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71.
Science education video game research points toward promising, but inconclusive results in both student learning outcomes and attitudes. However, student-level variables other than gender have been largely absent from this research. This study examined how students’ reading ability level and disability status are related to their video game-playing behaviors outside of school and their perceptions about the use of science video games during school. Thirty-four teachers and 876 sixth- through ninth-grade students from 14 states participated in the study. All student groups reported that they would prefer to learn science from a video game rather than from traditional text, laboratory-based, or Internet environments. Chi-square analyses indicated a significant association between reading ability level, disability status, and key areas of interest including students’ use of video games outside of school, their perceptions of their scientific abilities, and whether they would pursue a career in the sciences. Implications of these findings and areas for future research are identified.  相似文献   
72.
In two experiments we examined how children's nonword pronunciations are influenced by learning words. In Experiment 1, children pronounced nonwords before and after learning words sharing orthographic rimes with the nonwords. These rimes varied in spelling-to-sound consistency and regularity. Children's nonword pronunciations were more sensitive to consistency and regularity after instruction than before. Experiment 2 expanded upon Experiment 1 by modifying the instruction to highlight regularity and consistency in rime unit neighborhoods and by including both younger (M age = 7.6) and older (M age = 9.92) participants. After instruction, Experiment 2 participants demonstrated greater sensitivity to rime unit consistency and regularity than Experiment 1 participants. In both experiments, the children, especially the younger participants, made more adultlike pronunciations after instruction than before. We conclude that learning words varying in consistency and regularity increased the children's sensitivity to these properties.  相似文献   
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This article discusses a design studio teaching experience exploring the design process itself as a methodological tool. We consider the structure of important phases of the process that contain different levels of design thinking: conception, function and practical knowledge as well as the transitions from inception to construction. We show how this approach to the design process allows the possibility of addressing elusive issues that underlie the practice of design.  相似文献   
75.
In this article, I connect the ways that learning is fundamental to life, for human and nonhuman beings. I write this article at a time of crystalline xenophobic backlash, the rise of several totalitarian regimes across the planet, as well as the formation and action from many social movements. I argue that in this moment, it is even more important for education and education studies to distinguish between the achievement-measured desires of a settler state from what learning itself is and how it is intertwined with live and sovereignty. To highlight learning as fugitive practice, I connect the ways that learning has been maintained and protected even when it has been forbidden, foreclosed and seemingly withered through colonialism.  相似文献   
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Students (N = 161) in seven sections of an undergraduate educational psychology course rated ten performance-assessment options in collegiate courses. They rated in-class essay exams as their most preferred assessment and multiple-choice exams (in-class and out-of-class) as their least preferred. Also, student ratings of multiple papers and a term paper did not differ significantly from the rating for in-class essay exams. Overall, students preferred constructed forms of assessment over more objective assessment. With minor exceptions, student ratings of assessment preferences were generally consistent across gender and academic levels. In the main, student ratings of assessment options did not significantly correlate with exam performance in the course.  相似文献   
78.
In Greece, the development of the teaching of Information Technology (IT) in schools has been greatly influenced by the rapid development of technology, making IT literacy a priority for all individuals. Consequently, the teaching of algorithms and programming, with the ulterior motive of teaching modeling as well as problem solving, has been greatly limited in Secondary Education. However, we strongly believe that algorithms and programming constitute an important intellectual tool and should be included in basic education. In any case, both the research literature findings, as well as, our own experience confirm the fact that novice programmers come up against many mental obstacles in their attempts to understand the functioning of programs or the construction of algorithms. In order to deal with these difficulties and successfully teach the elementary concepts of algorithms and programming, we have developed didactic scenarios, which are based on specially designed educational software. In conjunction with this, we are attempting to develop a program for the systematic training of those students who will become IT teachers in Secondary or Primary Education. The most significant findings of our research are summarized as follows: (a) The development of educational software and its experimental use in the teaching process allow us to formulate several general rules related to the specific didactic characteristics, which these environments should include. (b) Educational software is effective only when it is incorporated within the framework of the didactic scenarios that the teacher organizes and which are supported by the software. (c) Teachers do not spontaneously use educational software in the context of this rationale. Therefore, specific training is required so that they adopt and use such software in didactic scenarios.  相似文献   
79.
Adolescence is a period of rapid cognitive change, including an initial increase in speed of cognitive processing and a more gradual increase in efficiency of cognitive processing. This study examined how neurophysiological changes associated with adolescent development can inform the design of game‐based executive function (EF) training. Two versions of a digital game designed to train the EF subskill of inhibition were given to adolescents (aged 13–17; N = 96): one focusing on speed, the other on accuracy. Consistent with neurocognitive developments, it was hypothesized that younger adolescents would benefit more from the speed version, and older adolescents more from the accuracy version. A significant age by condition interaction was found: Controlling for pretest, younger adolescents had better outcomes in the speed condition, while older adolescents had better outcomes in the accuracy condition. These findings argue for consideration of adolescents' neurocognitive development when designing games for learning and skill improvement.  相似文献   
80.
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