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921.
This article describes the conceptualisation and development of a pedagogical framework to support the design of e‐books for children to enhance literacy development. It emerged from research undertaken within the Q‐Tales international consortium project of the EU's Horizon 2020 Programme for Research and Innovation, where the aim was to facilitate key stakeholders to collaborate and participate in the online production and publication of high‐quality, educational e‐books for children. The pedagogical framework described here sought to answer the question “What concepts and principles undergird the effective design of pedagogically impactful e‐books for children?” It is grounded by the theoretical underpinnings of socio‐constructivism, constructionism and skill theory, and how they relate to children's literacy development. A framework describing different narrative forms and component features, key pedagogical activities appropriate for different stages of reading development and design recommendations regarding the integration of multimedia into e‐books are also central to the pedagogical framework. As well as informing the design of the Q‐Tales infrastructure for children's e‐book design and publication, we hope the guidelines and pedagogical activities enumerated here will be widely useful for those designing and developing digital, interactive narratives, particularly e‐books to enhance children's emerging literacy.  相似文献   
922.
This article aims to contribute new knowledge about the media literacies children assemble as they play the digital game Minecraft which it describes as a children's digital making platform. The article argues media literacy's tendency to use socio-cultural and humanist accounts of media participation limit its ability to fully explain digital making practices. Socio-material and performative literacy theories are used to introduce a framework for exploring digital media literacies across four nodes: digital materials, media production, conceptual understanding and media analysis [Dezuanni, M. 2015.“The Building Blocks of Digital Media Literacy: Socio-material Participation and the Production of Media Knowledge.”Journal of Curriculum Studies 47 (3): 416–419]. The article's second half outlines how the author uses digital ethnography in his home to understand children's Minecraft digital making and the article's theoretical claims are explored using empirical data. The conclusion considers the ramifications of digital making for media literacy research and practice.  相似文献   
923.
The complexity of the material being taught in clinical neuroscience within the medical school curriculum requires creative pedagogies to teach medical students effectively. Many clinical teaching strategies have been developed and are well described to address these challenges. However, only a few have been evaluated to determine their impact on the performance of students studying clinical neuroscience. Interactive, 2‐hour, self‐directed small‐group interactive clinical case‐based learning sessions were conducted weekly for 4 weeks to integrate concepts learned in the corresponding didactic lectures. Students in the small groups analyzed cases of patients suffering from neurological disease that were based on eight learning objectives that allowed them to evaluate neuroanatomical data and clinical findings before presenting their case analysis to the larger group. Students’ performances on the formative quizzes and summative tests were compared to those of first‐year medical students in the previous year for whom the self‐directed, small‐group interactive clinical sessions were not available. There was a significant improvement in the summative performance of first‐year medical students with self‐directed clinical case learning in the second year (Y2) of teaching clinical neuroscience (P < 0.05) when compared with first‐year students in the first year (Y1) for whom the self‐directed learning approach was not available. Student performance in the formative assessments between Y1 and Y2 was not significantly different (P = 0.803). A target of ≥70% student scoring above 80% in the final summative examination was met. The current study revealed evidence for the impact and educational outcomes of a self‐directed, clinical teaching strategy in a clinical neuroscience curriculum for first‐year medical students. Anat Sci Educ 11: 478–487. © 2017 American Association of Anatomists.  相似文献   
924.
There has been considerable media coverage highlighting the lack of gender diversity in Silicon Valley, stressing the relatively low participation of women in the high-tech economy. Austin offers a unique case for testing whether similar gender issues characterized other high-tech regions because the city has historically benefited from the expansion of Silicon Valley’s large high-tech firms since the 1980s. The gender-biased business practices identified in Silicon Valley firms may have been transferred to their branch plants in Austin. Our analysis shows women’s losses in middle-skill occupation employment shares were concentrated in the low-tech industry and were partially offset by job share gains in high-skill occupations in the same sector between 1980 and 2015. Men’s losses in middle-skill occupation job share were also mainly concentrated in the low-tech sector but were partially offset by employment share gains in high-skill occupations only in the high-tech industry during this period. Women made large gains in relative real median wages only in high-skill occupations in the high-tech industry while their relative real median wages in other skill occupations and in the low-tech industry stagnated around zero during this period. Men’s gains in relative median wages were also concentrated only in the high-tech industry but were less than half of women’s and were negative (between ?10 and ?21 percent) in other occupations in the high-tech industry and across all occupations in the low-tech industry. As noted in previous studies, the impact of job polarization is not well understood across sectors and gender. This study finds the high-tech industry in Austin has had unintended consequences in terms of job polarization across gender, providing relatively fewer job opportunities in high-skill occupations to women than men but offering much higher gains in relative real median wages to women than men. Males also found relatively more job opportunities in high-skill occupations in the high-tech industry than women but experienced only half of women’s gains in relative median wages in this industry between 1980 and 2015.  相似文献   
925.
In a study of 243 firms of varying sizes across 14 different industries, we investigate the effect of customer participation on new product development performance. We confirm that overall customer participation is positively related to new product development performance and that the effect is mediated by innovativeness. We also demonstrate that these effects are contingent upon absorptive capacity of the firm in question such that firms with high absorptive capacity stand to gain more from engaging their customers in new product development than firms with low absorptive capacity, especially at the later stages of the NPD process. The results are robust to alternative estimation techniques, measures employed to operationalize key concepts, and the industrial makeup of the sample. Post hoc analyses provide non-trivial managerial implications for the decision makers at the firm level.  相似文献   
926.
The objective was to investigate the relationship between IL-1B rs16944, IL-6 rs1800795, and CASP8 rs3834129 genetic polymorphisms and concussion severity. Rugby players from high school, senior amateur, and professional teams completed a concussion severity questionnaire and donated a DNA sample. Participants (n = 163) were split into symptom severity groups around the median number and duration of symptoms. The frequency of participants with high symptom counts (more than five symptoms) increased across the IL-1B (C/C: 35%; C/T: 51%; T/T: 56%; P = 0.047) and the IL-6 (C/C: 31%; C/G: 44%; G/G: 58%; P = 0.027) genotypes. The C–C inferred interleukin allele construct frequency, created from combining the IL-1B and IL-6 genotype data, was lower in participants reporting a high symptom count (18%), compared to those with a low symptom count (fewer than six symptoms, 36%, P = 0.002). Similarly, the C–C inferred interleukin allele construct frequency was lower in those reporting prolonged symptom duration (more than one week, 16%), as opposed to short symptom duration (less than one week, 34%, P = 0.015). This study provides evidence of novel inflammatory pathway genetic associations with concussion severity, which supports the hypothesis implicating neuroinflammation in the development of concussion symptoms.  相似文献   
927.
Although the practice of building brand equity in the context of professional sport teams is popular, the formation of sport team brand equity in the sport marketing literature is still relatively unknown and incompletely understood. In this study, the authors propose a dual-identification model to examine the formation of sport team brand equity in an Asia-based professional team sport setting. Baseball fans (N = 548) of the Chinese Professional Baseball League (CPBL) in Taiwan participated in the self-administered survey. A Partial Least Squares Structural Equation Model analysis revealed that marketplace characteristics (including group experience, salient experience, team history, and fan rituals) and brand-identified-related factors (including self-congruity and team brand prestige) were significantly related to identification with sport team and identification with sport team brand, respectively. In turn, both identification with sport team and identification with sport team brand were significant predictors of sport team brand equity. These findings highlight the importance of studying a dual-identification model in order to understand how sport team brand equity forms and suggest implications for sport team managers.  相似文献   
928.
Community sport organizations (CSOs) provide valuable contexts for promoting community development. These initiatives are most effective when they involve local stakeholders in the process of development. A key first step to achieving this objective is building community capacity, defined as local stakeholders’ skills, knowledge, and resources that may be leveraged for change. Interestingly, despite this conceptual importance, few researchers have focused on capacity building in the sport context. This has limited the theoretical advancement of community capacity theory as it relates to CSOs and community development. Using a qualitative case study approach, the authors analyze the outcomes and challenges of implementing community capacity building strategies in an American CSO, and draw on the empirical data to contribute to this theoretical conversation. Interviews, participant observation, and document analysis were used to generate data, and deductive techniques were used for thematic analysis. The results highlight the outcomes of the capacity building strategies and challenges associated with implementation. In addition, the conclusion focuses on theoretical contributions to community capacity theory, namely the role of sport in facilitating inter-community relations across social groups and the link with process models of organizational capacity.  相似文献   
929.
Abstract

During the first half of the nineteenth century, Cornish wrestling, which was distinctive to Cornwall, was the county’s most popular sport, with a large number of wrestlers competing for lucrative prizes at numerous tournaments and watched by thousands of spectators. Its popularity also extended to London, where sporting entrepreneurs, mainly publicans, organized and promoted wrestling in the Cornish style, when the best wrestlers were lured to the capital to compete for large prizes, witnessed by substantial crowds, which often included members of the nobility. During the second half of the nineteenth century, Cornish wrestling suffered a serious decline in popularity with fewer wrestlers, tournaments, and spectators. By 1900 the sport had almost died out and only survived due to the efforts of a small group of talented wrestlers who inspired a minor revival in the years leading up to 1914. One factor that contributed to the decline was the practice of ‘faggoting’, which was a form of match-fixing that involved wrestlers agreeing with opponents to share any prize money. Consequently, the sport developed a bad reputation and became very unpopular with spectators. In order to eradicate the practice, wrestling organizers issued regular warnings to wrestlers or excluded them from tournaments.  相似文献   
930.
Concerns surround the association between alcohol advertising and alcohol consumption amongst audiences. Research has examined the link in broadcast sports, yet limited attention is directed towards newer media. This paper examines whether there is a link between alcohol sponsorship in sports games and alcohol brand recall, recognition and choice, and whether in-game health messages moderate this association. Simulated games designed specifically for this study are used to observe whether in-game alcohol sponsorship combined with embedded health messages affect the player’s brand awareness. Findings highlight the influence of in-game alcohol sponsorship placement on brand awareness, yet embedded health messages do not impact consumer behaviours. This research provides evidence suggesting regulations in games may be warranted and further examination of health messaging in sponsor brand placement necessary.  相似文献   
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