首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   1371篇
  免费   28篇
  国内免费   2篇
教育   1008篇
科学研究   114篇
各国文化   26篇
体育   114篇
文化理论   19篇
信息传播   120篇
  2022年   8篇
  2021年   11篇
  2020年   24篇
  2019年   36篇
  2018年   43篇
  2017年   59篇
  2016年   39篇
  2015年   36篇
  2014年   33篇
  2013年   305篇
  2012年   35篇
  2011年   41篇
  2010年   26篇
  2009年   34篇
  2008年   36篇
  2007年   30篇
  2006年   30篇
  2005年   27篇
  2004年   28篇
  2003年   37篇
  2002年   28篇
  2001年   13篇
  2000年   16篇
  1999年   26篇
  1998年   20篇
  1997年   17篇
  1996年   17篇
  1995年   12篇
  1994年   8篇
  1993年   15篇
  1992年   18篇
  1991年   14篇
  1990年   18篇
  1989年   21篇
  1988年   12篇
  1987年   14篇
  1986年   11篇
  1985年   10篇
  1984年   13篇
  1983年   16篇
  1982年   19篇
  1981年   11篇
  1980年   8篇
  1979年   13篇
  1978年   15篇
  1976年   12篇
  1975年   7篇
  1973年   6篇
  1970年   7篇
  1964年   6篇
排序方式: 共有1401条查询结果,搜索用时 15 毫秒
931.
This paper outlines a means of improving the employability skills of first-year university students through a closely integrated model of employer engagement within computer science modules. The outlined approach illustrates how employability skills, including communication, teamwork and time management skills, can be contextualised in a manner that directly relates to student learning but can still be linked forward into employment. The paper tests the premise that developing employability skills early within the curriculum will result in improved student engagement and learning within later modules. The paper concludes that embedding employer participation within first-year models can help relate a distant notion of employability into something of more immediate relevance in terms of how students can best approach learning. Further, by enhancing employability skills early within the curriculum, it becomes possible to improve academic attainment within later modules.  相似文献   
932.
This study explores explicit and implicit gender‐science stereotypes and affective attitudes towards science in a sample of Chinese secondary school students. The results showed that (1) gender‐science stereotyping was more and more apparent as the specialization of science subjects progresses through secondary school, becoming stronger from the 10th grade; girls were more inclined to stereotype than boys while this gender difference decreased with increasing grade; (2) girls tend to have an implicit science‐unpleasant/humanities‐pleasant association from the 8th grade, while boys showed a negative implicit attitude towards science up to the 11th grade. In self‐report, girls preferred humanities to science, while boys preferred science to humanities; (3) implicit affective attitude was closely related to implicit stereotype. In particular, implicit affective attitude has a stronger predictive power on stereotype than the other way around, the result of which may have more significance for girls.  相似文献   
933.
934.
The study reported here concerns the development and predictive validation of an instrument to assess the achievement outcomes of DE/online learning success. A 38‐item questionnaire was developed and administered to 167 students who were about to embark on an online course. Factor analysis indicated a four‐factor solution, interpreted as “general beliefs about DE,” “confidence in prerequisite skills,” “self‐direction and initiative” and “desire for interaction.” Using multiple regression we found that two of these factors predicted achievement performance (i.e., Cumulative Course Grade). Comparisons of pretest and posttest administrations of the questionnaire revealed that some changes in opinion occurred between the beginning and the end of the course. Also, categories of demographic characteristics were compared on the four factors. The overall results suggest that this instrument has some predictive validity in terms of achievement, but that Cumulative Grade Point Average (i.e., the university's record of overall achievement) is a much better predictor.  相似文献   
935.
Gender differences and styles in the use of digital games   总被引:1,自引:0,他引:1  
This paper reports work in progress investigating gender differences and styles in the use of digital games amongst advanced level biology students. It is an elaboration on previous work exploring the relationship between cognitive style and academic performance in Maltese students taking biology at advanced level. In this previous work the cognitive style of 581 (212 male and 369 female) advanced biology students was correlated with their academic performance in five different subjects. Pearson's correlation showed that the wholist–analytic dimension, the verbal–imagery dimension, and gender were not correlated. Regression analysis showed that none of the style dimension combinations had a significant effect on performance in any of the subjects. However, gender proved to be a stronger determinant of performance. These results were interpreted from a cognitive neuroscience perspective. Numerous studies have consistently found gender differences in language and visuospatial skills. Female superiority is seen on tests of both receptive and productive language, and on more complex tasks such as making analogies and creative writing. Males have an advantage in visuospatial reasoning, being more adept at performing disembedding and internal spatial transformations. In view of these results and the constantly reported gender difference in the use of digital games, this paper describes the initial stage of an investigation about gender‐determined propensities to digital media. Different studies claim that males dedicate more time than female students to playing digital games. A marked emphasis on the use of particular game genres by the different sexes is also reported. This reported phenomenon is investigated within the context of Maltese students taking advanced biology. Through a questionnaire, data were collected about the time students spend playing digital games, their preferred platform, and their preferred games. Data were analysed to establish gender differences in the time spent on playing digital games, the preferred platform, the most popular digital games amongst males and female students, and the preferred game genre. The results are interpreted from neurocognitve and psychosocial perspectives. Suggestions are made for possible integration of digital games in learning.  相似文献   
936.
937.
Emotional/behavioral problems of 238 deaf Dutch children ages 4-18 years were studied. Parental reports indicated that 41% had emotional/behavioral problems, a rate nearly 2.6 times higher than the 16% reported by parents of a Dutch normative sample. Mental health problems seemed most prevalent in families with poor parent-child communication. Deaf children ages 12-18 showed more problems with anxiety and depression and more social problems than those ages 4-11. Deaf children with relatively low intelligence showed more social problems, thought problems, and attention problems than those with relatively high intelligence. The authors stress the need to get information on deaf children's mental health functioning not just from parents but from other informants such as teachers and the children themselves. An expansion assessment of deaf children, and of special services and treatments for deaf children and adolescents with emotional/behavioral problems, is recommended.  相似文献   
938.
Three experiments examined 3- to 6-year-olds' interference control using a task in which children saw 2 corresponding sets of colored cards, a large set in front of them and a small set behind them. A colored candy (Smartie) was placed on a large card with mismatching color, and children could win the Smartie by selecting the small card that matched the color of the large card. Three-year-olds performed poorly whereas older children performed well. Having children label the correct color before responding improved 3-year-olds' performance (Experiment 2), as did pointing to the large card (Experiment 3); decreasing the affective salience of the stimuli (colored beads vs. Smarties) did not (Experiment 3). Results reveal the role of selective attention in action control.  相似文献   
939.
作为负责任的团体,工程职业者在伦理的指导下,向他们所在的社群提供持久服务。全球化要求工程师有意识地参与到更大的领域中,以说服人们接受社会效用、安全性、公民福利等一般需要。工程本身是一种熟练操行,它致力于独立的分析和设计。伦理学家应促进工程师清晰的表达,以阐明他们特定的实践活动、工程技术发展的表象以及专业的直觉判断。工程师与非工程师都要清楚的是,在一般的工程项目中,工程实践是如何促进伦理的和社会的发展,从而在为社会及其未来提供广泛的服务时,职业行为获得有序发展。  相似文献   
940.
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号