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   2989篇
  免费   33篇
  国内免费   10篇
教育   2090篇
科学研究   275篇
各国文化   58篇
体育   220篇
综合类   2篇
文化理论   23篇
信息传播   364篇
  2023年   14篇
  2022年   32篇
  2021年   59篇
  2020年   107篇
  2019年   133篇
  2018年   159篇
  2017年   158篇
  2016年   145篇
  2015年   103篇
  2014年   134篇
  2013年   732篇
  2012年   107篇
  2011年   95篇
  2010年   98篇
  2009年   92篇
  2008年   82篇
  2007年   75篇
  2006年   75篇
  2005年   40篇
  2004年   35篇
  2003年   46篇
  2002年   39篇
  2001年   38篇
  2000年   34篇
  1999年   23篇
  1998年   19篇
  1997年   21篇
  1996年   19篇
  1995年   20篇
  1994年   13篇
  1993年   20篇
  1992年   13篇
  1991年   22篇
  1990年   9篇
  1989年   16篇
  1988年   10篇
  1987年   19篇
  1986年   11篇
  1985年   20篇
  1984年   12篇
  1983年   11篇
  1982年   16篇
  1981年   10篇
  1980年   10篇
  1979年   13篇
  1978年   11篇
  1977年   5篇
  1975年   7篇
  1973年   6篇
  1971年   6篇
排序方式: 共有3032条查询结果,搜索用时 15 毫秒
71.
72.
Little is known about how children's value priorities develop over time. This study identifies children's value priority profiles and follows their development during middle childhood. Australian children (N = 609; ages 5–12 at Time 1) reported their values over 2 years. Latent Transition Analysis indicated four profiles: Social-Focus, Self-Focus, Growth-Focus and Undifferentiated. Within person development was characterized by profile stability or transfer to the Social-Focus profile. Younger children were more likely to have an Undifferentiated profile (or Self-Focus among boys) than older ones. Girls were more likely to have a Social-Focus profile or transfer to it, and less likely to have a Self- or Growth-Focus profile than boys. Social-Focus profile membership over time predicted more prosocial and less aggressive behavior.  相似文献   
73.
Acculturation consists of multiple domains (i.e., cultural practices, identifications, and values). However, less is known about how acculturation processes influence each other across multiple domains of acculturation. This study was designed to investigate transition patterns of acculturative processes within and across domains in a sample of 302 recent-immigrant Hispanic adolescents, Mage (SD) = 14.51 years (0.88) at baseline; male = 53%). Adolescents were assessed six times over a 3-year period. Latent profile analyses identified two profiles (high [or increasing] vs. low) for each domain at each timepoint. We found largely stable transition patterns in each domain over six timepoints. Importantly, sequential associations among profiles in acculturation domains were also detected. Implication for acculturation theory and research are discussed.  相似文献   
74.
The purpose of the study was to investigate how Lesson Study influences pre-service teachers’ learning to professionally notice students’ mathematical thinking. The initial and last video-recorded discussions were analysed using a qualitative method. Findings suggest that Lesson Study can be useful means to improve pre-service teachers’ noticing expertise in reviewing and planning lessons. However, to maximise the effect of Lesson Study on developing pre-service teachers’ noticing expertise, several modifications need to be made to the Lesson Study protocol, which are discussed.  相似文献   
75.
76.
This paper compares school expansion between North and South Korea since 1945. Whilst school expansion was equally dramatic in both North and South, the patterns followed were quite different. The South Korean expansion program relied on private funding (ie, tuition fees and money from private school foundations) and policy was largely limited to periodic reforms of the exam entrance system as a means of controlling student numbers. Consequently in South Korea education credentials assumed a greater importance and the competition for entering university became increasingly fierce. In North Korea, however, school expansion was carried out with public funding and reform policy was centered on changing the school system itself as a means of controlling the curriculum studied, student numbers and ultimately, graduate employment destinations. In contrast to the South, school expansion as it occurred in North Korea was and remains tightly controlled by central government planning for the purpose of current socioeconomic needs.  相似文献   
77.
Education and Information Technologies - Virtual reality (VR) technology is playing a crucial role in the changing paradigm of education. In many cases, however, VR technology is not being taught...  相似文献   
78.
79.
A task involving simple mathematics, yet complex in its call for the generation of multiple solution methods, was administered to about 150 U.S. students, most of whom were in fourth grade. Written responses were examined for correctness, evidence of strategy use and mode of explanation. Results for the U.S. sample were also compared to those obtained from about 200 Japanese fourth-grade students. Students in both countries (a) produced multiple solutions and explanations of their solutions, (b) exhibited almost identical patterns and frequency of strategy use across response occasions, and (c) used the same kinds of explanations, with a majority of the responses involving solution explanations that combined both visual and verbal/symbolic features. Nevertheless, Japanese students tended to produce explanations involving more sophisticated mathematical ideas (multiplication rather than addition) and formalisms (mathematical expressions rather than verbal explanations) than did U.S. students.  相似文献   
80.
It is difficult to motivate learners to seek out and persist at challenging learning tasks where failure is likely. However, in game environments, people seem highly motivated to engage with challenges and respond productively to failure. Many typical game features purportedly enhance intrinsic motivation and self-efficacy, which should improve students’ reactions to challenge and failure, which should in turn enhance learning. An experimental study with early middle school students tested these assumptions by comparing a “Full” version of a typical, commercial programming game to a “Minimal” version of the same game where common game features such as narrative, performance metrics, high-quality graphics, and sound were removed. In contrast to our hypotheses, players of the Full Game were less likely to choose coding challenges, were less tolerant of coding failures and gained less coding knowledge. Intrinsic motivation and self-efficacy did not differ between conditions. Correlational analyses showed that failure tolerance and challenge seeking may critically affect learning from educational games. The current study offers an existence proof that some common game features can hinder players' failure tolerance, challenge-seeking and learning, in certain game contexts. Future research should isolate the effects of individual game features, test generalizability and explore which contextual variables influence the findings.  相似文献   
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