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961.
962.
Previous studies with university students have shown that resource interdependence during cooperative dyadic work on texts produces two different dynamics in student interaction and learning. Working on complementary information produces positive interactions, but a good quality of information transmission is needed to foster student learning. Working on identical information produces a confrontation of viewpoints but also encourages a threatening social comparison of competence, which can be detrimental for learning. The aim of present study is to test the moderating role of a partner’s competence in two peer-learning methods by manipulating a partner’s competence through a confederate. Results indicate that a partner’s competence is beneficial when students work on complementary information while it is detrimental when students work on identical information.  相似文献   
963.
The increasing importance attributed to the cultural dimension of FL education has entailed new demands for teachers and teacher educators. This paper explores the cultural agenda in Finnish language teacher education from a student teacher perspective. The focus is on the students' perceptions regarding how effectively cultural aspects are dealt with in their training, and how these perceptions may be affected by the length of time they have spent abroad. The empirical evidence suggests that both the language studies and the pedagogical studies tend to address cultural aspects to a small or very small extent. The main emphasis is placed on traditional aspects of culture, such as literature and Realia knowledge, and strategies for teaching language seem to overshadow strategies for teaching language and culture in an integrated way. Interestingly, the students' perceptions seem to vary depending on the extent to which they have experienced first‐hand contacts with other cultures.  相似文献   
964.
Background:Active videogames or exergames have been used as an innovative way to promote physical activity(PA)among various populations.A player’s interest in active videogames is associated with the fun and entertaining nature of the games and may trigger situational interest,thus increasing engagement.The goal of this study was to examine the impact of situational interest dimensions on college students’PA when playing the design-based bike exergame Greedy Rabbit(Vescape,Berlin,Germany).Methods:Sixty undergraduate students(age:20.8±1.3 years,mean±SD,18-25 years old;51.7%males)were recruited from the kinesiology department of a university located in the southern region of Belgium.The participants were assigned to an experimental group(n=41)or a control group(n=19)based on an incremental cycling test.Students in the experimental group engaged in 1 session of Greedy Rabbit(Vescape)while students in the control group engaged in 1 session of a placebo version of Greedy Rabbit(Vescape).The length of the sessions ranged from 24 min to 31 min.Results:Results for the control group indicated that the players’PA metrics(cadence:F(19,360)=1.43,p=0.11;heart rate:F(19.360)=1.16,p=0.29;oxygen consumption:F(19,360)=0.83,p=0.67)were stable during the exergame.Results for the experimental group demonstrated the effects of time on the players’PA metrics and revealed significant associations between the change in the players’situational interest dimensions and PA metrics(cadence:F(19,800)=26.30,p<0.01;heart rate:F(19,800)=19.77,p<0.01;oxygen consumption:F(19,800)=10.04,p<0.01).Conclusion:An approach using a design-based exergame may be a relevant strategy for promoting levels of PA that yields positive health-related outcomes among college students.  相似文献   
965.
966.
The anatomy of the pelvis is complex, multilayered, and its three‐dimensional organization is conceptually difficult for students to grasp. The aim of this project was to create an explorable and projectable stereoscopic, three‐dimensional (3D) model of the female pelvis and pelvic contents for anatomical education. The model was created using cryosection images obtained from the Visible Human Project, in conjunction with a general‐purpose three‐dimensional segmentation and surface‐rendering program. Anatomical areas of interest were identified and labeled on consecutive images. Each 2D slice was reassembled, forming a three‐dimensional model. The model includes the pelvic girdle, organs of the pelvic cavity, surrounding musculature, the perineum, neurovascular structures, and the peritoneum. Each structure can be controlled separately (e.g. added, subtracted, made transparent) to reveal organization and/or relationships between structures. The model can be manipulated and/or projected stereoscopically to visualize structures and relationships from different angles with excellent spatial perception. Because of its ease of use and versatility, we expect this model may provide a powerful teaching tool for learning in the classroom or in the laboratory. Anat Sci Educ. © 2010 American Association of Anatomists.  相似文献   
967.
Identifying social learning in wild populations is complicated by the relative lack of ability to conduct controlled experiments in natural habitats. Even in more controlled captive settings, tracking the innovation and spread of behavior among known individuals can be challenging, and these studies often suffer from a lack of ecological validity. In recent years, a host of new approaches have been undertaken to attempt to provide more quantitative control and empirical demonstration of social learning, both in the wild and in captive settings that more closely mimic natural contexts. Developmental approaches are being undertaken more regularly that allow us to study the ontogenetic trajectory of complex skills in a variety of taxa. Likewise, a spirited focus on the social context of social learning has emerged, and researchers have begun to meticulously analyze the influences of social systems and the characteristics of demonstrators and observers. Here, we provide a review of these studies and summarize the opportunities and constraints that exist when one attempts to study learning in social species. We suggest that although the study of social learning in nonhuman animals is becoming much more complex, addressing this complexity provides a fruitful model for understanding the evolution of human cultural behavior.  相似文献   
968.
Two experiments evaluated history effects on induced and operant variability. College students typed three-digit sequences on a computer keyboard. Sequence variability was induced (by no reinforcement or variation- independent reinforcement) or reinforced (by variation- or repetition-dependent reinforcement). Conditions with induced and operant variability were presented according to a reverse between-groups design. In Experiment 1, we examined transitions from the variation or repetition contingencies to no reinforcement, and vice versa. In Experiment 2, the variation or repetition contingencies were followed or preceded by variation-independent reinforcement. The results showed that (1) a history of no reinforcement impaired operant variability learning; (2) induced variability levels were higher and lower after a history of reinforcement for variation and repetition, respectively; (3) repetition was more easily disrupted by no reinforcement and independent reinforcement than was variation; and (4) response variability and stability were a function of past and current reinforcement conditions. These results indicate that reinforcement history influences both induced and operant variability levels.  相似文献   
969.
A major challenge for learning theories is to illuminate how particular kinds of learning experiences and environments promote the development of expertise. Research has been conducted into novice-expert differences in various domains, but few studies have examined the processes involved in learners’ expertise development. In an attempt to understand the development of expertise in instructional design (ID) among graduate students, this study aimed to investigate (1) the patterns of expertise development among ID learners over an extended period; (2) the roles of expert modelling, peer feedback, self-reflection and participation in a supportive learning community in learners’ expertise development; and (3) the interactions of individual differences and the learning environment in learners’ expertise development. A qualitative design was used to investigate students’ expertise development across a range of dimensions. The participants were two cohorts of 11 graduate students in a program on instructional psychology and design. Data, including observations, interviews, design documents, metacognitive essays and peer feedback, were collected for triangulation and in-depth analysis. The results showed that the two cohorts exhibited similar patterns in their ID expertise development. These development processes were influenced by both self-processes and social influences. Self-processes are determined by the perceptions, motivation and prior knowledge that students bring into the learning environment. Social influences are characterised by a learning community that encourages peer interactions and feedback and is supported by expert modelling and scaffolding.  相似文献   
970.
In introductory information technology (IT) courses, communicating technical concepts so that they can be comprehended by all students, technical and nontechnical, has been a concern. Another challenge in such courses is to teach the real‐world applicability of technical concepts. In this conceptual article, we focus on a relatively unexplored issue in IT education—which instructional method is more effective in improving the learning outcomes of all students taking introductory IT courses. In doing so, we consider two instructional methods, lecture and multimedia case studies, and argue that either of these instructional methods, adopted singly, will be perceived by students as less effective in accomplishing learning outcomes than adopting a combination of the two instructional methods. Our arguments both augment existing knowledge about the differential influence of lecture and multimedia case studies on students’ learning outcomes and questions the wisdom of adopting either of these methods singly in introductory IT courses. We derive insights from the literature and anecdotal evidence, presented as four propositions, which illustrate the relationship between the two instructional methods and the specific learning outcomes students perceive they affect.  相似文献   
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