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341.
本文在系统回顾教师知识与教师学习本质的基础上,讨论了数字技术与教师学习活动之间的关系,主张将数字技术的效用描述为教师学习中有目的的一组活动,即:知识建构、分布式认知、社群与沟通以及约定,通过对五个技术支持的教师学习的典型案例。分析了数字技术对教师学习的支持作用。最后指出了数字技术支持的教师学习与专业发展之方向。 相似文献
342.
C B Fisher 《Child development》1979,50(4):1088-1092
Some have interpreted children's reliance on external visual cues as evidence that they are unable to use internal cues for orientation. This hypothesis was examined in experiment 1, where 24 preschoolers were tested on left-right, vertical-horizontal, and mirror-image oblique discriminations under essentially context-free conditions. Subjects succeeded on all discrimination problems and performed equally well on vertical-horizontal and mirror-image oblique discriminations. Thus, preschoolers can use an internal frame of reference to code orientation. Experiment 2 contrasted children's performance under context-free conditions with their ability to discriminate orientation in the presence of external visual cues. Children who had discriminated left-right oblique and nonoblique mirror-image forms in experiment 1 failed to so discriminate in experiment 2. This result is discussed in terms of a breakdown in the ability to use internal cues when external visual cues are available. 相似文献
343.
Roy Fisher 《British Journal of Educational Studies》2019,67(1):77-96
The evacuation of civilians during Second World War Britain included the relocation not only of school children and teachers but of whole schools and, in some instances, of teacher training colleges. This paper examines the evacuation of Avery Hill College, a leading teacher training college, from London to Huddersfield between 1941 and 1946. Focusing on issues of gender and community, it provides an account of the circumstances of the move, institutional relations and resources, the social milieu of war-time Huddersfield, the challenges arising from evacuation, the responses of staff and trainees, and the broader institutional and teacher education policy transitions that ensued. 相似文献
344.
Toward a science for and of the people: promoting civil society through the application of developmental science 总被引:4,自引:0,他引:4
Applied developmental science (ADS) is scholarship that seeks to advance the integration of developmental research with actions-policies and programs-that promote positive development and/or enhance the life chances of vulnerable children and families. Through this integration ADS may become a major means to foster a science for and of the people. It may serve as an exemplar of the means through which scholarship, with community collaboration, may contribute directly to social justice. In so doing, ADS helps shift the model of amelioration, prevention, or optimization research from one demonstrating efficacy to one promoting outreach. When this contribution occurs in the context of university-community partnerships, ADS may serve also as a model of how higher education may engage policy makers, contribute to community capacity to sustain valued programs, and maintain and perpetuate civil society through knowledge-based, interinstitutional systems change. 相似文献
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The adoption of technology has created a major impact in the field of education at all levels. Technology-supported classroom learning environments, involving modern information and communication technologies, are also entering the Indian educational system in general and the schools in Jammu region (Jammu & Kashmir State, India) in particular. This study, which is the first of its kind in India, reports the use of a modified form of Technology-Rich Outcomes-Focused Learning Environment Inventory (TROFLEI) for assessing students?? perceptions of their learning environments in technology-supported science classrooms. Analysis of data from 705 students from 15 classes provided evidence for the reliability and validity of the questionnaire in Indian science classroom settings. The same data also were used for studying gender differences and associations between students?? perceptions of their technology-supported learning environments and three learner outcomes (attitude towards science, academic efficacy and academic achievement). 相似文献
347.
Chamberlain P Price JM Reid JB Landsverk J Fisher PA Stoolmiller M 《Child abuse & neglect》2006,30(4):409-424
OBJECTIVE: To identify reliable, inexpensive predictors of foster care placement disruption that could be used to assess risk of placement failure. METHODS: Using the Parent Daily Report Checklist (PDR), foster or kinship parents of 246 children (5-12 years old) in California were interviewed three times about whether or not their foster child engaged in any of the 30 problem behaviors during the previous 24 h. PDR was conducted during telephone contacts (5-10 min each) that occurred from 1 to 3 days apart at baseline. Disruptions were tracked for the subsequent 12 months. Other potential predictors of disruption were examined, including the child's age, gender, and ethnicity, the foster parent's ethnicity, the number of other children in the foster home, and the type of placement (kin or non-kin). RESULTS: Foster/kin parents reported an average of 5.77 child problems per day on the PDR checklist. The number of problem behaviors was linearly related to the child's risk of placement disruption during the subsequent year. The threshold for the number of problem behaviors per day that foster and kinship parents tolerated without increased risk of placement disruption for these latency-aged children was 6 or fewer. Children in non-kin placements were more likely to disrupt than those in kinship placements. There was a trend for increased risk of disruption as the number of children in the home increased. CONCLUSIONS: The PDR Checklist may be useful in predicting which placements are at most risk of future disruption, allowing for targeted services and supports. 相似文献
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349.
Danielle Lester Gregory J. Skulmoski Darren P. Fisher Vishal Mehrotra Iris Lim Alexander Lang Justin W. L. Keogh 《British journal of educational technology : journal of the Council for Educational Technology》2023,54(6):1748-1770
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.
Practitioner notes
What is already known about this topic
- Gamification and game-based learning may have many benefits for university students.
- The majority of university educators do not routinely use gamification and game-based learning in their teaching.
What this paper adds
- University educators' major drivers that positively influence the use of gamification and game-based learning include their perceptions that it encourages student interactions and collaborative learning, provides fun and improves engagement and can easily be used by students.
- University educators' major barriers that negatively influence the use of gamification and game-based learning include their perceptions of a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues.
- These drivers and barriers may be classified as attitudinal, design-related and administrative, with these categories providing a useful way for universities to develop strategies to better support educators who wish to use these approaches in their teaching.
Implications for practice and policy
- Attitudinal factors such as university educators' intention to use gamification and game-based learning are influenced by a host of their perceptions including attitude, perceived usefulness and ease of use.
- A range of design-related and administrative barriers may need to be overcome to increase the use of gamification and game-based learning in the university sector.
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