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   1723篇
  免费   24篇
教育   1394篇
科学研究   32篇
各国文化   18篇
体育   56篇
综合类   1篇
文化理论   7篇
信息传播   239篇
  2023年   10篇
  2022年   11篇
  2021年   15篇
  2020年   33篇
  2019年   43篇
  2018年   52篇
  2017年   50篇
  2016年   63篇
  2015年   29篇
  2014年   50篇
  2013年   393篇
  2012年   41篇
  2011年   44篇
  2010年   33篇
  2009年   36篇
  2008年   44篇
  2007年   41篇
  2006年   43篇
  2005年   36篇
  2004年   32篇
  2003年   21篇
  2002年   20篇
  2001年   28篇
  2000年   30篇
  1999年   22篇
  1998年   15篇
  1997年   27篇
  1996年   23篇
  1995年   22篇
  1994年   19篇
  1993年   32篇
  1992年   27篇
  1991年   29篇
  1990年   27篇
  1989年   22篇
  1988年   24篇
  1987年   25篇
  1986年   15篇
  1985年   18篇
  1984年   15篇
  1983年   13篇
  1982年   18篇
  1981年   18篇
  1980年   18篇
  1979年   10篇
  1978年   8篇
  1977年   11篇
  1976年   13篇
  1974年   7篇
  1972年   8篇
排序方式: 共有1747条查询结果,搜索用时 15 毫秒
151.
It is widely accepted in the higher education literature that a student-centred approach is pedagogically superior to a teacher-centred approach. In this paper, we explore the notion of student-centredness as a threshold concept and the implications this might have for academic staff development. We argue that the term student-centred in the Rogerian sense implies a focus on the person of the student and is deeply resonant with Barnett's assertion that the emergent being of the student is as important as the development of skills and knowledge. To facilitate transformative learning in higher education an academic must know how to value the person of the student in the learning process. Academic staff development initiatives need to work with the person of the academic and take into account the level of personal development required for each academic to be able to facilitate this kind of learning.  相似文献   
152.
153.
An experiential approach employing game design and play was tried in a graduate adult education class. This article describes a follow-up study which attempted to capture class members' perceptions on value of game design/play; group interactions in game development; effectiveness of game design/play as a learning stimulant; appropriateness of the grading criteria; likelihood to use a similar strategy in their own teaching; and, identification of helpful resources in gaming. Game design/play appears to offer an effective adult teaching strategy which produces a variety of learning outcomes.Jessica Somers earned her BBA and MBA degrees at West Georgia College. She is currently a doctoral student in instructional technology at the University of Georgia and is a self-employed computer contractor.Margaret E. Holt is associate professor of adult education at the University of Georgia and is an associate with the Charles F. Kettering Foundation. Her most recent publication is a book co-edited with Dr. George Lopos for Jossey-Bass Publishers entitled,Perspectives on Educational Certificate Programs (Winter 1991). She is also a former editor ofInnovative Higher Education.  相似文献   
154.
A concurrent speaking paradigm was used to assess the importance of subvocalization during the reading of lengthy natural prose passages. Experiment 1 showed that having subjects count aloud while reading interfered with their comprehension and recall of the text's details as well as its gist, but did not affect the durability of the memory trace. Experiment 2 replicated these findings and established the validity of using concurrent speaking as a technique to interfere with speech-specific processes during silent reading. By pitting concurrent speaking against a nonverbal concurrent task, Experiment 2 provided evidence that its detrimental effect on comprehension was due to a competition for speech-related resources rather than a general competition for cognitive resources. Interfering with speech recoding during silent reading led to an average decrement of 10–12% in comprehension performance. However, Experiment 2 also showed that there were substantial individual differences in the magnitude of the speech interference effect and that these differences were systematically related to subjective reports about the concurrent speaking manipulation.  相似文献   
155.
We compared Index Medicus and Drug Literature Index during a search concerning the toxicity of eight drugs used in treating tropical diseases. Indexes covering the years 1969, 1970, and 1971 were searched. Index Medicus produced 198 citations and Drug Literature Index 309. There were seventy citations that appeared in both indexes, a duplication of 16%. Highest percentage of duplication for any one drug was 38.9%. We concluded that Index Medicus and Drug Literature Index provide complementary coverage in the area of drug toxicity and that, therefore, both tools should be consulted in searches of this nature.  相似文献   
156.
157.
Libraries continue to be an important source of books for young people, though relatively little is known about how gender and age influence visitation frequency for this purpose. In addition, while supporting children to choose books is part of the role of both school and public librarians, little is known about the strategies and processes children use to select books, and the beliefs and attitudes that underpin them. Findings from the 2016 Western Australian Study in Children's Book Reading offer insights into these areas that can support librarians to guide book choice, and they encourage targeted intervention to ensure that boys and older children make use of their libraries to support their literacy growth.  相似文献   
158.
159.
160.
This article explores what teachers and students can learn about contemporary story‐telling from a study of fan fiction – that is, stories created by readers and viewers out of the canonical material of previously published fictions. Drawing on the example of Pirates of the Caribbean, it investigates ways in which fan fiction writers develop codes and conventions to govern themselves. For example, online litmus tests establish when a writer is self‐indulgently writing ‘Mary Sue’ characters into a story; the self‐styled Protectors of the Plot Continuum patrol the fictional limits of an imagined world to make sure that canonical information is not violated by fan fiction writers. This article makes use of such examples to investigate how quality control in fan fiction is codified, and to explore what teachers can learn from such enterprises about contemporary writing, reading and viewing. It compares these possibilities with issues of online literacy outlined by Henry Jenkins under three headings: the participation gap, the transparency problem, and the ethics challenge.  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