全文获取类型
收费全文 | 727篇 |
免费 | 4篇 |
专业分类
教育 | 597篇 |
科学研究 | 45篇 |
各国文化 | 5篇 |
体育 | 20篇 |
综合类 | 6篇 |
文化理论 | 3篇 |
信息传播 | 55篇 |
出版年
2021年 | 7篇 |
2020年 | 8篇 |
2019年 | 9篇 |
2018年 | 13篇 |
2017年 | 17篇 |
2016年 | 11篇 |
2015年 | 8篇 |
2014年 | 17篇 |
2013年 | 159篇 |
2012年 | 25篇 |
2011年 | 14篇 |
2010年 | 47篇 |
2009年 | 16篇 |
2008年 | 14篇 |
2007年 | 4篇 |
2006年 | 13篇 |
2005年 | 19篇 |
2004年 | 30篇 |
2003年 | 5篇 |
2002年 | 33篇 |
2001年 | 8篇 |
2000年 | 15篇 |
1999年 | 8篇 |
1998年 | 6篇 |
1997年 | 5篇 |
1996年 | 13篇 |
1995年 | 7篇 |
1994年 | 10篇 |
1993年 | 11篇 |
1992年 | 6篇 |
1991年 | 7篇 |
1990年 | 6篇 |
1989年 | 7篇 |
1988年 | 7篇 |
1987年 | 5篇 |
1986年 | 7篇 |
1985年 | 11篇 |
1984年 | 6篇 |
1983年 | 8篇 |
1982年 | 4篇 |
1981年 | 6篇 |
1980年 | 6篇 |
1979年 | 6篇 |
1978年 | 8篇 |
1977年 | 10篇 |
1976年 | 8篇 |
1975年 | 4篇 |
1973年 | 4篇 |
1972年 | 6篇 |
1970年 | 6篇 |
排序方式: 共有731条查询结果,搜索用时 15 毫秒
1.
2.
为适应社会主义现代化建设对体育人才的需要,顺应大学英语课程教学内容与课程教学体系的改革和发展,对体育专业英语听力课程教学改革已刻不容缓。针对体育类学生的实际情况,提出了我校体育专业英语听力课教学过程中所存在的问题和进一步加强听力教学的几点对策。 相似文献
3.
Raymond D. Boisvert 《Journal of Philosophy of Education》2002,36(4):621-628
Naoko Saito has made a good case for emphasising the 'tragic' dimension within Dewey's pragmatism. My response suggests ways in which Saito has not gone far enough. She does not adequately move beyond 'procedural pragmatism' to a 'programmatic pragmatism' which offers substantive articulations about the human good. In addition, her emphasis on 'Emersonian perfectionism' is misguided. Both the language of 'perfectionism' and the figure of Emerson are unsuitable for the project she intends. Speaking more concretely of a 'tragic–comic meliorism' allied to the novelist Hawthorne, it is suggested, provides a more fruitful path. 相似文献
4.
5.
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
6.
7.
8.
9.
10.
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