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71.
72.
Kurt Thumlert Suzanne de Castell Jennifer Jenson 《Educational Philosophy and Theory》2013,45(8):786-803
Building upon a recent call to renew actor-network theory (ANT) for educational research, this article reconsiders relations between technology and educational theory. Taking cues from actor-network theorists, this discussion considers the technologically-mediated networks in which learning actors are situated, acted upon, and acting, and traces the novel positions of creative capacity and participation that emerging media may enable. Whereas traditional theories of educational technology tend to focus on the harmonization of new technologies with extant curricular goals and educational practices, an educational theory of technology looks to novel forms of technologically-mediated learning experience—from production pedagogies to role play in the virtual—to make visible the surprising relations, techniques, and opportunities that emerging media, and their attendant social contexts, may offer educational research. 相似文献
73.
Self-directed learning with authentic and complex problems (problem-oriented learning) requires that learners observe their
own learning and use additional information when it is appropriate (e.g. hypertextual information in computer-supported learning
environments). Research results indicate that learners in problem-oriented learning environments often have difficulties using
additional information adequately, and that they should be supported. Two studies with a computer-supported problem-oriented
learning environment in the domain of medicine analysed the effects of strategy instruction on the use of additional information
and the quality of the problem representation. In Study 1, an expert model was used for strategy instruction. Two groups were
compared: one group with strategy modelling and one group without. Strategy modelling influenced the frequency of looked-up
hypertextual information, but did not influence the quality of learners' problem representations. This could be explained
by difficulties in applying the general hypertext information to the problem. In Study 2, the additional information was presented
in a more contextualised way as graphical representation of the case and its relevant concepts. Again, two groups were compared:
one with a strategy instruction text and one without. Strategy instruction texts supported an adequate use of this graphical
information by learners and had an effect on the quality of their problem representations. These findings are discussed with
respect to the design of additional help systems in problem-oriented learning environments.
This revised version was published online in July 2006 with corrections to the Cover Date. 相似文献
74.
Zusammenfassung. Die Bereitstellung eines pr?zisen, effizienten und m?glichst vollst?ndigen Zugriffs auf aktuelle Informationen im Internet
ist eine grundlegende Voraussetzung für die Weiterentwicklung des elektronischen Handels. Dieser Beitrag zeigt, wie themenspezifische
Suchwerkzeuge mit Hilfe mobiler Programme eine solche Bereitstellung leisten k?nnen. Der vorgestellte Ansatz wird durch messdaten-basierte
Simulationen sowie anhand einer Fallstudie evaluiert.
Eingegangen am 15. Dezember 1999 / Angenommen am 10. April 2000 相似文献
75.
Rebekah L. Dorman Elizabeth Anthony Billie Osborne-Fears Robert L. Fischer 《Early Years: An International Journal of Research and Development》2017,37(1):91-107
AbstractLarge numbers of children of low income families in the United States arrive at kindergarten already far behind their more affluent peers on measures of school readiness. In the absence of any federal preschool policy and amidst alarm about this growing divide, universal prekindergarten (UPK) programs have been launched around the United States, at both the state and local levels, to address the school readiness gap. Invest in Children, a public/private partnership in Cuyahoga County (Cleveland, OH) launched a UPK program of high quality, affordable preschool nine years ago. The program’s creation, implementation and challenges are discussed along with evaluation findings that document its positive impact on school readiness. Lessons learned are discussed in terms of the impact of political and economic shifts, as well as state policy changes, on this local program. The program’s planned expansion and enhancements to program design and evaluation are also described. 相似文献
76.
To diagnose classroom situations is crucial for teachers’ everyday practice. The approach of worked examples with errors seems promising to support the diagnosis of classroom situations in student teachers (Stark et al. in Learn Instr 21(1):22–33, 2011). To enhance that approach, error-explanation prompts and an adaptable feedback method to help the learner realize why an error happened and how to prevent a recurrence might be beneficial. In this empirical study, we investigated whether error-explanation prompts and adaptable feedback can facilitate diagnostic competences. N = 108 student teachers took part in a 2 × 2 factorial design (with and without error-explanation prompts as well as with and without adaptable feedback). Error-explanation prompts had a positive effect on declarative-conceptual knowledge if combined with adaptable feedback. Student teachers might have realized a lack of basic concepts and focused their attention on the declarative-conceptual knowledge in the feedback. Contrary to our expectations, however, error-explanation prompts hindered rather than facilitated learning of practical diagnostic knowledge. 相似文献
77.
78.
Eric Klopfer Kurt Squire 《Educational technology research and development : ETR & D》2008,56(2):203-228
The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples
of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This
paper reviews innovative applications for mobile computing for both education and entertainment purposes, and then proposes
a framework for approaching handheld applications we call “augmented reality educational gaming.” We then describe our development
process in creating a development platform for augmented reality games that draws from rapid prototyping, learner-centered
software, and contemporary game design methodologies. We provide a narrative case study of our development activities spread
across five case studies with classrooms, and provide a design narrative explaining this development process and articulate
an approach to designing educational software on emerging technology platforms. Pedagogical, design, and technical conclusions
and implications are discussed.
相似文献
Eric KlopferEmail: |
79.
Robbert Smit Patricia Bachmann Verena Blum Thomas Birri Kurt Hess 《Instructional Science》2017,45(5):603-622
Rubrics are assessment tools that help students gain complex competencies. Our quasi-experimental study aimed to evaluate whether rubrics help teachers teach and assess mathematical reasoning in primary school and whether such an instrument might support student learning. In two Swiss cantons, 762 students in 44 5th- and 6th-grade primary classes worked on their reasoning competencies, and half of them additionally employed our standards-based rubric. All of the teachers received a 1-day training and participated in the final project evaluation. To standardise and support the teachers during the implementation phase, they received a detailed curriculum. An achievement test and questionnaires for students and teachers were administered before and at the end of the intervention. The results of our quantitative longitudinal analyses indicate that the rubric fosters the teachers’ perceived diagnostic skills but only indirectly impacts their use of formative feedback. Based on the students’ perceptions, however, we observed a direct effect of the rubric on formative feedback and student self-assessment. Effects on students’ outcomes could not be observed, but there are indications of effects mediated by self-regulation and self-efficacy. 相似文献
80.