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121.
  总被引:6,自引:2,他引:6  
The purpose of this study was to document how teachers and students describe and comprehend the ways in which participating in an augmented reality (AR) simulation aids or hinders teaching and learning. Like the multi-user virtual environment (MUVE) interface that underlies Internet games, AR is a good medium for immersive collaborative simulation, but has different strengths and limitations than MUVEs. Within a design-based research project, the researchers conducted multiple qualitative case studies across two middle schools (6th and 7th grade) and one high school (10th grade) in the northeastern United States to document the affordances and limitations of AR simulations from the student and teacher perspective. The researchers collected data through formal and informal interviews, direct observations, web site posts, and site documents. Teachers and students reported that the technology-mediated narrative and the interactive, situated, collaborative problem solving affordances of the AR simulation were highly engaging, especially among students who had previously presented behavioral and academic challenges for the teachers. However, while the AR simulation provided potentially transformative added value, it simultaneously presented unique technological, managerial, and cognitive challenges to teaching and learning.  相似文献   
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The aim of our paper is to analyse the process of collaboration between independent firms linked by a technological agreement in the energy field, with a specific focus on the degree of codification of inter-organisational rules. Considering the agreement as a collection of different types of more or less codified rules, we show that their degree of codification and some other characteristics have an impact on the process of inter-firm cooperation.The paper first provides an analytical framework defining the concept and the types of rules relevant for our purpose. A rule is conceived to solve a problem of allocation or creation of resources; it serves a main function which can be of a cognitive, incentive or coordination nature; it is ambivalent, i.e. it entails side functions in addition to the main one. Two theoretical propositions are then developed and largely confirmed by our empirical research results based on two detailed case studies in the emerging field of fuel cell (FC) technology.  相似文献   
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罗宾·威廉姆斯的离世突然而毫无预兆。或者说,在世人眼中,他不应该以这种方式突然离开人们的视线。我们只记得他欢乐的模样,哪怕在严肃的剧情片或是晦暗不明的惊悚片,我们也期待他有那么一两句幽默台词能引得观众捧腹大笑。所以我们不断发问:他看上去那么乐观开朗、没心没肺,怎会以自杀的方式了却自己的一生呢?殊不知镁光灯之外的他,终生与酒精、毒品以及抑郁症纠缠,台上的欢笑不过是他的职业需求,嘴角牵扯的笑容根本没有到达眼底  相似文献   
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ABSTRACT

This study investigated split-step timing when returning serves and whether this timing is related to neuromechanical capabilities in world-class tennis players. In Experiment 1, the split-step timing of four groups of world-class players (male and female ATP/WTA seniors, and ITF juniors) was measured on court when returning serves of the same level players. The four groups initiated the split-step at a similar time, starting around the time ball-racket contact in the serve stroke and landed when early ball-flight information was available. In Experiment 2, the neuromechanical capabilities (leg stiffness and vertical jump performance) of a group of world-class players and three groups of less-skilled tennis players were examined. The results showed an increase in leg stiffness with an increase in the level of expertise. A cross-experiment analysis in world-class male players (ATP/ITF, n = 10) revealed that the timing of initial foot movement was significantly correlated with the leg stiffness (r2 = 0.54), with later lateral step after the serve in the players who had higher stiffness. The findings support the hypothesis that world-class tennis players adapt perceptual-motor control on the basis of their neuromechanical capabilities and maximise the time before initiating their interceptive action to rely on more reliable information.  相似文献   
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Authors have shown a strong interest in training self-efficacy (TSE), but two noteworthy concerns are present in the literature. First, existing measures of TSE may contain items that do not gauge their construct of interest. Second, although other forms of self-efficacy may better explain observed relationships, TSE is often studied in isolation. We address these concerns by creating two measures in a four-study process. These measures are shown to have satisfactory psychometric properties and convergent validity. Additionally, we provide an empirical study that investigates, regarding a computer-based training program, the impact of TSE beyond positive self-evaluations, general self-efficacy, and computer-self efficacy. The results demonstrate that TSE is predictive of trainee reactions beyond these other predictors, but it is not predictive of learning. While the specificity of TSE may cause these results, novel theoretical perspectives may better explain the observed relationships.  相似文献   
127.
Wales is undergoing a major programme of educational reform, including the development of a new curriculum and transformation of the system for supporting learners with additional learning needs (ALN). This article reports on a research project investigating how these two elements are being brought together, drawing on interviews with policy leads and school‐based practitioners. Findings indicate that the new curriculum is perceived as broader, more focused on the quality of teaching and more relevant to all learners. Tensions were apparent, however, in the core belief systems of interviewees. For those with a school‐based and/or curriculum‐focused role, what is in the best interests of specific learners is a core belief that subsumes the idea of inclusivity and necessitates the continuation of arrangements for ALN in their current form. It is argued that clearer articulation of teachers as agents of change is required if educational transformation is to be achieved.  相似文献   
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Game-based training drills are popular in team sports. This study compared two game-based training conditions and official matches in team handball. Thirty-one women players wore inertial measurement units in five training sessions and five official matches. In training, 3vs3 and 6vs6 game-based training conditions were performed with a 5-min duration. PlayerLoad? and high-intensity events (HIEs; >2.5 m · s?1) were extracted from the raw data. Data were analysed using magnitude-based inferences and reported with effect sizes (ESs). PlayerLoad? · min?1 from all positions combined was 11.37 ± 0.49 (mean ± 90% confidence limits) and 9.71 ± 0.3 for the 3vs3 and 6vs6 conditions, respectively. Backs (ES: 1.63), wings (ES: 1.91), and pivots (ES: 1.58) had greater PlayerLoad? in 3vs3 than 6vs6. Substantially greater HIE · min?1 in 3vs3 occurred for all positions. There was substantially greater PlayerLoad? · min?1 in 3vs3 and 6vs6 than match play for backs, wings, and pivots. Wings (ES: 1.95), pivots (ES: 0.70), and goalkeeper (ES: 1.13) had substantially greater HIE · min?1 in 3vs3 than match play. This study shows greater PlayerLoad? and HIE in 3vs3 than 6vs6. Both game-based training conditions investigated in this study provide an overload in overall PlayerLoad?; however, additional exercises might be needed to overload HIE, especially for backs and pivots.  相似文献   
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