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101.
Vocational Education and Training (VET) plays an important role in the reshaping of upper secondary school curriculum. Retention to the end of secondary education in Australia went from 35% in 1980 to 72% in 2000. This increase caused major problems for the senior school curriculum which historically prepared students for university entrance but now has to serve multiple purposes. While the purposes of VET suit different groups, our interest is those students alienated from, reluctant to complete, or attempting re-entry into senior secondary education. Our objective is to understand policy reforms in this area, in order to assist stopping the spiral of disadvantage in which these young people are caught. We shall argue that VET has the potential to re-engage young people with education. With the labour market becoming more knowledge-based, such re-engagement becomes increasingly important. We ask to what extent is the post-compulsory curriculum serving student and family ambitions for employment in a way that is equitable and inclusive?  相似文献   
102.
ABSTRACT

Participatory budgeting (PB) has emerged as a tool for empowering marginalized communities and advancing social justice through public deliberation and advocacy. However, public deliberation scholars have contested the appropriate roles of social justice, activism, and equity. PB bridges deliberation, advocacy, and equity, as it strives to accomplish social change. We detail how the first cycle of Greensboro PB navigated tensions between residents who sought social change and government officials who wished to maintain the status quo. We argue PB is an example of public deliberation that fosters social justice sensibilities among participants and conclude with applied recommendations for design improvements.  相似文献   
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104.
ABSTRACT

The tomb of Tutankhamen in the Valley of the Kings, Egypt, one of the major attractions of the World Heritage Site of Ancient Thebes and its Necropolis on the West Bank of modern day Luxor, is today a destination for mass tourism. Visitors to the tomb increase relative humidity, elevate carbon dioxide levels, and encourage natural ventilation which facilitates entry of dust into the tomb. These conditions negatively impact the wall paintings and remaining artifacts in the tomb and create an uncomfortable environment for visitors. The deposition of dust inside the tomb collects on uneven wall painting surfaces, obscures their legibility and necessitates cycles of cleaning, which in turn leads to further damage. Developing environmental management strategies in the tomb to counter the effects of visitors and mitigate dust entry is an important component of the collaborative project between the Getty Conservation Institute (GCI) and Egypt’s Ministry of Antiquities (MoA) to conserve the tomb. These included implementation of a filtered-air supply and exhaust ventilation system to stabilize the interior microclimate and reduce dust in order to improve visitor comfort and contribute to the long-term preservation of the tomb.  相似文献   
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107.
There are many indicators of journal quality and prestige. Although acceptance rates are discussed anecdotally, there has been little systematic exploration of the relationship between acceptance rates and other journal measures. This study examines the variability of acceptance rates for a set of 5094 journals in five disciplines and the relationship between acceptance rates and JCR measures for 1301 journals. The results show statistically significant differences in acceptance rates by discipline, country affiliation of the editor, and number of reviewers per article. Negative correlations are found between acceptance rates and citation-based indicators. Positive correlations are found with journal age. These relationships are most pronounced in the most selective journals and vary by discipline. Open access journals were found to have statistically significantly higher acceptance rates than non-open access journals. Implications in light of changes in the scholarly communication system are discussed.  相似文献   
108.
This article departs from the post 2008 financial crisis context, from its intersection with technological developments, and from the socio-technical arrangements configured by this conjuncture. It explores plans and actions – of mainstream financial institutions, and of a community seeking for alternatives to centralised economy and governance – for the use of digital platforms supported by blockchain infrastructure. In particular, it explores how such plans and actions relate to conceptions of public and peer trust and how they appear to produce, or reinforce, reputational imaginaries and quantification practices within added value philosophies. By illuminating a tension between the two identified case examples, I seek to render alternative communities’ and financial institutions’ conceptions, imaginaries and practices (more) visible and to analyse their organisational marketing strategies – where there is a pragmatic and discursive operationalisation of technology as well as of trust as means to gain more self-sovereignty in action, while navigating markets and regulated actual world contexts.  相似文献   
109.
Playing games is an important part of our social and mental development. This research was initiated to identify the game type most suitable to our teaching environment and to identify game elements that students found interesting or useful within the different game types. A group of twenty students played four commercial games (SimIsle, Red Alert, Zork Nemesis and Duke Nukem 3D). Results suggest that students prefer 3D-adventure (Zork Nemesis) and strategy (Red Alert) games to the other types ("shoot-em-up", simulation) with Zork Nemesis ranked as the best. Students rated game elements such as logic, memory, visualisation and problem solving as the most important game elements. Such elements are integral to adventure games and are also required during the learning process. We present a model that links pedagogical issues with game elements. The game space contains a number of components, each encapsulates specific abstract or concrete interfaces. Understanding the relationship between educational needs and game elements will allow us to develop educational games that include visualisation and problem solving skills. Such tools could provide sufficient stimulation to engage learners in knowledge discovery, while at the same time developing new skills.  相似文献   
110.
Experience with 2% saline as the sole available fluid for drinking produced a decrement in preference for .9% saline in a two-bottle test with water as the alternative. This outcome was interpreted as a consequence of Pavlovian conditioning, with the taste of salt acting as the conditioned stimulus and postingestive consequences of saline ingestion acting as the unconditioned stimulus. An overshadowing group experienced salt mixed with vanilla as its sole fluid during the conditioning phase. This group showed an attenuated saline aversion relative to a group that drank 2% saline solution during the conditioning phase. In addition, a vanilla aversion developed in the former group. In the second experiment, conditioning of the aversion to the taste of vanilla mixed with 2% saline was attenuated by preexposing the vanilla. The results support a Pavlovian analysis of the modification of salt preference through experience with the postingestive consequences of saline ingestion.  相似文献   
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