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141.
J.?L.?ArcoEmail author F.?D.?Fernandez V.?A.?Heilborn S.?Lopez 《International journal for the advancement of counseling》2005,27(1):71-85
The Spanish educational system, in general, and particularly at the university level, is characterized by the lack of systematic and quantitative evaluative research. This lack of data based research is particularly problematic due to the significant reforms that are currently taking place. Decisions are being made at political, administrative, and educational levels that are not substantiated by meaningful research. To address these concerns, this study focuses upon providing empirical data from students who attend the University of Granada and who have sought services from Counseling Services. This paper provides data concerning the demographic, academic and psychological characteristics that impact students adaptation to the Universitys academic and personal challenges.Ph.D. student at the University of Granada in the Department of Developmental and Educational Psychology.Received her degree in Psychology from the University of Asucion (Paraguay). She is currently a Ph.D. student at the University of Granada and has received a grant to work in Counseling Services.Ph.D. student at the University of Granada in the Educational Intervention in Educational and Developmental Contexts program, offered through the Department of Developmental and Educational Psychology. 相似文献
142.
Caio Victor Sousa Jungyun Hwang Romina Cabrera-Perez Austin Fernandez Aika Misawa Kelsey Newhook Amy Shirong Lu 《运动与健康科学(英文)》2022,11(2):164-171
Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR. 相似文献
143.
Various authors have highlighted the potential contribution of the internet to enhance the interactivity, transparency, and openness of public sector entities and to promote new forms of accountability. The search for new styles of governance which promote higher levels of transparency and the engagement of citizens is viewed as a way of improving citizens' trust in governments. As the social media are becoming ubiquitous, both academics and practitioners need some initial and reliable background data about the deployment of this kind of technology at all levels. The aim of this work is to provide an overall view about the use of Web 2.0 and social media tools in EU local governments in order to determine whether local governments are using these technologies to increase transparency and e-participation, opening a real corporate dialog. In addition, the paper tries to identify which factors promote the level of development of these tools at local level. Our results show that most local governments are using Web 2.0 and social media tools to enhance transparency but, in general, the concept of corporate dialog and the use of Web 2.0 to promote e-participation are still in their infancy at the local level. 相似文献