全文获取类型
收费全文 | 194篇 |
免费 | 0篇 |
专业分类
教育 | 158篇 |
科学研究 | 16篇 |
各国文化 | 1篇 |
体育 | 2篇 |
文化理论 | 2篇 |
信息传播 | 15篇 |
出版年
2023年 | 2篇 |
2022年 | 2篇 |
2020年 | 5篇 |
2019年 | 4篇 |
2018年 | 7篇 |
2017年 | 10篇 |
2016年 | 10篇 |
2014年 | 4篇 |
2013年 | 57篇 |
2012年 | 5篇 |
2011年 | 4篇 |
2010年 | 8篇 |
2009年 | 4篇 |
2006年 | 2篇 |
2004年 | 2篇 |
2003年 | 1篇 |
2002年 | 3篇 |
2001年 | 2篇 |
2000年 | 4篇 |
1999年 | 2篇 |
1998年 | 1篇 |
1996年 | 2篇 |
1995年 | 3篇 |
1993年 | 1篇 |
1992年 | 1篇 |
1991年 | 3篇 |
1990年 | 1篇 |
1989年 | 1篇 |
1988年 | 1篇 |
1986年 | 3篇 |
1985年 | 6篇 |
1983年 | 1篇 |
1982年 | 2篇 |
1981年 | 1篇 |
1979年 | 4篇 |
1978年 | 3篇 |
1977年 | 2篇 |
1976年 | 1篇 |
1975年 | 1篇 |
1974年 | 3篇 |
1973年 | 1篇 |
1972年 | 2篇 |
1970年 | 1篇 |
1931年 | 1篇 |
1929年 | 1篇 |
1926年 | 1篇 |
1924年 | 1篇 |
1922年 | 1篇 |
1898年 | 1篇 |
1833年 | 1篇 |
排序方式: 共有194条查询结果,搜索用时 31 毫秒
181.
Fernández Kathryn A. Shank Julie H. Klein Carrie Lester Jaime 《Innovative Higher Education》2022,47(5):735-754
Innovative Higher Education - A case study at a large, public research university was conducted to understand how post-striving environments, defined by those universities that achieved very high... 相似文献
182.
183.
This study examined the nature, characteristics, and challenges of grassroots leadership teams and the role of these factors
in promoting cognitive complexity in order to provide insight into collective forms of bottom-up change. The study is framed
by the literature on leadership teams. Using interviews from a case study conducted at five higher education campuses, we
explored two types of leadership teams (sense-making and problem-solving) across different initiatives. The results from this
study extend the literature on bottom-up change, leadership, and grassroots teams. 相似文献
184.
Typical patterns followed in American colleges and universities in the preparation of mathematics teachers are inadequate for at least four reasons: some mathematics courses are perceived by students as irrelevant, the preparation is often not in step with societal changes, little attention is given to developing a solid understanding of mathematics content which is particularly important for secondary teachers, and insufficient emphasis is placed on the big ideas and unifying themes which pervade all of mathematics. This article discusses the reasons for these shortcomings and suggests a possible remedy involving the design of a program based on the intersection of certain needs of a secondary teacher and certain mathematics courses studied by prospective teachers. 相似文献
185.
Donna Cross Leanne Lester Natasha Pearce Amy Barnes Shelley Beatty 《The Journal of educational research》2018,111(3):255-267
Parents can significantly affect children's peer relationships, including their involvement in bullying. The authors developed and evaluated ways to enhance parents’ knowledge, self-efficacy, attitudes, and skills related to parent–child communication about bullying. The 3-year Friendly Schools Friendly Families whole-school intervention included a family component, which provided training and resources to support school teams to engage families in awareness-raising and skill-building activities. Over 3,200 parents of the Grade 2, 4, and 6 cohorts were recruited. For the Grade 2 and 4 cohorts at both 10 and 22 months postintervention, the family component increased parents’ self-efficacy to talk about bullying with their children and their frequency of doing so. Grade 4 parents reported more provictim attitudes at 22 months. No differences were found for the Grade 6 cohort. These data suggest a whole-school capacity-building intervention in early and middle childhood can improve the likelihood and frequency of positive parent–child communication about bullying. 相似文献
186.
187.
188.
J.Lester Woodbridge 《Journal of The Franklin Institute》1924,198(2):271-272
189.
190.
Danielle Lester Gregory J. Skulmoski Darren P. Fisher Vishal Mehrotra Iris Lim Alexander Lang Justin W. L. Keogh 《British journal of educational technology : journal of the Council for Educational Technology》2023,54(6):1748-1770
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.
Practitioner notes
What is already known about this topic
- Gamification and game-based learning may have many benefits for university students.
- The majority of university educators do not routinely use gamification and game-based learning in their teaching.
What this paper adds
- University educators' major drivers that positively influence the use of gamification and game-based learning include their perceptions that it encourages student interactions and collaborative learning, provides fun and improves engagement and can easily be used by students.
- University educators' major barriers that negatively influence the use of gamification and game-based learning include their perceptions of a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues.
- These drivers and barriers may be classified as attitudinal, design-related and administrative, with these categories providing a useful way for universities to develop strategies to better support educators who wish to use these approaches in their teaching.
Implications for practice and policy
- Attitudinal factors such as university educators' intention to use gamification and game-based learning are influenced by a host of their perceptions including attitude, perceived usefulness and ease of use.
- A range of design-related and administrative barriers may need to be overcome to increase the use of gamification and game-based learning in the university sector.