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991.
992.
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab. The outcome, Lucidity, was a multimedia game with a nonlinear narrative that led to two different outcomes based on player decisions. The narrative followed the life of one character, an African American woman named Zaria who remembers and grapples with a sexual assault from her past. The player discovers parts of the story by reading comics, watching videos, navigating interactive websites and playing short videogames. The final evaluation consisted of gameplay, a post-game focus group and follow-up interviews. Twenty-four young people participated in three focus group discussions (n = 9, n = 5, n = 10); 23 participated in the follow-up interviews. Salient themes identified in the focus group discussions included: overall approval of the game, the acquisition of new knowledge and minimal past exposure to conversations or education about sexual violence. At follow-up, almost all (n = 22) had initiated a conversation about sexual violence with a parent, peer and/or teacher. Lucidity succeeded in engaging young people and facilitating communication with adults and peers regarding sexual violence and other sexual health topics. Ultimately, a game-based intervention such as this represents a feasible approach for introducing issues of sexual violence, with potential for future implementation in educational settings.  相似文献   
993.
The purpose of this work was to share our findings in using the Kinect technology to facilitate the understanding of basic kinematics with middle school science classrooms. This study marks the first three iterations of this design-based research that examines the pedagogical potential of using the Kinect technology. To this end, we explored the impact of using the Kinect in conjunction with an SDK Physical Virtual Graphing program on students’ understanding of displacement, velocity and acceleration compared to students who conducted more traditional inquiry of the same concepts. Results of this study show that, while there may be some affordances to be gained from integrating this technology, there is a need for a scaffolded approach that helps students to understand the “messiness” of the data collected. Further, meta-cognitive activities, such as reflective opportunities, should be integrated into the inquiry experiences in order to scaffold student learning and reinforce concepts being presented. While the Kinect did work to generate large-scale visualization and embodied interactions that served as a mechanism for student understanding, this study also suggests that a complementary approach that includes both the use of hands-on inquiry and the use of the Kinect sensor, with each activity informing the other, could be a powerful technique for supporting students’ learning of kinematics.  相似文献   
994.
995.
Offering an online integrated high-school course or subject for the first time involves many challenges. Better understanding the factors that affect students’ willingness to participate in the experience could provide support for better implementation of such a strategic initiative. In addition, it is important to understand how personal factors can influence the success of such an endeavour. This study develops a comprehensive structural equation model that captures most causal factors related to offering a high-school course online for the first time. A sample of public and private secondary school students (Grades 10, 11 and 12) in Abu Dhabi were administered an online survey regarding offering free online courses. The instrument was reviewed by other experts in curriculum, information technology and teaching and learning. The final instrument contained dimensions related to student perception of ease of use of e-learning, usefulness, self-efficacy, skills, style, student self-reported performance in certain subjects, use of social media, school support, teacher support, general support, access to the internet, and preferences behavioural intentions to use e-learning. The analysis provides a structural equation model with acceptable statistical fits and with many significant causal relationships. The paths representing direct and indirect effects of the construct predictors on intention to use provided statistical evidence of the validity of the 13 component predictors. Results show significant links between intention to use e-learning, perception of easiness, perception of usefulness, and other factors such as user characteristics and support. Use of social network affect intention to use e-learning indirectly thorough other variables. Limitations and implications of the study in general and as it concerns Abu Dhabi are highlighted.  相似文献   
996.
For the last 70 years, since the establishment of the Republic of Korea, Korean education has achieved universal expansion of educational opportunity from elementary to secondary to higher education. Planning, centralized policy making, top-down implementation, and administrative control had been the standards of the first few decades of Korean education. The so-called May 31 education reform implemented in 1995 made a turning point for these approaches to education policy and administration by highlighting autonomy, openness, diversity, accountability, consumer centeredness, market control, and governance for quality education. However, these government-driven education reform initiatives have resulted in limiting the expected outcomes. In this paper, the authors call for a new approach to education policy and administration and propose supporting school innovation, empowering an internal accountability system in governance. The authors also suggest a search for normative values for democratic communitarianism as a new philosophical foundation of education policy framework, beyond instrumental values of education.  相似文献   
997.
University teachers provided first year Arts students with hundreds of cinematic images online to analyse as a key part of their predominantly face-to-face undergraduate course. This qualitative study investigates the extent to which the groups engaged in learning involving their analysis of the images and how this was related to their perception of the ICT-mediated environment. Interviews and questionnaires completed by students revealed that the extent of engaged learning was related to the quality of the approach to groupwork reported by the students, the quality of their approach to the analysis of the images and their perceptions of key aspects of the online environment which provided the images. The findings have implications for the design and approach to teaching best suited for students involved in groupwork and the use of ICT resources provided to promote engaged experiences of learning.  相似文献   
998.
This study identifies predictors of Hong Kong students’ civic learning. It has adopted a cross-sectional quantitative design using secondary data from the 2009 International Civics and Citizenship Education Study (ICCS 2009; Schulz et al., 2010). Multi-level analysis reveals that most of the variance in student achievement can be accounted for by school level rather than individual level factors. Student background variables are largely insignificant suggesting the resilience of many Hong Kong students. Regarding Hong Kong students’ achievements in civic learning, a possible explanation is made and implications are developed for both theory and practice.  相似文献   
999.
This study aimed to determine which types of context clues exist in children's texts and whether it is possible for experts to identify reliably those clues. Three experienced coders used Ames’ clue set as a foundation for a system to classify context clues in children's text. Findings showed that the adjustments to Ames’ system resulted in 15 clues that can be used to capture the majority of clues found in children narrative and expository text. This study adds to the limited empirically validated systems available for classifying different context clues. A usable classification of context clues has application to reading research that considers or controls for text factors as well as teaching reading strategies in K–12 classrooms.  相似文献   
1000.
This study examined whether stress levels differ in families of young children with three different genetic etiologies of mental retardation, and whether child characteristics associated with those genetic etiologies may help explain these differences. Participants were sixty families of young children with Down syndrome, Williams syndrome, and Smith-Magenis syndrome. All children were between the ages of 3 and 10 years. Parents completed Achenbach's Child Behavior Checklist, the Questionnaire on Resources and Stress-Friedrich edition, and a demographic questionnaire. Families of children with Down syndrome experienced significantly less Pessimism than the other two etiology groups and significantly less Parent and Family Problems than families of children with Smith-Magenis syndrome. The strongest predictor of Parent and Family Problems was maladaptive behavior in Smith-Magenis syndrome, younger age in Down syndrome, and both maladaptive behavior and younger age in Williams syndrome. Maladaptive behavior predicted Pessimism in families of children with Smith-Magenis syndrome, but none of the variables examined significantly predicted Pessimism in the other two syndromes. The importance of behavioral phenotype research is discussed for practitioners working with young children with mental retardation and their families.  相似文献   
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