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111.
Mary Cassner Charlene Maxey-Harris Toni Anaya 《Behavioral & Social Sciences Librarian》2013,32(1):33-51
ABSTRACT As an interdisciplinary field, Gerontology shares with History, Literary Criticism, Psychology, Sociology, and Anthropology the use of autobiography as a primary research tool. In addition, Gerontology, like Counseling, Social Work and Psychoanalysis, uses autobiography as a counseling technique. We believe that autobiography also has merit in orienting older, non-traditional students, and students in social work related fields, to the library and its resources. In this paper we describe a pilot project based on this theory. 相似文献
112.
Toni Carbo 《International Information and Library Review》2013,45(3-4):393-401
The abilities to explore information space, discover, learn, find, manage, organize, evaluate, create, use, and preserve information are complex and they vary depending upon the type of information and the format or medium in which it is presented. The knowledge and skills for print media are different from those for full motion video. The knowledge includes recognizing different needs for information; understanding and using different measures of value; and understanding ethical issues — all within multicultural and diverse environments, traditions, and contents. Skills include those related to retrieving, managing, organizing, using, preserving, and communicating information. This presentation explores these complex abilities, describing earlier work, and addresses pertinent issues. 相似文献
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Linda Hasman Toni Hoberecht Kimberly Pullen 《Medical reference services quarterly》2013,32(4):439-443
This is the last Informatics Education column under the current editors. The outgoing co-editor identifies several key themes that describe the column during her tenure. The main theme discovered while reviewing the columns published over the last five years is technology. Technological changes and advances have affected the way in which librarians conduct instruction, such as incorporating e-learning with traditional workshops and in-class sessions. Technology plays a key role in all of the themes that emerged. The incoming editors imagine what the future themes will be for the Informatics Education column. 相似文献
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Tiffany A. Whittaker S. Natasha Beretvas Toni Falbo 《Structural equation modeling》2013,20(2):303-317
The analysis of longitudinal data collected from nonexchangeable dyads presents a challenge for applied researchers for various reasons. This article introduces the dyadic curve-of-factors model (D–COFM), which extends the curve-of-factors model (COFM) proposed by McArdle (1988) for use with nonexchangeable dyadic data. The D–COFM overcomes problems with modeling composite scores across time and instead permits examination of the growth in latent constructs over time. The D–COFM also appropriately models the interdependency among nonexchangeable dyads. Different parameterizations of the D–COFM are illustrated and discussed using a real data set to aid applied researchers when analyzing dyadic longitudinal data. 相似文献
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Dionne Cross Gita Taasoobshirazi Sean Hendricks Daniel T. Hickey 《International Journal of Science Education》2013,35(6):837-861
In this paper we explore the relationship between learning gains, measured through pre‐assessment and post‐assessment, and engagement in scientific argumentation. In order to do so, this paper examines group discourse and individual learning during the implementation of NASA Classroom of the Future’s BioBLAST!® (BB) software program in a high school biology classroom. We found that the argumentative structures, the quality of these structures, and the identities that students take on during collaborative group work are critical in influencing student learning and achievement in science. We provide recommendations for instructors implementing argumentation in their science classrooms, and provide suggestions for the development of future research in this area. 相似文献
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Gráinne Conole Andrew Brasher Simon Cross Martin Weller Paul Clark Juliette Culver 《Educational Media International》2013,50(3):177-194
Applying Bandura's social learning theory, this paper proposes a theoretical framework for analysing the effect of MUD playing on users' self efficacy. Three types of self efficacy – computer self efficacy (CSE), social self efficacy (SSE) and generalized self efficacy (GSE) – are introduced. A possible hypothesis – successful performance, vicarious experience, hearing positive verbal persuasion and massive exposure during MUD playing will raise the CSE, SSE, and GSE of users – is suggested. Finally, a theoretical model explaining the relationship between self efficacy and MUD activities is proposed. Applicant la théorie de l'apprentissage de Bandura cet article propose un cadre théorique pour analyser les effets de MUD jouant sur l'efficacité personnelle de l'utilisateur. 3 types de celles-ci - computer self-efficiency (CSE) social self efficacy (SSE) et generalisé self-efficiency (GSE) - sont introduits et une hypothèse possible. Les résultats réussis, expérience substituée, écoute de la persuasion verbalement et l'exposition massive au jeu de MUD augmentera le CSE, SSE et GSE des utilisateurs est suggéreé. Finalement un modèle théoritique expliquant le rapport entre l'efficacité personnelle et les activités de MUD est proposé. NDLR. Beaucoup de termes sont introduisable en francais et ont dû être maintenus en anglais. (MUD: multi-user domain, multi-user dungeon, oder multi-user dimension; eine (virtuelle) Umgebung, in der mehrere Menschen (Spieler) gleichzeitig eingeloggt sein können, um miteinander zu agieren (Rollenspiele).?/?Efficacy: wörtl.: Wirksamkeit - Der Übersetzer). Unter Anwendung von Banduras Sozialer Lerntheorie wird in diesem Beitrag ein theoretischer Rahmen vorgestellt, mit dessen Hilfe man die Wirkung des MUD-Spielens auf das Selbstvertrauen der Teilnehmer analysieren kann. Es werden drei Arten dieses Selbstvertrauens eingeführt - Computer self efficacy (CSE), Social self efficacy (SSE) und Generalized self Efficacy (GSE). Die Hypothese ist, dass durch die erfolgreiche Durchführung Ersatzerfahrungen, das Hören positiver verbaler Bestätigung und das massives Ausgeliefertsein während des MUD-Spielens das Selbstbewußtsein (CSE, SSE und GSE) des Spielers erhöht wird. Zum Schluss wird ein theoretisches Modell zur Beziehung zwischen Selbstvertrauen und MUD-Aktivitäten vorgestellt. 相似文献
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