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Rob Wass Vivienne Anderson Rafaela Rabello Clinton Golding Ana Rangi Esmay Eteuati 《高等教育研究与发展》2020,39(4):834-850
ABSTRACTHigher education (HE) research often draws on a range of qualitative research approaches. However, some methods developed in other fields are underutilised in HE research, even though they could be of great use for answering particular kinds of research questions, or for involving students more actively in the research process. In this article, we draw on a study that piloted different methodological approaches to explore students’ conceptions of good teaching and effective learning at university. The participants in our study included 33 high achieving international, Māori, Pacific Island, and (other) local students enrolled in Humanities subjects. Our study used photovoice as a visual data collection approach in conjunction with more traditional methods of data collection: open-ended focus group questions and critical incident technique. In this article, we review the photovoice literature, which is mostly from outside HE. Then, we describe our study, discussing the students’ responses to photovoice, and the different kinds of data it elicited. We note that, while most students expressed appreciation of the photovoice approach, some also found it restrictive and challenging in some respects. We conclude, photovoice offers a useful methodological addition to HE research, while noting, as with all data collection approaches, researchers need to be mindful of its limitations. 相似文献
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Melissa De Santis Vivienne Houghton Cathalina Fontenelle 《Medical reference services quarterly》2017,36(1):9-18
The Health Sciences Library at the University of Colorado Anschutz Medical Campus implemented a user feedback campaign that successfully provided input about user needs. The library created an engaging marketing theme and employed a simple form to successfully solicit feedback from users. The program has been easy to replicate in subsequent years, and other health sciences libraries have been able to recreate the process at their institutions. 相似文献
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Carol Bannister Vivienne Sharland Vivian Upton David Walker & Gary Thomas 《British Journal of Special Education》1998,25(2):65-69
Members of the Somerset Inclusion Project and Gary Thomas (professor and reader in education at the University of the West of England, Bristol) discuss the need for schools to become more inclusive in response to the Government's recent Green Paper (DfEE, 1997), which emphasises that special schools need to work in different ways and to provide services to local mainstream schools. The notion that inclusion is right and segregation is wrong led the staff to convert the Princess Margaret School (PMS) in Taunton, Somerset to an inclusion service. 相似文献
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Stephen Houghton Nikki Milner John West Graham Douglas Vivienne Lawrence Ken Whiting Rosemary Tannock Kevin Durkin 《British journal of educational technology : journal of the Council for Educational Technology》2004,35(1):21-34
The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case‐matched with 49 non‐ADHD boys, was assessed while playing Crash Bandicoot I, a SonyTM Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small‐animated figure through a hazardous jungle environment. Operationally defined measures of motor control were designated by (1) the stage of the game completed (ie, the number of obstacles successfully passed) before losing the figure's ‘life’, (2) the level of complexity that the stage represented and (3) the time taken to get to that point during the video game play. These measures were assessed under contrasting conditions of low or high working memory and distracter loads. Four tasks were administered (totalling 12 trials), incorporating both with and without distracter conditions. For those trials with the distracter, a segment of the television show The Simpsons was simultaneously played on a television screen adjacent to the computer game monitor. A 5‐way MANOVA revealed that ADHD boys took less time to complete their trials under the direct condition (ie, no working memory load) on Crash Bandicoot, compared to their matched non‐ADHD peers. When the task required additional working memory, however, the ADHD boys took significantly longer. Cumulative frequency plots of game performance revealed that in terms of the number of obstacles completed, the control participants successfully navigated more obstacles on the low working memory load task than the ADHD participants, but that the performance of the two groups was less distinguishable on the high working memory load task. The findings have implications for assessment and management of children with ADHD. 相似文献
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