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981.
Adolescent success providing satisfying support in response to a close friend's call in a caregiving task was examined as a potentially fundamental developmental competence likely to predict future social functioning, adult caregiving security, and physical health. Adolescents (86 males, 98 females; 58% White, 29% African American, 8% mixed race/ethnicity, 5% other) were followed from ages 13 to 33 (1998–2021) using multiple methods and reporters. Early caregiving success was found to predict greater self- and partner-reported caregiving security, lower negativity in adult relationships, and higher adult vagal tone. Results are interpreted as advancing our understanding beyond simply recognizing that adolescent friendships have long-term import, to now identifying specific capacities within friendships that are linked to longer-term outcomes.  相似文献   
982.
Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based curricula was employed to determine how science teacher’s attitudes and efficacy where impacted while designing science-based video games. The study’s mixed-method design ascertained teacher efficacy on five factors (General computer use, Science Learning, Inquiry Teaching and Learning, Synchronous chat/text, and Playing Video Games) related to technology and gaming using a web-based survey). Qualitative data in the form of online blog posts was gathered during the project to assist in the triangulation and assessment of teacher efficacy. Data analyses consisted of an Analysis of Variance and serial coding of teacher reflective responses. Results indicated participants who used computers daily have higher efficacy while using inquiry-based teaching methods and science teaching and learning. Additional emergent findings revealed possible motivating factors for efficacy. This professional development project was focused on inquiry as a pedagogical strategy, standard-based science learning as means to develop content knowledge, and creating video games as technological knowledge. The project was consistent with the Technological Pedagogical Content Knowledge (TPCK) framework where overlapping circles of the three components indicates development of an integrated understanding of the suggested relationships. Findings provide suggestions for development of standards-based science education software, its integration into the curriculum and, strategies for implementing technology into teaching practices.  相似文献   
983.
This study used data from the Assessment Tools for Teaching and Learning project, which involved data on the academic performance of more than 90,000 New Zealand students in six subjects (i.e. reading, writing and mathematics in two languages). Two sub-samples of this dataset were included for detailed re-analysis to test the general applicability of the Australian model of Quality of School Life (Ainley et al. 1986) in the New Zealand context. The first sample comprised 336 year 8 students from elementary schools and the second sample consisted of 272 year 10 students from high schools. Furthermore, two structural equation models were developed and tested, expressing relationships between students’ quality of school life perceptions, students’ attitudes to mathematics, and their effects on mathematics achievement. The quality of school life questionnaires scales [Ainley and Bourke, in Res Pap Educ 7(2):107–128, 1992] were used as indicators of students’ perceptions regarding learning, teachers and peer relationships. The model proposed that perceived quality of school life would affect students’ attitudes of liking and confidence in mathematics, which would in turn affect their academic performance. After controlling for other variables in the model, students’ perception about their self-efficacy to learn mathematics was more directly related to outcomes than to perceptions of teacher quality or peer involvement. Data analyses revealed no apparent relationships of these factors to mathematics achievement. Moreover, results for both samples led to the conclusion that the perceived quality of learning is connected with ‘confidence in’ and ‘liking mathematics’, which in turn predict students’ mathematics achievement.  相似文献   
984.
The authors sought to identify through Monte Carlo simulations those conditions for which analysis of covariance (ANCOVA) does not maintain adequate Type I error rates and power. The conditions that were manipulated included assumptions of normality and variance homogeneity, sample size, number of treatment groups, and strength of the covariate-dependent variable relationship. Alternative tests studied were Quade's procedure, Puri and Sen's solution, Burnett and Barr's rank difference scores, Conover and Iman's rank transformation test, Hettmansperger's procedure, and the Puri-Sen-Harwell-Serlin test. For balanced designs, the ANCOVA F test was robust and was often the most powerful test through all sample-size designs and distributional configurations. With unbalanced designs, with variance heterogeneity, and when the largest treatment-group variance was matched with the largest group sample size, the nonparametric alternatives generally outperformed the ANCOVA test. When sample size and variance ratio were inversely coupled, all tests became very liberal; no test maintained adequate control over Type I error.  相似文献   
985.
The use of three‐dimensional (3D) models for education, pre‐operative assessment, presurgical planning, and measurement have become more prevalent. With the increase in prevalence of 3D models there has also been an increase in 3D reconstructive software programs that are used to create these models. These software programs differ in reconstruction concepts, operating system requirements, user features, cost, and no one program has emerged as the standard. The purpose of this study was to conduct a systematic comparison of three widely available 3D reconstructive software programs, Amira®, OsiriX, and Mimics®, with respect to the software's ability to be used in two broad themes: morphometric research and education to translate morphological knowledge. Cost, system requirements, and inherent features of each program were compared. A novel concept selection tool, a decision matrix, was used to objectify comparisons of usability of the interface, quality of the output, and efficiency of the tools. Findings indicate that Mimics was the best‐suited program for construction of 3D anatomical models and morphometric analysis, but for creating a learning tool the results were less clear. OsiriX was very user‐friendly; however, it had limited capabilities. Conversely, although Amira had endless potential and could create complex dynamic videos, it had a challenging interface. These results provide a resource for morphometric researchers and educators to assist the selection of appropriate reconstruction programs when starting a new 3D modeling project. Anat Sci Educ 6: 393–403. © 2013 American Association of Anatomists.  相似文献   
986.
987.
This article provides an international comparative overview of institutional strategies, collaboration patterns and governmental policies related to the use of ICT in higher education. It has been produced as part of an international comparative study on the use of ICT in higher education. A study commissioned by the Dutch Ministry of Economic Affairs and the Ministry of Education, Culture and Science and published as: “The Use of Information and Communication Technology in Higher Education: An International Orientation on Trends and Issues”, B. Collis and M. van der Wende (Eds). University of Twente, CHEPS, 1999. It covers the following range of countries: Belgium, Finland, the United Kingdom, Australia and the United States of America. Additionally some main initiatives at the European level have been taken into account. On the basis of this international comparison, the following main conclusions were drawn. Due in part to the fact that in many cases institutional strategies for ICT are still lacking, interesting experimentation does not generally lead to successful dissemination and adoption on a wider scale. In many cases, the push for a substantial use of ICT in distance learning programs has come from new educati onal markets, life-long learning and international education in particular. The response of higher education to these markets is leading in many countries to a convergence of distance and traditional (on-campus) education. Inter-institutional and inter-sectoral collaboration between universities and companies are characteristics of many successful ICT initiatives, although they do not generally continue into sustainable implementation in the individual institutions. Governments facilitate the use of ICT through the establishment of infrastructure, networks and inter-institutional and public–private partnerships, and try to create the right regulatory environment. Further deregulation will enable institutions to respond to new market demands and will inspire the necessary organizational change in higher education institutions.  相似文献   
988.
989.
990.
The Trolley Problem as defined in this paper is a series, or continuation, of increasingly difficult ethical riddles successfully implemented in a classroom environment to spur complex, critical thinking and dialogue. The activity is designed upon the scenario of a runaway train with different and challenging choices, segueing neatly into group discussions of ethics while limiting potential disruptions or controversies. It fits nicely with multiple standards, goals and/or outcomes and can be accommodated to multiple grade levels and courses. It is a powerful, yet easily implemented classroom exercise for educators to develop higher order thinking and dialogue for their students.  相似文献   
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