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81.
Providing test questions after an initial study phase is a common instructional technique. In theory, questions that require higher-level (deep) processing should be more beneficial than those that require lower-level (shallow) processing. However, empirical evidence on the matter is inconsistent. To shed light on two potential reasons for these inconsistencies, we conducted an experiment (N = 81) to analyze the role of (a) the share of information to which test questions direct learners and (b) the learning activities performed in the initial study phase with respect to the effects between higher- and lower-level test questions. We found that both the share of focused information and the initial learning activities moderated the effects between higher- and lower-level test questions.  相似文献   
82.
对大部分人来说,当我们讨论学习时,我们会不可避免地将其与正规的教育系统联系起来。但任何关于ICTs在儿童学习中角色的研究都使我们认识到,在校外情景中,儿童非常容易沉浸于ICTs相关的活动中,这就迫使我们必须用更广阔的视角来审视包括学校、家庭、休闲、图书馆、博物馆等在内的"教育生态学"。本综述首先对"非正规学习"进行了界定,指发生在学校环境之外,数字技术支持或与数字技术交互的非正规学习;接着讨论了本研究所依据的学习的核心理论以及在ICTs支持的关于学习的研究中不断产生的新的学习理论;勾勒出儿童在校外获取和使用数字技术的情景;然后基于已有的关于技术支持的非正规学习的案例,总结提炼出技术支持的非正规学习的关键特征;最后对这些研究的理论和政策含义进行了深入的研究和剖析。  相似文献   
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This paper raises questions regarding the ability of new qualifications frameworks and assessment systems to promote innovation and social inclusion. Of interest in this paper is the centrality of tacit skill in promoting innovation. Tacit skill is central to innovation, although its positional character is not well understood by policy‐makers. It is argued that the relationship between tacit skill and innovation throws doubt on the relationship between assessment led change, and on the social and economic objectives of New Labour (in the UK) and the Labour‐led Coalition (in New Zealand). This paper also reviews recent changes in the funding of higher education in New Zealand and in the UK, and explores the impact of economic change on the competition for advancement through education. This paper concludes by arguing that innovation and social inclusion are not compatible.  相似文献   
85.
This paper solves a data-driven control problem for a flow-based distribution network with two objectives: a resource allocation and a fair distribution of costs. These objectives represent both cooperation and competition directions. It is proposed a solution that combines either a centralized or distributed cooperative game approach using the Shapley value to determine a proper partitioning of the system and a fair communication cost distribution. On the other hand, a decentralized non-cooperative game approach computing the Nash equilibrium is used to achieve the control objective of the resource allocation under a non-complete information topology. Furthermore, an invariant-set property is presented and the closed-loop system stability is analyzed for the non-cooperative game approach. Another contribution regarding the cooperative game approach is an alternative way to compute the Shapley value for the proposed specific characteristic function. Unlike the classical cooperative-games approach, which has a limited application due to the combinatorial explosion issues, the alternative method allows calculating the Shapley value in polynomial time and hence can be applied to large-scale problems.  相似文献   
86.
This study takes an individual differences' perspective on performance feedback effects in psychometric testing. A total of 105 students in a mainstream secondary school in North East England undertook a cognitive ability test on two occasions. In one condition, students received item-specific accuracy feedback while in the other (standard condition) no feedback was provided. While accuracy feedback had, on average, no effect on test performance, differential effects were observed. Performance goal orientation and self-confidence moderated feedback effects on performance. The provision of accuracy feedback seemed to have performance optimising effects upon test takers with high performance goal orientation in combination with low self-confidence. The implications of these findings in relation to the validity of findings from psychological testing are discussed.  相似文献   
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Abstract

In spite of the increased acceptance of artificial turf in football, few studies have investigated if matches are altered by the type of surface used and no research has compared physiological responses to football activity on artificial and natural surfaces. In the present study, participants performed a football match simulation on high-quality artificial and natural surfaces. Neither mean heart rate (171 ± 9 beats · min?1 vs. 171 ± 9 beats · min?1; P > 0.05) nor blood lactate (4.8 ± 1.6 mM vs. 5.3 ± 1.8 mM; P > 0.05) differed between the artificial and natural surface, respectively. Measures of sprint, jumping and agility performance declined through the match simulation but surface type did not affect the decrease in performance. For example, the fatigue index of repeated sprints did not differ (P > 0.05) between the artificial, (6.9 ± 2.1%) and natural surface (7.4 ± 2.4%). The ability to turn after sprinting was affected by surface type but this difference was dependent on the type of turn. Although there were small differences in the ability to perform certain movements between artificial and natural surfaces, the results suggest that fatigue and physiological responses to football activity do not differ markedly between surface-type using the high-quality pitches of the present study.  相似文献   
90.
Introductory Psychology courses in Higher Education lack application of knowledge in solving work-based problems. We develop and study mini-games that support a more active and experiential way of learning to increase professional awareness. This paper describes the instructional design and the factors under study: learner control and authenticity. We compared professional awareness and perceived authenticity for the old (without game, n = 130) and new course (with game, n = 197) by administering pre- and post-questionnaires. Participants were allocated to game variants, differing in freedom of assignment order (less or more learner control) and number of sources available (less or more authentic). We computer logged their game actions, and asked them additional questions about gameplay that concerned aspects like motivation, flow, performance, learnability and usability. Both courses improved professional awareness (knowledge gains of 4% for the old and 12% for the new course), but only in the new course with mini-games this was significant. Students evaluated gameplay and their content as “more than sufficient” to “good.” A free order of assignments was found to produce more effective (in-game) performance, and the provision of more sources was found to improve learnability, authentic learning and appreciations of gameplay.  相似文献   
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