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301.
This study examined the levels of pedagogical knowledge and skills as perceived by student teachers who were enrolled in the Post Graduate Diploma in Education program at the National Institute of Education, Singapore, from the beginning of their initial teacher preparation program to the end of their first year of teaching. Their perceptions were assessed using the Pedagogical Knowledge and Skills in Teaching (PKST) survey which comprised six factors, namely, Student Learning, Lesson Planning, Instructional Support, Accomodating Diversity, Classroom Management, and Care and Concern. A sample of 812 student teachers participated in the study. The MANOVA conducted showed that there were significant increases in both their pedagogical knowledge and skills in teaching in all six factors from the start of their initial teacher preparation (ITP) program till the end of their first year of teaching. However, between the exit from the program to the end of the first year of teaching, they only perceived that their level of pedagogical knowledge in classroom management and care and concern continued to increase significantly. In the case of self-perceived skills, their level increased significantly between entry and exit of the program for all factors, except for care and concern, while the increase between the exit and first year of teaching was significant for all six factors. These results may have implications for preservice teacher education and this will be discussed in this article.  相似文献   
302.
This study examined Singaporean parents’ perspectives on how much they valued major curriculum skill areas for their children with disabilities. Parents were also asked to indicate whether they expected priority skill items within the curriculum areas to be performed with assistance or independently. The results showed that the parents of children with moderate and severe disabilities indicated the highest priority for self-help functional life skills, followed by community-based functional life skills, social relationship skills, and functional academics. Parents of children with mild disabilities indicated the highest priority for self-help functional life skills, followed by community-based functional skills, functional academics, and social relationship skills. The results also showed that parents’ relative ratings of the other skill areas besides self-help skills were influenced by the level of disability of their children. The milder the disability, the higher the relative parental ratings and expectations for independent performance of social relationship skills, functional academics, and community-based life skills. Conversely, the more severe the disability, the lower the relative ratings of these skills and expectations for independent performance compared with self-help functional life skills.  相似文献   
303.
In this article I first discuss how in Singapore the concept of meritocracy captures both elitist and egalitarian aspirations, and the ways in which its education policies have for a long time vacillated between these conflicting dimensions. I then argue that critical studies of meritocracy need to go beyond an understanding of the term as an inherently unstable concept instantiated problematically in policy and practice. Rather, as I develop the argument further, the dynamics of meritocracy needs to be appreciated as an ideology that is negotiated by dominant social groups as these seek to legitimize particular distributions of social resources. Such dominant ideologies, however, are not only produced in the education system; they are also reproduced through it, often in far more complex ways. To see how these ideologies and their tensions animate the very mechanism that sits at the centre of the reproduction of (in)equality, viz. the curriculum, the rest of the article provides an account of how one particular subject area is differently taught in an elite and a mainstream school.  相似文献   
304.
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.

Practitioner notes

What is already known about this topic

  • Gamification and game-based learning may have many benefits for university students.
  • The majority of university educators do not routinely use gamification and game-based learning in their teaching.

What this paper adds

  • University educators' major drivers that positively influence the use of gamification and game-based learning include their perceptions that it encourages student interactions and collaborative learning, provides fun and improves engagement and can easily be used by students.
  • University educators' major barriers that negatively influence the use of gamification and game-based learning include their perceptions of a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues.
  • These drivers and barriers may be classified as attitudinal, design-related and administrative, with these categories providing a useful way for universities to develop strategies to better support educators who wish to use these approaches in their teaching.

Implications for practice and policy

  • Attitudinal factors such as university educators' intention to use gamification and game-based learning are influenced by a host of their perceptions including attitude, perceived usefulness and ease of use.
  • A range of design-related and administrative barriers may need to be overcome to increase the use of gamification and game-based learning in the university sector.
  相似文献   
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