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1.
This paper deals with the conservation of Roy Lichtenstein's outdoor sculpture House I, conducted at Leeum, Samsung Museum of Art, Seoul, Korea. Having suffered from direct sunlight for more than a decade, the work presented severe paint fading and chalking. The purpose of the project was to provide the best possible protection by applying a durable paint material, while simultaneously preserving the colored surface that Lichtenstein had intended. A marine paint, which is relatively durable and was also utilized by the artist himself, was selected for the repainting system. An absence of practical experience and knowledge in Korea in relation both to the marine paint and its application led to many difficulties. During the actual application of the new paint, numerous technical problems arose which had to be solved in order to carry out the conservation treatment. To meet this demand, a close adherence to technical practice and an interdisciplinary study were carried out to provide the necessary understanding and compromise.  相似文献   
2.
Early adolescents' self-esteem and perceived competence in the cognitive, social, and physical domains were examined across the transition from elementary school to junior high school. Self-esteem and perceived social and physical competence were either stable or increased for most children. Cognitive competence was unchanged. It was concluded that, in general, early adolescents' perceptions of self-esteem and competence are not adversely affected by the transition.  相似文献   
3.
This study explores how horizontal/vertical individualism and collectivism (HVIC) orientations influence electronic word-of-mouth (eWOM) (i.e., opinion leadership and opinion seeking) in social media. Online survey panel data through Amazon MTurk were collected from American social media users to address the research purpose. The results, using the structural equation modeling, show that the paths from horizontal individualism to opinion leadership, vertical individualism to opinion leadership and opinion seeking, horizontal collectivism to opinion leadership, and vertical collectivism to opinion leadership and opinion seeking were significant. This study provides theoretical and managerial implications regarding the influence of HVIC orientations on eWOM in social media.  相似文献   
4.
Compared to competitive runners, recreational runners appear to be more prone to injuries, which have been associated with foot strike patterns. Surprisingly, only few studies had examined the foot strike patterns outside laboratories. Therefore, this study compared the foot strike patterns in recreational runners at outdoor tracks with previously reported data. We also investigated the relationship between foot strike pattern, speed, and footwear in this cohort. Among 434 recreational runners analysed, 89.6% of them landed with rearfoot strike (RFS). Only 6.9 and 3.5% landed with midfoot and forefoot, respectively. A significant shift towards non-RFS was observed in our cohort, when compared with previously reported data. When speed increased by 1 m/s, the odds of having forefoot strike and midfoot strike relative to RFS increased by 2.3 times and 2.6 times, respectively. Runners were 9.2 times more likely to run with a forefoot strike in minimalists compared to regular running shoes, although 70% of runners in minimalists continued to use a RFS. These findings suggest that foot strike pattern may differ across running conditions and runners should consider these factors in order to mitigate potential injury.  相似文献   
5.
Many researchers have stressed that the acoustic environment is crucial to the speech perception, academic performance, attention, and participation of students in classrooms. Classrooms in highly urbanised locations are especially vulnerable to noise, a major influence on the acoustic environment. The purpose of this investigation was to determine noise levels in one such urban environment, Hong Kong. The ambient noise level, and its relationship to the speech intensity levels of both teachers and students was surveyed in 47 primary school classrooms. Moreover, the presence of acoustical treatments for noise reduction and the use of classroom amplification systems were documented for each classroom. The survey found that the mean occupied noise level was 60.74 dB (A); the mean unamplified and amplified speech‐to‐noise ratios of teachers were 13.53 dB and 18.45 dB, respectively; while the mean unamplified speech‐to‐noise ratio for students was 4.13 dB. Most of the classrooms exhibited insufficient acoustical treatments to provide significant noise reduction. The listening environment in many Hong Kong primary schools was not favourable for optimal classroom learning. Recommendations for improving the acoustical environment in classrooms in highly urbanised locations such as Hong Kong are discussed.  相似文献   
6.
7.
Although online education is popularized, it is in a developing stage that continues to struggle with communicating and engaging with students. The question remains on how students can be better engaged in online educational materials that are presented in asynchronous media, especially in lecture videos. Thus, using engagement theory, the present study explored how online lecture videos can be improved by incorporating entertainment education. Using a public lecture video found on YouTube, an online survey (N = 133) was conducted to identify digital storytelling techniques and their effects. Results revealed that these techniques that are often utilized in entertainment became meaningful components to increase student engagement and learning outcomes. However, they can also negatively affect instructor credibility, which could suggest the need to increase instructors’ skills. The implications for the development of lecture videos using entertainment and its potential to positively impact online education are discussed.  相似文献   
8.

Employing authentic cases experienced by practitioners in educational contexts is critical to expanding students’ experience and engaging students in authentic problems to promote their real-world problem-solving skills. Although in real life, practitioners experience both success and failure and learn from both, little research has been done so far to conceptualize why and how failure should be employed in case-based learning (CBL) as a way to develop students’ abilities to solve ill-structured problems. The goal of this paper is to theoretically justify the need for integrating failure cases in CBL to help students become better problem solvers. To achieve this, this paper attempted to approach failure from the perspective of human error and proposed a classification of failure based on the degree of explicitness of human error involved in problem solving. Based on discussions of potential benefits and challenges of integrating different types of failure cases in education, this paper also proposed instructional design strategies that can help facilitate better use of failure cases.

  相似文献   
9.
It is difficult to motivate learners to seek out and persist at challenging learning tasks where failure is likely. However, in game environments, people seem highly motivated to engage with challenges and respond productively to failure. Many typical game features purportedly enhance intrinsic motivation and self-efficacy, which should improve students’ reactions to challenge and failure, which should in turn enhance learning. An experimental study with early middle school students tested these assumptions by comparing a “Full” version of a typical, commercial programming game to a “Minimal” version of the same game where common game features such as narrative, performance metrics, high-quality graphics, and sound were removed. In contrast to our hypotheses, players of the Full Game were less likely to choose coding challenges, were less tolerant of coding failures and gained less coding knowledge. Intrinsic motivation and self-efficacy did not differ between conditions. Correlational analyses showed that failure tolerance and challenge seeking may critically affect learning from educational games. The current study offers an existence proof that some common game features can hinder players' failure tolerance, challenge-seeking and learning, in certain game contexts. Future research should isolate the effects of individual game features, test generalizability and explore which contextual variables influence the findings.  相似文献   
10.
The purpose of the present study was to identify the mediating effects of emotion regulation on the association between cumulative childhood trauma and behavior problems in sexually abused children in Korea, using structural equation modeling (SEM). Data were collected on 171 children (ages 6–13 years) referred to a public counseling center for sexual abuse in Seoul, Korea. Cumulative childhood traumas were defined on the basis of number of traumas (physical abuse, witnessing domestic violence, neglect, traumatic separation from parent, and sexual abuse) and the severity and duration of traumas. Children were evaluated by their parents on emotion regulation using the Emotion Regulation Checklist and internalizing and externalizing behavior problems using the Korean-Child Behavior Checklist. SEM analyses confirmed the complete mediation model, in which emotion dysregulation fully mediates the relationship between cumulative childhood traumas and internalizing/externalizing behavior problems. These findings indicate that emotion regulation is an important mechanism that can explain the negative effects of cumulative childhood traumas and that there is a need to focus on emotion regulation in sexually abused children exposed to cumulative trauma.  相似文献   
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