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21.
Antitryptic, antichymotryptic and alpha 2- macroglobulin activities were measured in sera of normal nonpregnant and normal pregnant women and women with tubal ectopic pregnancy and molar pregnancies in the first 5 to 7 weeks of pregnancy calculated from the last menstrual period. While alpha 2-macroglobulin decreased in early normal pregnancy compared to nonpregnant state (p<0.001), in ectopic and molar pregnancies there was an increase in alpha 2- macroglobulin activity (p < 0.001), as compared to nonpregnant and normal pregnant women. Antitryptic activity did not increase in normal and ectopic pregnancy, however was increased in molar pregnancy (p < 0.01). Antichymotryptic activities did not show a change either in normal pregnancy or in cases of ectopic and molar pregnancy. Drop in alpha 2- macroglobulin activity to near normal levels in ectopic, 6 weeks post surgery, correlated well with the decrease in β-hCG. However, in molar pregnancy, alpha 2- macroglobulin remained elevated even when the β-hCG levels in serum returned to zero 10 weeks after surgery. The studies suggest a major role for circulating proteinase inhibitors especially alpha 2-macroglobulin in regulating proteinase activity in normal, ectopic and molar pregnancy.  相似文献   
22.
This paper proposes an automatic approach that detects students’ learning styles in order to provide adaptive courses in Moodle. This approach is based on students’ responses to the ILS and the analysis of their interaction behavior within Moodle by applying a data mining technique. In conjunction to this, an adaptive mechanism that was implemented in Moodle is presented. This adaptive mechanism builds the user model based mainly on the proposed approach for automatic detection of learning styles in order to adapt the presentation and the proposed navigation to students’ different learning styles and educational objectives. An evaluation study was conducted to evaluate the proposed approach for automatic detection of learning styles and the effect of the adaptive mechanism. Two groups of students were formed, namely the experimental and the control. The first had access to a Moodle course that automatically detected their learning styles and exploited the adaptive mechanism, whilst the second had access to the standard version of a Moodle course. The results were promising since they indicated that our proposed approach for automatic detection of learning styles attained adequate precision compared to other works, even though the patterns considered are less complex. Additionally, the results indicated that the adaptive mechanism positively affected students’ motivation and performance.  相似文献   
23.
As the number of participants in online distance learning courses increases, peer assessment is becoming a popular strategy for evaluating open assignments and for breaking the social isolation surrounding distance education. Yet, the quality and characteristics of peer assessment in massive online courses has received little attention. Hence, this study was set to examine peer feedback quality and grading accuracy in a project-based course. The study applied a sequential exploratory mixed methods design. It included 339 participants who studied the same engineering course, but in three different modes: on-campus (n = 77), small private online course (n = 110), and massive open online course (MOOC) (n = 152). Content analysis of feedback comments identified four categories: reinforcement, statement, verification and elaboration, arranged in an ascending scale of cognitive ability. The findings indicated that the MOOC participants provided more feedback comments and volunteered to assess more projects than their counterparts did. However, the on-campus students provided higher quality feedback and their peer grading was better correlated with the grades assigned by the teaching assistants.  相似文献   
24.
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   
25.
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   
26.
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   
27.
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   
28.
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   
29.
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   
30.
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