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The widespread popularity of programs for first-year students is due, in large part, to studies showing that participation
in first-year programs is significantly related to students’ academic success. Because students choose to participate in first-year
programs, self-selection effects prevent researchers from making causal claims about the outcomes of those programs. The present
research examined the effects on first-semester grades of students participating in themed learning communities at a research
university in the Midwest. Results indicated that membership in themed learning communities was positively associated with
higher grade point averages, even after controlling for entering ability, application date, gender, and first-generation/low-income
status. However, when instrumental variables were introduced to account for self-selection, the effects of themed learning
communities on grades were not statistically significant. The results have implications for campus leaders and assessment
practitioners who are working to develop methods for understanding the effects of programs designed to enhance the undergraduate
educational experiences on their campuses. 相似文献
186.
Michele D. Dickey 《British journal of educational technology : journal of the Council for Educational Technology》2011,42(3):456-469
The purpose of this research is to investigate the impact of narrative design in a game‐based learning environment. Specifically, this investigation focuses the narrative design in an adventure‐styled, game‐based learning environment for fostering argumentation writing by looking at how the game narrative impacted player/learner (1) intrinsic motivation, (2) curiosity, (3) plausibility and (4) transference of game‐based experiences into prewriting activities. The methodological framework for this qualitative investigation is a case study with grounded theory methodology. The setting is an educational, three‐dimensional, immersive game‐based learning environment titled Murder on Grimm Isle, used to foster argumentation and persuasion writing for Grades 9–14. The participants included 20 college students. The findings of the investigation reveal that intrinsic motivation, curiosity and plausibility were first supported by the game‐like environment, and then sustained through the narrative and the environment. Additionally, game‐based experiences were transferred into prewriting activities. Unanticipated findings revealed some student resistance. The goal of this research is to gain a better understanding of narrative design for game‐based learning environments. 相似文献
187.
In the current work, we examined learners’ comprehension when engaged with elaborative processing strategies. In Experiment
1, we randomly assigned students to one of five elaborative processing conditions and addressed differences in learners’ lower-
and higher-order learning outcomes and ability to employ elaborative strategies. Findings indicated no significant differences
among conditions on learning outcomes. However, learners better able to employ elaborative processing strategies performed
better on outcome measures. Experiment 2 extended this research and addressed whether there would be differences across elaborative
processing conditions in learners’ comprehension at delayed testing. We also examined the role of motivation in performance
and strategy use. Findings indicated no differences on the outcome measures at delayed testing; however, there were significant
differences in learners’ performance on an integration outcome at immediate testing. In addition, significant positive correlations
were indicated for several outcome measures, strategy use and mastery orientation. Future research should further consider
instructional scaffolds to promote learners’ strategic processing and critical individual difference variables as they effect
elaborative processing. 相似文献
188.
Michele White 《Ethics and Information Technology》2002,4(3):249-266
Most guidelines and proposalsfor Internet research ethics are based onregulations for human subjects research. In therelated research, Internet material is viewedas animate and described as people. Humanitiesresearchers have rarely been a part of thedebate about Internet research ethics and thepractices of these scholars have not been takeninto consideration when drafting most of theguidelines. This threatens to limit the kindsof Internet research that can be performed – critical strategies are particularlydiscouraged – and the ways that researchers andother users understand the Internet.Researchers who use human subjects models havenot fully acknowledged computer mediation, theconstructed aspects of Internetrepresentations, and the screen. If we viewInternet material as cultural production thenthe models for Internet research would be ArtHistory and Visual Culture, English andLiterary Studies, Film and Media Studies, Musicand Sound Studies, and Theatre and PerformanceStudies. A more complete integration of theseapproaches into Internet Studies – either as asole investigatory strategy or in tandem withother forms of inquiry – would changeresearchers' ethical questions. It would alsoshow instances in which human subjectsguidelines do not apply to complex Internetmaterial. It is imperative to demonstrate thatInternet material is not people because thisconception makes highly constructed words andimages seem natural and stereotypedrepresentations appear to be real. 相似文献
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Michele Lastella Gregory Daniel Roach Shona Leigh Halson David Thomas Martin Nicholas Peter West Charli Sargent 《Journal of sports sciences》2015,33(3):293-299
Good sleep is critical for optimising recovery and athletic performance. Yet, few studies have investigated how athletes sleep before and during competition. The aim of this study was to determine whether such sleep is poorer than that before a usual training day. Twenty-one male endurance cyclists’ (age: 19.9 ± 1.7 years) sleep/wake behaviour was assessed using wrist activity monitors for 11 nights, including a six-night baseline training phase, three nights before competition and two nights during competition. Cyclists had less sleep on the night before competition (6.5 ± 0.9 h) and during the first night of competition (6.8 ± 0.8 h) than at baseline (7.4 ± 0.6 h). Cyclists also went to bed and woke up earlier during competition than at baseline. Competition schedules and competition itself can disrupt the sleep/wake behaviour of athletes during competition. Future investigations should examine sleep during three stages of competition (i.e. before, during and after competition). This will help coaches develop a greater understanding of how sleep changes during different phases of competition and enable them to plan post-competition training programmes to ensure appropriate rest and recovery is obtained. 相似文献