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131.
This paper reports a study that aimed to investigate the perspectives of educational psychologists (EPs) and speech and language therapists (SLTs) about collaborative practices across these two services, to identify any barriers to collaboration and to explore how these could be overcome. The views of EPs and SLTs in two local authorities were sought using a questionnaire. Data analysis identified differences relating to professional and attitudinal issues, revealing divergent views about assessment and resource allocation. Communication difficulties were also identified. Approaches to develop effective collaborative practice are discussed and the importance of creating opportunities to deliver joint training in schools is highlighted.  相似文献   
132.
The study that provides the context for this article developed from a major overhaul of the practicum in an undergraduate initial teacher education degree in which practicum roles and relationships were re-envisaged. The aim was to reinvigorate university–school practicum relationships through the collaborative development of a practicum where teacher professional knowledge and university scholarly knowledge could come together in the service of student teacher learning. The article reports a qualitative study involving 72 participants from one university and four primary schools. Analysed through the lens of “third space” the findings indicated that relationship and role transformations undertaken by the participants, along with collaborative practice during the practicum, were key to reinvigorating the practicum. In the discussion, we examine the main factors that contributed to the development of a “third space” between the university and participating practicum schools, and also note some cautions related to this development.  相似文献   
133.
The type and severity of body movements exhibited by 79 (unmedicated) boys clinically diagnosed with ADHD (30 Predominantly Inattentive Type and 49 Combined Type), and 67 non-ADHD boys were recorded while playing Crash Bandicoot I, a Sony Playstation platform computer video game. In Crash Bandicoot, participants control the movements of a small animated figure (CB) through a hazardous jungle environment. Two tasks totaling 12 trials were administered, each of which incorporated with and without Distractor conditions. For those trials with the Distractor, a segment of the television show "The Simpsons" was simultaneously played on a television screen adjacent to the computer game monitor and at an equal volume. Contrary to theory and expectations an analysis of the data did not reveal any statistically significant differences in the frequency, type and severity of body movements between the ADHD and non-ADHD boys, or between the ADHD subtypes during computer video game play. These findings have important implications for assessment and teaching processes in both classroom and therapeutic contexts.  相似文献   
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135.
ABSTRACT

In this article, we suggest that character education in sport contexts can promote social justice. After defining key terms, we suggest that rethinking competition and the nature of team relationships is required to build a team culture responsive to concerns for social justice. The character of the team provides a nexus within which to develop individual character, which is elaborated in terms of four types of character: moral, civic, intellectual, and performance character. To promote commitment to social justice, character educators can focus on three elements of moral character: moral reasoning, the circle of moral regard, and moral identity. Within civic character, three themes are elaborated: human dignity, full participation, and accountability. The dimensions of critical thinking, willful ignorance, and prioritizing the marginalized are discussed in relation to intellectual character. Performance character is discussed in relation to an ethic of excellence. Finally, conclusions for character educators are elaborated.  相似文献   
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Gender differences in response to computers have been widely reported. This study addresses the question of how far the context in which a computer task is presented can affect girls' and boys' on-task performance. In an experimental study involving 60 ten and eleven year-olds, we examine the effects of differential contextualisation on girls' and boys' performance on a computer-based perceptual-motor skills task. Our findings illustrate that even with a single, standard piece of software, children's performance can be substantially affected by the context in which that software is presented. The results suggest that gender differences in children's responses to computer tasks are relatively labile, and highly context sensitive. The implications and possible explanations for these findings are considered.  相似文献   
138.
探讨不同的观察学习和身体练习比例对不同年龄者追踪任务技能学习的影响.将受试(小学生、高中生、大学生各36名)随机分为25%观察学习+75%身体练习组、50%观察学习+50%身体练习组、75%观察学习+25%身体练习组,进行为期3天的计算机追踪任务学习.第3天学习结束后,对所有受试进行了即刻测试、24 h后保持测试和迁移测试.结果显示:1)高中生和大学生使用50%观察学习+50%身体练习的比例所获得的追踪任务技能学习效果好于25%观察学习+75%身体练习的比例和75%观察学习+25%身体练习的比例;2)小学生使用25%观察学习+75%身体练习的比例所获得的追踪任务技能学习效果好于50%观察学习+50%身体练习的比例和75%观察学习+25%身体练习的比例;3)在同一种观察学习和身体练习比例条件下,高中生和大学生追踪任务技能学习效果相同,但都好于小学生.  相似文献   
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140.
Positive Pedagogy for sport coaching   总被引:1,自引:1,他引:0  
The literature suggests that, despite some challenges in their implementation, player/athlete-centred, inquiry-based approaches to teaching games and coaching team sport can improve game playing ability, increase player/athlete motivation and provide positive affective experiences of learning. A range of these approaches, including Teaching Games for Understanding, Game Sense, Play Practice and the Tactical-Decision Learning Model vary in detail but share enough in common to be referred as game-based or game-centred approaches. This includes the central role that dialogue, reflection and purposeful social interaction play in facilitating learning and the deep understanding that they can promote. While these approaches are widely referred to as instructional models for teaching and coaching consideration of the common pedagogical features they share offers an alternative conception that creates possibilities for promoting the same positive learning outcomes in sports beyond team games. In this article, we examine the concept of Positive Pedagogy as an extension of Game Sense pedagogy beyond games and team sports to explore what it has to offer coaching across a range of sports.  相似文献   
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