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51.
Matthew B. Hoy 《Medical reference services quarterly》2018,37(1):81-88
Voice assistants are software agents that can interpret human speech and respond via synthesized voices. Apple’s Siri, Amazon’s Alexa, Microsoft’s Cortana, and Google’s Assistant are the most popular voice assistants and are embedded in smartphones or dedicated home speakers. Users can ask their assistants questions, control home automation devices and media playback via voice, and manage other basic tasks such as email, to-do lists, and calendars with verbal commands. This column will explore the basic workings and common features of today’s voice assistants. It will also discuss some of the privacy and security issues inherent to voice assistants and some potential future uses for these devices. As voice assistants become more widely used, librarians will want to be familiar with their operation and perhaps consider them as a means to deliver library services and materials. 相似文献
52.
Raymond J. Pingree Elizabeth Stoycheff Mingxiao Sui Jason T. Peifer 《Mass Communication and Society》2018,21(5):555-584
The mere perception that news has given certain problems more coverage can lead the audience to assume that those problems are more important. Given that the news media, at times, obsesses over relatively trivial matters, and given that the audience is increasingly able to filter media exposure, it is worth asking what happens when audience members perceive that recent media coverage has not emphasized any very important problems. In such cases, audience members might assume that any problems facing the nation must not be particularly important. We explicate this attitude of political complacency, test whether perceived media agendas lacking important problems can influence it, and explore whether complacency helps explain political disengagement. We also explore whether these effects generalize beyond news, to new media gatekeepers such as Twitter. Two experiments tested effects of a perceived absence of important problems in recent news or Twitter content. In the case of news, but not Twitter, this increased complacency in both studies. Study 2 added a no-exposure control and found that effects on complacency were driven by the cueing of nonproblem stories, not by the absence of problem story cues. Both studies validated complacency as a predictor of political disengagement. 相似文献
53.
Critical communication pedagogy and service learning in a mixed-method communication research course
ABSTRACTCourse: Mixed-Method Communication Research MethodsObjective: The purpose of this semester-long activity is to provide students with opportunities to cultivate mixed-method communication research skills through a social justice-informed service-learning format. Completing this course, students will be able to: recognize the unique strengths of quantitative and qualitative research methods; locate, evaluate, and utilize scholarly literature for a literature review; conduct an original research project using quantitative and qualitative research methods to gather and analyze data; and raise self and community awareness about a social issue through collaboration with a community organization. 相似文献
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Audrey B. Wood 《English in Education》2016,50(2):130-147
This article arises from a four week study of a class of 14‐15 year old students. The study explored students’ perception of themselves as writers and the effects of a variety of teaching and learning strategies on their creative writing responses. The aim of the project was to enhance the students’ creative writing, whilst ascertaining whether there were particular activities or types of writing that would lead to students perceiving more satisfactory outcomes in their writing. It answers the research question: What do I observe, and what do my students say, about the experience of different classroom based creative writing tasks? 相似文献
56.
B. G. C. Maisonneuve T. Honegger J. Cordeiro O. Lecarme T. Thiry D. Fuard K. Berton E. Picard M. Zelsmann D. Peyrade 《Biomicrofluidics》2016,10(2)
With the rise of microfluidics for the past decade, there has come an ever more pressing need for a low-cost and rapid prototyping technology, especially for research and education purposes. In this article, we report a rapid prototyping process of chromed masks for various microfluidic applications. The process takes place out of a clean room, uses a commercially available video-projector, and can be completed in less than half an hour. We quantify the ranges of fields of view and of resolutions accessible through this video-projection system and report the fabrication of critical microfluidic components (junctions, straight channels, and curved channels). To exemplify the process, three common devices are produced using this method: a droplet generation device, a gradient generation device, and a neuro-engineering oriented device. The neuro-engineering oriented device is a compartmentalized microfluidic chip, and therefore, required the production and the precise alignment of two different masks. 相似文献
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Jason Power Raymond Lynch Oliver McGarr 《British journal of educational technology : journal of the Council for Educational Technology》2020,51(1):281-296
Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed. 相似文献
60.
DAWN B. MALE 《Support for Learning》2011,26(4):182-186
This article describes a study that aimed to answer the following question: ‘Will a programme of professional development in the area of special and inclusive education be effective in achieving attitudinal shift in teachers?’ Forty‐eight teachers who were enrolled on a Master's programme in Special and Inclusive Education were surveyed via a questionnaire at the beginning and end of a ten‐week introductory module. The results indicated overall attitudinal shift and attitudinal shift for four categories of inclusion to suggest more positive attitudes at the end of the module, compared with at the beginning. The implications for providers of pre‐ and in‐service education and training courses for teachers are discussed. 相似文献