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排序方式: 共有396条查询结果,搜索用时 15 毫秒
391.
This paper presents data from the first six-months of an ongoing speculative design project in which youth and researchers co-created a videogame club, and later an eSports team, in an urban youth centre in Montréal, Québec. It describes how process philosophy informed researchers’ approach to speculative design, allowing youth and researchers to co-compose a sense of value for the club and the potentials for what they could do together through the club. This speculative process is contrasted with structuralist approaches to design-based research in education, which can overly or pre-determine value and mechanisms of social change, with or without the collaboration of youth and communities.  相似文献   
392.
Friendships matter for withdrawn youth because the consequences of peer isolation are severe. From a normative sample of 2,437 fifth graders (1,245 females; M age = 10.25), a subset (n = 1,364; 638 female) was classified into 3 groups (anxious-solitary, unsociable, comparison) and followed across a school year. Findings indicated that it was more common for unsociable than anxious-solitary children to have friends, be stably friended, and participate in multiple friendships. For withdrawn as well as nonwithdrawn children, peer rejection predicted friendlessness, but this relation was strongest for anxious-solitary children. The friends of unsociable youth were more accepted by peers than those of anxious-solitary youth. The premise that friendship inhibits peer victimization was substantiated for withdrawn as well as nonwithdrawn youth.  相似文献   
393.
The aim of this review is to consider how current vocabulary training methods could be optimized by considering recent scientific insights in how the brain represents conceptual knowledge. We outline the findings from several methods of vocabulary training. In each case, we consider how taking an embodied cognition perspective could impact word learning. The evidence we review suggests that vocabulary training methods can be optimized by making a congruent link between the words to learn and one’s own perceptual and motoric experiences. In particular, we suggest that motoric information about the meaning of a word could be incorporated into more standard vocabulary training methods. Finally, we consider the impact an embodied cognitive perspective may have on other characteristics of word learning, such as individual differences in learning and variations in learning different types of words, for example words from different word classes and words in different contexts.  相似文献   
394.
Charter schools have garnered strong support over the past decade, however, opponents question this choice option on many grounds, including their effectiveness, accountability, equity, and sustainability. This paper addresses these concerns by synthesizing what we know from the literature on charter schools, exposing areas where evidence is lacking, conflicting or ambiguous, and assessing the overall maturation of charter school reform. To help answer the question of sustainability, we draw in part on findings from our in-progress, long-term case study of a conversion charter school. This ethnographic data reveals the existence of serious challenges for researchers and policymakers, but also provides useful guidance for the future direction of the charter school movement.  相似文献   
395.
Educational applications (apps) offer opportunities for designing learning activities children enjoy and benefit from. We redesigned a typical mobile learning activity to make it more enjoyable and useful for children. Relying on the technology acceptance model, we investigated whether and how implementing this activity in an app can increase children's intention to use. During the 27-day study, children (N = 103, 9–14 years) used the app to memorize one-sentence learning plans each day. Children used three different app-based learning activities throughout the study. In two standard activities, children reread or reassembled the words of the plan. In the redesigned activity, children represented the meaning of the plan with emojis. Children repeatedly reported on their attitude towards each activity. Subsequently, children reported perceived enjoyment and intention to use the app. Results showed children found the emoji activity most enjoyable, and enjoyment of the emoji activity contributed uniquely towards intention to use. Additionally, children's enjoyment of the app mediated their intention to use the app in the future. Overall, the study suggests that children's enjoyment of an app is crucial in predicting their subsequent intention to use, and it provides a concrete example of how emojis can be used to boost enjoyment.

Practitioner notes

What is already known about this topic
  • Educational applications provide children with unrestricted access to mobile learning resources.
  • Positive attitudes towards educational applications predict behavioural intention to use these applications, at least in young adults.
  • There is a need for more research examining the relevance of enjoyable learning activities in fostering children's sustained usage of an educational application.
What this paper adds
  • Positive attitude towards the use of emojis during learning activities uniquely contributed to children's behavioural intention to use the application.
  • Perceived enjoyment predicted behavioural intention to use the application.
  • Perceived enjoyment mediated the effect of attitude towards using learning activities on the behavioural intention to use the mobile educational application.
Implications for practice and/or policy
  • These findings highlight the importance of enjoyment for children's' acceptance of educational applications.
  • Enjoyable learning activities are necessary to ensure sustained usage of educational applications.
  • The paper provides a concrete example of how emojis can be used to boost enjoyment of a typical mobile learning activity.
  相似文献   
396.
This case study presents what distance learning is and how it can be used as an alternative delivery solution for training. Distance learning definitions, characteristics, and design qualities are discussed. Specific examples and characteristics of the SBC Center for Learning's distance learning use are provided and can be related with how other companies, such as Arthur Andersen, Eastman Kodak, Microsoft, Netscape, and the Rochester Institute of Technology are using distance learning as an instructional delivery solution. Finally, the future technologies and applications of distance learning at the SBC Center for Learning and in general are discussed.  相似文献   
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