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   241篇
  免费   3篇
教育   178篇
科学研究   9篇
各国文化   3篇
体育   11篇
文化理论   3篇
信息传播   40篇
  2021年   2篇
  2020年   4篇
  2019年   4篇
  2018年   3篇
  2017年   8篇
  2016年   8篇
  2015年   2篇
  2014年   8篇
  2013年   41篇
  2012年   8篇
  2011年   8篇
  2010年   6篇
  2009年   11篇
  2008年   12篇
  2007年   10篇
  2006年   5篇
  2005年   7篇
  2004年   4篇
  2003年   7篇
  2002年   4篇
  2001年   4篇
  2000年   8篇
  1999年   3篇
  1998年   2篇
  1997年   4篇
  1996年   2篇
  1995年   5篇
  1994年   4篇
  1991年   5篇
  1989年   5篇
  1988年   3篇
  1986年   3篇
  1985年   2篇
  1984年   2篇
  1983年   2篇
  1981年   2篇
  1980年   2篇
  1979年   1篇
  1978年   2篇
  1976年   2篇
  1975年   3篇
  1974年   2篇
  1971年   1篇
  1969年   2篇
  1967年   2篇
  1965年   1篇
  1964年   1篇
  1963年   2篇
  1961年   1篇
  1882年   1篇
排序方式: 共有244条查询结果,搜索用时 0 毫秒
71.
72.
73.
We present mathematical models for the evolution over time of the proportion of minorities in an academic department or similarly selected group of constant size. Using the models, we analyze both the steady-state and time-dependent behavior of the proportion of minorities, and also obtain a means of evaluating the effectiveness of a department's hiring history. We derive a number of surprising results with importance to institutional hiring policy and affirmative action; and we also present methods, suggested by the model and its behavior, to improve departmental hiring practices.  相似文献   
74.
75.
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that resembles the actual behavior of biological agents. The evaluation of the video game presented here aims at showing that video games have representational advantages that facilitate the construction of dynamic mental models. Ultimately, the article shows that when video game’s characteristics come in contact with expert knowledge during game design, the game becomes an excellent medium for supporting the learning of disciplinary content related to dynamic processes. In particular, results show that students who participated in a game-based intervention aimed at teaching biology described a higher number of temporal-dependent interactions as measured by the coding of verbal protocols and drawings than students who used texts and diagrams to learn the same topic.  相似文献   
76.
77.
78.
One likely mechanism in learning new skills is change in synchronous connections between distributed neural networks, which can be measured by coherence analysis of electroencephalographic patterns. This study examined coherence changes during the learning of two tasks, a word association task and a figure association task. Although learning curves were similar for both tasks, distinct patterns of coherence change were observed. Coherence tended to increase as learning progressed in the figure association task. In contrast, coherence tended to decrease in the word association task, especially within hemisphere. Word learning was coupled with negative intrahemispheric and positive interhemispheric performance–coherence relations in the gamma frequency. Unique to the figure learning task was an increase in the number of positive coherence–performance relations in both delta and theta frequencies across blocks. Results are discussed in light of ongoing efforts to identify the mechanisms that coordinate distributed brain activities during the process of learning. Further research is needed to define patterns of coherence change for different tasks, goals, and brain regions.  相似文献   
79.
80.
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