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191.
This paper draws on an empirical work dedicated to discussing a theoretical model for design-based research. The context of our study is a research project for the design, the implementation and the analysis of Insectophagia, a digital role-play game implemented in secondary schools. The model presented in this paper aims at conceptualizing researchers’ and practitioners’ relationships with the notion that knowledge development takes place at a meta-didactical level when the participants develop a shared practice and a shared discourse on practice (a common praxeology). This is done through collaboration and teacher-centered design of innovative learning settings. This model emerges from a double approach: (1) a literature review on collaborative research in education and, (2) an analysis of the verbal interactions of practitioners and researchers involved in the project. The study emphasizes the development of knowledge among participants. It also emphasizes the importance of knowledge brokering for filling the gap between research and practice and thus, for the adoption of digital technology by practitioners.  相似文献   
192.
Student interaction in school contexts is a topic that has been researched from many different perspectives. However, the role of students as tutors scaffolding other peers is not normally addressed, since studies are usually focused on the teacher. Moreover, considering the many technologies that can support students’ work nowadays, studies describing specific practices are still needed in order to understand the many possibilities and constraints that can emerge from the use of these tools in the field of education. This exploratory case study aims to extend research on scaffolding between students, presenting data from an ethnographic study where a commercial video game was introduced as part of the curricular activities. Analytically, the scaffolding metaphor is the departing point to describe in detail how the scaffolding process took place, focusing on its purposes and on the role of students as tutors. Our findings reveal how students offered mostly procedural scaffoldings, performing tutor functions such as highlighting relevant features, reducing levels of freedom or controlling the frustration. Results highlight that students can perform scaffolds, and this should be considered as part of the classroom design, making this process visible. Moreover, specific features of the video game enhanced these interactions, which should also be considered when designing game learning environments in the future.  相似文献   
193.
Focusing on digital text messages containing information about students’ absences and sent to parents by schools, the paper investigates the way school absenteeism is produced within affective assemblages. The paper unfolds a theoretical and methodological approach of ‘going with’ the text messages, in entanglements of affective flows. The empirical engagements, produced together with multiple agents in two Swedish schools, show that within the assemblages of human and nonhuman bodies, the text messages can become ‘stirrers’ that evoke nervousness and anxiety, but also excitement and feelings of control that affect the production and conception of absenteeism. The affective flows of text messages thus travel in all directions, with and against notions of linearity. The conclusion emphasizes how the text messages, as affective materialities, are an inextricable part of the production of school absenteeism in multiple and sometimes unexpected ways.  相似文献   
194.
The commodification of code demands two preconditions: a belief if the existence of code and a system of ownership for the code. An examination of these preconditions is helpful for resisting the further widening of digital divides. The ontological belief in the relatively independent existence of code is dependent on our understanding of what the “digital” is. Here it is claimed that the digital is not a natural kind, but a concept that is relative to our practices of interpretation. An interpretative system that sees code as something that can or should always be owned implies an increase of social control and threatens vital processes of knowledge creation that are necessary for an open and egalitarian information society. The ontological belief in “digital code” thus provides the backdrop for an ethical view of the information society. Consequently, if we see digital code as an interpretative notion (in the nominalist way), the ethical questions appear in a different light.  相似文献   
195.
This article examines how students from the ‘loser’ sections of the middle class dealt with the game of secondary schooling in a ‘good’ state school in the city of Buenos Aires (Argentina). It engages with Bourdieu’s theory of social practice and, in particular, with its concepts of game, habitus and cultural capital. It argues that middle‐class students embody a school habitus, which I call zafar. Zafar (a Spanish slang word) refers to students’ dispositions, practices and strategies towards social and educational demands of teachers and their school. Zafar propels middle‐class students to be just ‘good enough’ students, and promote an instrumental approach to schooling and learning. Although this paper offers an account within which the reproduction of relative educational advantage of a group of middle‐class students takes place, it also poses questions about their future educational and occupational opportunities.  相似文献   
196.
Using data from over 9,000 faculty members that participated in the Faculty Survey of Student Engagement (FSSE), this study examined the moderating role a range of course characteristics played on the effects of gender on the percentage of class time spent on various activities, a measure of teaching style. Results revealed gender differences, but that the gaps between men and women in lecturing and active classroom practices varied by disciplinary area, course level, and the number of times a course had been taught by the same instructor. The results confirm that gender effects depend on context, which implies that efforts to improve teaching and learning must also adapt to the instructional context.  相似文献   
197.
This study examined aerodynamic properties and boundary layer stability in five cambered airfoils operating at the low Reynolds numbers encountered in motor racing. Numerical modelling was carried out in the flow regime characterised by Reynolds numbers 0.82–1.29 × 106. The design Reynolds number of 3 × 106 was used as a reference. Aerodynamics variables were computed using AeroFoil 2.2 software, which uses the vortex panel method and integral boundary layer equations. Validation of AeroFoil 2.2 software showed very good agreement between calculated aerodynamic coefficients and wind tunnel experimental data. Drag polars, lift/drag ratio, pitching moment coefficient, chordwise distributions (surface velocity ratio, pressure coefficient and boundary layer thickness), stagnation point, and boundary layer transition and separation were obtained at angles of attack from −4° to 12°. The NASA NLF(1)-0414F airfoil offers versatility for motor racing with a wide low-drag bucket, low minimum profile drag, high lift/drag ratio, laminar flow up to 0.7 chord, rapid concave pressure recovery, high resultant pressure coefficient and stall resistance at low Reynolds numbers. The findings have implications for the design of race car wings.  相似文献   
198.
The purpose of this study was to identify joint angular kinematics that corresponds to shooting accuracy in the stationary ice hockey wrist shot. Twenty-four subjects participated in this study, each performing 10 successful shots on four shooting targets. An eight-camera infra-red motion capture system (240 Hz), along with passive reflective markers, was used to record motion of the joints, hockey stick, and puck throughout the performance of the wrist shot. A multiple regression analysis was carried out to examine whole-body kinematic variables with accuracy scores as the dependent variable. Significant accuracy predictors were identified in the lower limbs, torso and upper limbs. Interpretation of the kinematics suggests that characteristics such as a better stability of the base of support, momentum cancellation, proper trunk orientation and a more dynamic control of the lead arm throughout the wrist shot movement are presented as predictors for the accuracy outcome. These findings are substantial as they not only provide a framework for further analysis of motor control strategies using tools for accurate projection of objects, but more tangibly they may provide a comprehensive evidence-based guide to coaches and athletes for planned training to improve performance.  相似文献   
199.
We first present in this paper an analytical view of heuristic retrieval constraints which yields simple tests to determine whether a retrieval function satisfies the constraints or not. We then review empirical findings on word frequency distributions and the central role played by burstiness in this context. This leads us to propose a formal definition of burstiness which can be used to characterize probability distributions with respect to this phenomenon. We then introduce the family of information-based IR models which naturally captures heuristic retrieval constraints when the underlying probability distribution is bursty and propose a new IR model within this family, based on the log-logistic distribution. The experiments we conduct on several collections illustrate the good behavior of the log-logistic IR model: It significantly outperforms the Jelinek-Mercer and Dirichlet prior language models on most collections we have used, with both short and long queries and for both the MAP and the precision at 10 documents. It also compares favorably to BM25 and has similar performance to classical DFR models such as InL2 and PL2.  相似文献   
200.
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