
Tania Cassidy 《Teaching Education》2013,24(2):175-188
The attempt to understand the relationship between messages intended and messages received has been an enduring issue in teacher education. For the past three decades researchers have made forays into understanding this enduring issue, and in the process have drawn on various explanatory frameworks, one of them being socialisation. In this paper we work with Giddens' structuration theory as well as his concept of knowledgeability as analytical frameworks for understanding the relationship between messages intended (by the teacher educator) and messages received (by the student‐teachers). Our discussion is informed by the findings of a study that investigated student‐teachers' interpretations of the pedagogical process of a physical education teacher education course. Data generated from conversations with, and observations of, the student‐teachers indicated that there was considerable “slippage” between the teacher educator's critical pedagogy inspired intentions and what was understood by the student‐teachers. 相似文献
953.
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
954.
Mi Song Kim Wei Loong David Hung Azilawati Bte Jamaludin Seo Hong Lim 《Interactive Learning Environments》2013,21(6):704-720
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) 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
955.
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
956.
To examine attitudes towards gays and lesbians in an undergraduate criminal justice sample and to test previous research suggesting that law enforcement students hold higher levels of homophobia, we surveyed 453 undergraduates. Results indicated higher levels of anti-gay attitudes in criminal justice majors compared to a small sample of non-criminal justice majors and similar levels of anti-gay attitudes between law enforcement and other criminal justice students. Gender, race, religion, gay/lesbian friends, patriarchal attitudes, and completing a social science minor outside of criminal justice were found to be significant predictors of attitudes toward gays and lesbians; while the number of courses in which homosexuality issues were included in discussion was not. These findings are discussed and we offer suggestions for criminal justice curriculum that may assist our students in maintaining and upholding a fair and just criminal justice system. 相似文献
957.
Karen A. Kim Linda J. Sax Jenny J. Lee Linda Serra Hagedorn 《Community College Journal of Research & Practice》2013,37(5):402-422
Recognition of the nontraditional student in higher education is valuable because it promotes an awareness of issues particularly relevant to the community college student population. While research that categorizes students by age is a practical way to study a unique population within community colleges, this approach may not be the most preferred way to examine the complexities of community college students. This study focused on community college students' self-perceptions of their primary roles as students, employees, and parents, thereby offering an alternative to utilizing predefined categories in order to distinguish between groups (e.g., based on age). The findings also shed light on unique characteristics that differentiate among students who identify their roles primarily as students, employees, or parents. In fact, this study shows that even students often considered “traditional” may have qualities that are typically considered nontraditional. 相似文献
958.
Kim Witte Gary Meyer Helen Bidol Mary K. Casey Jenifer Kopfman Karen Maduschke 《Communication Studies》2013,64(3):229-232
An ecological theory of health communication is offered that addresses how communications about health interdependently work together to influence health and/or health‐related behaviors. To explain how a multitude of variables work together in a synergistic manner, the present work borrows heavily from chaos theory. The use of chaos theory concepts represents a significant paradigm shift from previous, more reductionist, health communication perspectives. The present work (a) provides a definition of health communication, (b) offers an overall health communication framework, (c) introduces relevant chaos theory concepts into the health communication literature, and (d) illustrates how chaos theory concepts can be applied to the field of health communication in order to explain health‐related behavior. Specific operationalization procedures are suggested to test the theoretical ideas outlined. 相似文献
959.
960.
Much research attention has been focused on learning through game playing. However, very little has been focused on student learning through game making, especially in science. Moreover, none of the studies on learning through making games has presented an account of how students engage in the process of game design in real time. The present study seeks to address that gap. We report an exploratory embedded case study in which three groups of students in one classroom created a computer game designed to teach peers about climate science, while drawing on scientific knowledge, principles of game design, and computational thinking practices. Data sources were student design sheets, computer video, and audio screen capture while students created their game, and interviews after completing the curriculum unit. A theme-driven framework was used to code the data. A curricular emphasis on systems across climate systems, game design, and computational thinking practices provided a context designed to synergistically supported student learning. This embedded case study provides a rich example of what a collaborative game design task in a constructionist context looks like in a middle school science classroom, and how it supports student learning. Game design in a constructionist learning environment that emphasized learning through building a game allowed students to choose their pathways through the learning experience and resulted in learning for all despite various levels of programming experience. Our findings suggest that game design may be a promising context for supporting student learning in STEM disciplines. 相似文献