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51.

Objective

(1) To describe lacerations of the vaginal fornices, an injury known to be associated with consensual sexual intercourse, including known complications and treatment course, (2) to contrast these injuries with injuries sustained during sexual assault, and (3) to discuss the assessment of adolescent patients for sexual injuries.

Methods

We present a case series of 4 female adolescent patients seen at a children's hospital over a period of 6 months. Each patient developed significant vaginal bleeding after sexual intercourse, and 3 of the patients presented to the emergency department with vital signs consistent with compensated shock.

Results

Each patient was evaluated by pediatric surgery, and found to have a laceration of the vagina. Three of the patients described consensual intercourse prior to the onset of bleeding, and had lacerations of the vaginal fornices; these patients were determined to have injuries resulting from consensual sexual intercourse. The fourth patient reported sexual assault as the cause of her injuries, and was treated for longitudinal lacerations of the vaginal wall.

Conclusions

Lacerations of the upper vagina are not frequently reported in forced vaginal intercourse, but are occasionally reported as injuries sustained during consensual coitus. In the absence of reported sexual assault, a severe vaginal fornix laceration is consistent with the diagnosis of coital injury from consensual intercourse. Diagnosis and treatment of this injury can be delayed due to the sensitive nature of these injuries. Bleeding can be profuse, leading to hemorrhagic shock, and these injuries may require transfusion of blood products and surgical repair in some cases. Complications may include hemoperitoneum, pneumoperitoneum, or retroperitoneal hematoma, even in the absence of complete vaginal perforation.

Practice implications

Knowledge of the consensual sexual injuries that may occur in adolescent patients can guide diagnosis, treatment, and counseling for the patient and her family, preventing long-term medical complications and legal consequences.  相似文献   
52.
Benefits of bilateral practice both for the non-dominant and for the dominant body side have been shown in several studies. Thereby, most of the studies included movement tasks of the upper extremity or investigated sports games in which the ability of acting bilaterally is an essential basis for success and, thus, a bilateral practice is reasonable anyway. Individual unilaterally performed sports including movement tasks of the lower extremity are rarely investigated. Therefore, the aim of our study was to test if contralateral transfer due to bilateral practice can be found in an unilaterally performed sport including the lower extremity. We trained and tested 61 adolescent athletes in long jump to compare the jumping performance of the dominant leg after a 12-week practice period between two groups: a bilateral practice group that practiced specific long jump exercises with both the dominant and non-dominant leg and an unilateral practice group that practiced specific long jump exercises only with the dominant leg. Results showed a superior effect of bilateral practice compared to unilateral practice regarding the jumping performance of the dominant leg. The performance increase at post-test and retention-test for the dominant limb was significantly higher for the bilateral practice group (pre-to-post: 5.2%, pre-to-retention: 7.4%) compared to the unilateral practice group (pre-to-post: 3.4%, pre-to-retention: 4.5%). Thus, bilateral practice should be established in the early practice programmes of track and field athletes to improve the performance of the dominant take-off leg.  相似文献   
53.
Intellectual property and optimal copyright protection   总被引:1,自引:1,他引:0  
Copyright protection, or more generally, intellectual property rights, can be regarded as a means for the stimulation of production of information goods. This paper analyses the basic problem of production and dissemination of information and the role of copyright protection as an incentive for the producers of creative works. Using a simple model, it is shown that not only a cause for limiting the extent of copyright protection does exist, but that also an argument for a minimum level of protection can be found. Even optimal copyright protection, given the restriction that production and dissemination of information goods has to be co-ordinated by a market mechanism, however, does not lead to a first-best (allocatively efficient) solution. Hence, the judgment that copyright protection is the best solution to the basic problem can be grounded only on a comparative institutional approach.Indeed, one has ample reason to despair of finding a legal tenet that governs the rights of authors and artists. There exists no legal principle by which the state is forced to grant to authors a right in their creation. They cannot claim any right thereupon. This is not to say that the state shall not award such a right. On the contrary, there is every reason to treat them like the most favoured workers, as they deliver a work that is more robust than ashlar, and bring food that does not decay...  相似文献   
54.
55.
This paper demonstrates how the application of New Public Management (NPM) and the accompanying rise of academic capitalism in allocating research funds in the German academic field have interacted with a change from federal pluralism to a more stratified system of universities and departments. From this change, a tendency to build cartel-like structures of allocating symbolic capital resulting in oligopolistic structures of appropriating research funds has emerged. This macro level structure is complemented by the strengthening of the traditional oligarchic structures of research, carried out by an increasing number of assistants under the direction of a professor on the meso level. The outcome of this institutional setting is a significant gap between the appropriation of research funds according to the allocation of symbolic capital and the production of knowledge in publications. The application of NPM therefore needs to be explained more as a result of the normative pressure of a globally established model of “rational” administration, and less as a result of its functional effectiveness. This is demonstrated by an empirical analysis with simple and multiple regressions using data on the allocation of research grants and publication records of German chemistry departments.  相似文献   
56.
Transfer research examines how artistic activities can have an impact outside of the realm of art itself. The article concludes that this research can be carried out in a meaningful way, only within the framework of a comprehensive theory of aesthetic education. This theory would encompass the structural analysis of artistic activity, as well as biographical reports about artistic experiences. The elucidation of the concepts or themes relevant to the theory would include the notion of aesthetic experience, the understanding of immediate, aesthetic experiences, the analysis of artistic processes, and the outcomes of scientifically evaluated applications of aesthetic education.  相似文献   
57.
58.
ABSTRACT

The role and importance of peripheral vision have been discussed across various sports. Yet, its functionality remains unclear and the terms employed in the literature to characterize the use of peripheral vision are not well defined. We present a review of 29 studies focusing on the use of peripheral vision in sports. We focus on the methodological approaches employed to study its use and identify the mechanisms that may underlie the effective use of peripheral vision in sport. We define key differences between ‘gaze anchors’ and ‘visual pivots’ and introduce the concept of a ‘foveal spot’. All three gaze behaviors, while being characterized by a consistent, dynamically adjustable gaze location, have different functionalities. A gaze anchor is a cue-optimized position used for the monitoring of peripheral cues and avoiding the negative consequences of saccades (i.e. information suppression), especially under time pressure. A visual pivot is a distance-optimized location between relevant cues which allows athletes to optimally initiate saccades to those cues, especially if the costs of eye-movements are low. A foveal spot is primarily used for information processing via the fovea. Finally, we highlight suggestions for future research to improve our understanding of the functional differences between these gaze behaviors.  相似文献   
59.
60.
The benefits of using digital games in the curriculum are well documented in literature. Most teachers who use digital games use short-form drill-and-practice learning games rather than the kinds of games most students would choose to play in their free time. The use of more interactive, immersive digital games (IDGs) in classrooms tends to be sporadic, dependent upon the enthusiasm and ingenuity of individual teachers. Previous studies have indicated that many teachers have concerns about using digital games in classrooms and have difficulties knowing how to best use digital games. This qualitative study presents a professional development model for teachers that was inductively derived through analysing in-depth, semi-structured interviews with 13 educators who have used digital games in the classroom. Implementing this model can help teachers develop attitudes and skills necessary to meaningfully use interactive, IDGs in their classrooms. Evidence suggests that a mentor should have a strong understanding of how to use digital games effectively in classrooms, work with small cohorts of teachers to collegially plan the use of digital games within a unit of class work, trial the unit of work with a small number of enthusiastic teachers, and then implement it with the remaining teachers. This approach is based on interviews with educators who have successfully mentored teachers in their schools to use interactive, IDGs in their classrooms. These educators encountered little resistance from their teaching colleagues. Their approach further supported teachers who were open to the possibilities of using digital games in their classrooms.  相似文献   
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