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751.
Broad and discipline-specific information literacy competencies must be mastered by science, technology, engineering, and math (STEM) students. This study assessed changes in student perceptions of their competency in information literacy after continuous efforts in course curriculum. Data were gathered in 2015–2016 from first year interdisciplinary project-based courses with STEM students to assess changes in information literacy competencies. Analyses suggested there was a significant increase in students' perception of their familiarity with library resources, search strategies, citation use, and ability to evaluate source quality. There was no change in their perception of their ability to evaluate the variety of source and source relevance and a decrease in their perception of the ethical use of information. With faculty-librarian partnership and integrated instruction in a first year course, students showed the largest perceived increases in foundational information literacy skills but struggled with information literacy abilities. This study provides a baseline of information literacy competencies of first year students and provides recommendations for continuing education.  相似文献   
752.
History and case study are two diachronic research strategies commonly used to study political discourse as it relates to public libraries. Though suitable for some studies, these strategies are inexhaustive. A new, blended research strategy is therefore needed to accomplish what history and case study alone cannot. This hybrid strategy, historical case study, must analyze cases from the distant past to the present, using eclectic data sources, in order to produce both idiographic and nomothetic knowledge. To develop historical case study, the universal components of diachronic analysis are first identified. A general research design for historical case study is then introduced. Finally, historical case study is tested in an actual research project. Findings from this project reveal that historical case study is a successful diachronic research strategy. Historical case study is a new and valuable research design suitable for addressing questions related to change, continuity, development, and evolution.  相似文献   
753.
The information practices of collaborative interdisciplinary researchers, especially in distributed environments, remain understudied. Embracing the naturalistic paradigm, this qualitative case study relies upon semi-structured interviews, snowball sampling, and grounded analysis. Based on interviews with 53 participants from 11 Digging Into Data 3 (DID3, 2014-2016) projects, this study examines the working practices of scholars (library and information science professionals, humanists, and computer scientists) engaging in collaborative, international, data-intensive, publicly-funded interdisciplinary research. Benefits of such work include avoiding redundancy, exploding disciplinary silos, and more ambitious, larger-scale outputs. Challenges and lessons learned center on innovation, flexibility, and failure, translation, intermediaries, divisions of labor and delegation of responsibilities and tasks, conflict resolution, technology, outputs and publication, and timeframe, sustainability, and infrastructure.  相似文献   
754.
Communication is constitutive—in theory. In research, however, communication is often treated as an outcome, influenced by personal attributes. The present research examines social communication competence as a constitutive influence predicting self-compassion and hope. Path analysis results support this hypothesis. Results show that social communication expressivity (β = .14), sensitivity (β = –.32), and control (β = .20) predict self-compassion. Social communication sensitivity (β = .26) and control (β = .27) affect hope agency, and social communication control (β = .29) predicts hope pathways thinking. These results provide evidence of the constitutive nature of communication.  相似文献   
755.
Content analyses of prime-time television provide a picture of predominant cultural stereotypes and social trends. The present research is a quantitative content analysis of social class in popular broadcast and cable television in the United States. This research advances scholarship by systematically analyzing character class in addition to more commonly examined variables such as race and gender. A model for the operationalization of class for quantitative content analyses of mediated texts is offered. This proof of concept study demonstrates the viability of studying media representations of class quantitatively to systematically document patterns of portrayal.  相似文献   
756.
Journalists and readers of celebrity news regularly bash celebrities online, a behavior that is easily accepted among adolescents. This study investigates whether these attitudes of acceptance differ according to the perpetrator of the bashing (media versus public) and the likeability of the involved celebrity (liked versus disliked). Using a vignette study, we examine adolescent girls’ attitudes toward media (journalists’) and public (readers’) bashing of a generally disliked celebrity (Miley Cyrus) and a generally liked celebrity (Selena Gomez). All participants read an identical negative news story (media bashing) and two related negative reader comments (public bashing). Participants were randomly assigned to read this information about either Miley Cyrus or Selena Gomez. Results of a mixed-design ANOVA showed that the girls had less negative attitudes toward media bashing compared with public bashing. Moreover, they more easily accepted the bashing of a disliked celebrity than the bashing of a liked celebrity.  相似文献   
757.
This study examined whether persuasive health messages embedded in shooter games have broad or targeted effects on players’ willingness to engage in risk behaviors (N = 145). Participants presented with in-game health messages discouraging alcohol-impaired driving of motor vehicles showed reduced willingness to drink alcohol and to operate both motor and nonmotor vehicles, compared to those in a no-message gaming control condition. There were no spillover effects on willingness to smoke cigarettes or marijuana, thus implying targeted persuasive effects. In addition, players experiencing high instead of low cognitive load showed decreased postexperiment willingness to drink and operate nonmotor vehicles, thus suggesting that playing a game under high cognitive load can influence players’ attitudes. The findings replicate previous research and further expand on knowledge-activation and thought-disruption mechanisms underlying the persuasiveness of health messages.  相似文献   
758.
Binge-watching—the intensive, consecutive viewing of televised series—has become a prevalent usage pattern of entertainment media, which may influence users’ psychological well-being both positively and negatively: On the one hand, binge-watching could increase viewers’ enjoyment, recovery experiences, and vitality through an increase in perceived autonomy. On the other hand, binge-watching can trigger goal conflicts and feelings of guilt, which may reduce well-being. Drawing on an online survey (N = 499), the present study examines the tension between these two mechanisms and their effects on users’ well-being. The data largely support the hypotheses: Binge-watching is perceived as recreational as long as goal conflicts and feelings of guilt can be avoided. Well-being, on the other hand, is positively affected by binge-watching-induced increases in perceived autonomy. These results corroborate the central role of self-determination as a link between media reception, media enjoyment, and psychological well-being.  相似文献   
759.
The study explored the role of second-screen use and binge-watching in moderating entertainment education (EE) effects. A pretest/posttest experiment of 273 viewers of East Los High measured the effects of exposure to three subplots, concerning alcohol abuse, abortion, and immigration. The effect of identification with characters on change in attitudes was significantly moderated by second-screen use and binge-watching. In particular, second-screening tended to enhance the positive impact of identification; whereas, among respondents who binge-watched the show, the effects of identification were weaker.  相似文献   
760.
This study examines how social comparison information provided by video game leaderboards may influence players’ retrospective judgments of autonomy, competence, and relatedness need fulfillment. Participants played a video game and were randomly assigned to receive no postgame feedback or were shown a leaderboard that placed them in the top or bottom quartile of players. Results indicate downward social comparisons increase enjoyment by increasing competence and relatedness perceptions. However, upward comparisons did not have an opposite effect, nor did either type of social comparison influence players’ autonomy perceptions. Implications for applying Self-Determination Theory to video game enjoyment in the context of social comparison feedback is discussed.  相似文献   
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