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121.
Students’ learning has been the center of schooling. This study examined the contribution of situational interest motivation and cognitive engagement in workbooks to student achievement in learning health-related fitness knowledge. Situational interest, performance on solving workbook problems, and knowledge gain in cardio-respiratory fitness and benefits were measured in 670 third-grade students from 13 randomly selected urban elementary schools. Structural equation modeling and regression curve estimation analyses revealed that situational interest contributed little to workbook performance and knowledge gain. Performance on solving workbook problems contributed significantly to knowledge gain. The results also show that skipping workbook tasks had stronger negative impact on knowledge gain than performing the tasks incorrectly, suggesting the importance of engaging students in the learning process by attempting the workbook tasks. The findings reinforced the value of using workbooks to facilitate cognitive knowledge learning in physical education, but raised questions about the direct function of situational interest on engaging students in cognitive learning.  相似文献   
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Implementation of information and communication technologies as well as emersion of new user interfaces and web 2.0 technologies changes the way of education system, the way of living and business transactions in general. The way we communicate, operate, produce and live is also changing. In accordance with it, the systems of education change from traditional to modern. The following changes occur: from content delivery to knowledge production, from transfer of knowledge from teachers to students towards encouragement of development and construction of knowledge, from courses and programs changing to the adaptation of the study environment, from the faculty professionalism to the quality of teaching and student learning and the early involvement of students in research work and projects. These occurring changes also affect the students' and professors' mobility. Here, the word "mobility" represents not only the student exchange programs and the easier transitions from one's home university to a foreign one, but also the way professors conduct their classes. With the development of certain software, students' class attendance no longer represents an important factor, as they can now learn from distance using the mentioned software, taking the learning process one step further. In order for above-mentioned changes to occur, the use of e-learning and the development of new tools are almost mandatory. With this in mind, the goal of this paper is to analyze quantitatively the changes that are occurring almost every day that affect the students' learning and the professors' teaching methods.  相似文献   
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This study aimed at delimiting possible relations of feeling of difficulty (FOD) with control ideas pertaining to a particular task. Participants were 274 students of 7th, 8th, and 9th grade. They were tested with two mathematical tasks; they were also asked to give ratings of the feeling of difficulty at 4 phases: In advance of problem solving, during planning of the solution, after solution production, and an overall estimation. Participants also gave ratings for control ideas such as need to know the rule, to do the computations right, to have practice, to use one’s thinking and to have help from others. Path analysis and ANOVAs were used for the identification of the relations and differentiations of ratings in the four phases of problem solving. Results indicated that FOD varied from phase to phase and influenced ideas related to control. Feeling of difficulty in the main was only indirectly related to performance via control ideas.  相似文献   
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This paper examines the impact of programming robots on sequencing ability during a 1-week intensive robotics workshop at an early childhood STEM magnet school in the Harlem area of New York City. Children participated in computer programming activities using a developmentally appropriate tangible programming language CHERP, specifically designed to program a robot’s behaviors. The study assessed 27 participants’ sequencing skills before and after the programming and robotics curricular intervention using a picture-story sequencing task and compared those skills to a control group. Pre-test and post-test scores were compared using a paired sample t test. The group of children who participated in the 1-week robotics and programming workshop experienced significant increases in post-test compared to pre-test sequencing scores.  相似文献   
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This study addresses the learning of Information and Communication Technologies (ICT) concepts by physical education and sport science students through a computer game. Its aims are: (a) the design of the prototype of a computer game aimed at supporting the development of an appropriate mental model about how a computer works by the students, and (b) the evaluation of the impact of the use of this prototype on students as to appeal, basic usability issues and learning outcomes. The most significant elements of the game prototype (narrative, characters, interface, scenarios, puzzles, gameplay) are presented in connection with the constructivist learning principles that guided the game design. A hundred and three (103) physical education and sport science students participated in the evaluation of the game prototype, which was conducted through pretest and posttest written questionnaires that elicited both quantitative and qualitative data. The data analysis showed that the game prototype was well-accepted as an alternative learning tool for ICT, compared to traditional learning tools, and that most game elements elicited average to positive responses from the students. It was also found that the game prototype had a significant positive effect on students’ knowledge regarding the concepts of input, program, output and their interplay, and that it helped certain students overcome their misconceptions and form more scientifically acceptable and elaborate mental conceptions about basic functions of a computer. Future improvements and extensions to the game as well as future research perspectives are discussed on the basis of the findings.  相似文献   
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