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排序方式: 共有646条查询结果,搜索用时 31 毫秒
641.
This research was designed to examine the moderation roles of common social identity and multiculturalism on the established relationship between Mainland Chinese's perceived value incongruence with Hong Kong Chinese and their negative attitude towards Hong Kong Chinese. A survey study was conducted among 202 college students in Mainland China and the results showed Mainland Chinese's value incongruence with Hong Kong Chinese significantly predicted their negative intergroup attitude. In addition, the results also revealed that among participants with high identification with the super-ordinate Chinese national group, this negative relation was significantly weaker than those with low Chinese identification. In addition, among participants with high multiculturalism endorsement, the relation between value incongruence and intergroup attitude was significantly weaker than those with low level of multiculturalism. Implications of this research and future directions were discussed based on these findings.  相似文献   
642.
杨婵 《情报探索》2007,(10):33-34
论述图书馆面向家庭开展家庭阅读指导的积极意义,介绍家庭阅读指导在我国的现状,并对其可操作性进行一些思考。  相似文献   
643.
对公共图书馆展览的定位及其品牌建设的思考   总被引:1,自引:0,他引:1  
分析图书馆文化艺术展览的现状,指出目前图书馆展览的发展需要正确的理论指导和工作思路。从主流与非主流意识、空间定位两个方面对展览业发展作出定位;并从现状出发,探讨展览品牌建设中的精品意识、展览生命力,以及人才、资金的状况。  相似文献   
644.
经营困境中的企业家倾向于采取何种策略以提升组织价值再造能力,是战略领域的学者高度关注的研究热点。本文考察了经营困境对企业家活动配置的影响及外部制度因素与企业控股性质的调节作用,并探讨了不同的企业家活动配置对组织后续价值再造能力的差异化影响效应,得到如下结论。经营困境下的企业家活动配置存在双面性,困境不仅激发了企业家的创新投入动机,同时也提升了企业家的关系投入意愿,并且,相对于“求己”式创新投入,企业家更倾向于采用“求人”式关系构建等非生产性策略。地方政策不确定性越高,越发促使困境企业同时增加创新投入与关系投入,“求人”与“求己”双管齐下的动机越强。国有控股制约经营困境与企业家活动配置之间的关系,相对而言,困境企业在国有控股治理机制下的创新动力和关系运营动机都将弱化。困境企业通过增加创新投入提高自身能力能够起到抑制衰退、恢复市场价值的积极作用,而依赖他人的关系策略则并不利于企业价值再造能力的提升,困境企业要实现战略复苏,创新投入优于关系投入。本研究不仅丰富了企业家活动配置的前因研究范畴,而且有效拓展了顺序注意逻辑与企业价值再造理论的研究框架,同时通过比较企业家活动配置的差异化复苏效应探究...  相似文献   
645.
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12–13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between students' progress within DragonBox and their algebraic knowledge and general mathematics achievement, (b) the moderating effects of students' prior performance on these relations and (c) the potential factors associated with students' in-game progress. Among students with higher prior algebraic knowledge, higher in-game progress was related to higher algebraic knowledge after the intervention. Higher in-game progress was also associated with higher end-of-year mathematics achievement, and this association was stronger among students with lower prior mathematics achievement. Students' demographic characteristics, prior knowledge and prior achievement did not significantly predict in-game progress beyond the number of intervention sessions students completed. These findings advance research on how, for whom and in what contexts game-based interventions, such as DragonBox, support mathematical learning and have implications for practice using game-based technologies to supplement instruction.

Practitioner notes

What is already known about this topic
  • DragonBox 12+ may support students' understanding of algebra but the findings are mixed.
  • Students who solve more problems within math games tend to show higher performance after gameplay.
  • Students' engagement with mathematics is often related to their prior math performance.
What this paper adds
  • For students with higher prior algebraic knowledge, solving more problems in DragonBox 12+ is related to higher algebraic performance after gameplay.
  • Students who make more in-game progress also have higher mathematics achievement, especially for students with lower prior achievement.
  • Students who spend more time playing DragonBox 12+ make more in-game progress; their demographic, prior knowledge and prior achievement are not related to in-game progress.
Implications for practice and/or policy
  • DragonBox 12+ can be beneficial as a supplement to algebra instruction for students with some understanding of algebra.
  • DragonBox 12+ can engage students with mathematics across achievement levels.
  • Dedicating time and encouraging students to play DragonBox 12+ may help them make more in-game progress, and in turn, support math learning.
  相似文献   
646.
Learning Environments Research - This qualitative study explored Hong Kong students’ views and reactive emotions towards interpersonal teacher behaviour in their classrooms. Fifteen...  相似文献   
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