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31.
Joint degree programs have gained popularity in East Asia, due to the growth of transnational higher education in the region since 2000. However, the external quality assurance (QA) and accreditation of joint degree programs is a challenge for QA agencies, as it normally involves the engagement of several institutions and multiple national accreditation procedures. The purpose of this study is to explore current QA approaches to joint degree programs in Europe and East Asia from the perspectives of QA agencies. There are four major findings from the study. First, East Asian countries tend to stipulate national regulations for a joint degree program. Second, an external QA mechanism for joint degree programs has not yet been developed in East Asian nations. Third, the adoption of international accreditation as the popular approach for joint degree programs in business fields in Asia raises the serious issue of national jurisdiction over higher education. Fourth, the European Consortium for Education's (ECA) single accreditation mode is highly recommended by QA agencies.  相似文献   
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Using the results of an Email survey, this paper reviews the use of Web 2.0 technologies by librarians working in UK Medical Schools. Web 2.0 has been hailed as an innovation for facilitation of two way communication on the net, and it is, therefore, timely to measure how effectively librarians are capturing this opportunity for increased student engagement. The social nature of Web 2.0 can be particularly appropriate for undergraduate medical students who fit their studies around the unsocial hours and geographical isolation of clinical placements. This paper will investigate library use of blogs, Facebook, and Twitter. Consideration will also be given as to whether they facilitate a more collabroative library service or if they leave undergraduate medical students swamped with yet more information to manage.  相似文献   
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The application of information and communication technology (ICT) in education has been gaining attention worldwide. Educators and school administrators are interested in the myriad possibilities offered by new technologies to enrich teaching materials and to provide ubiquitous learning environments to enhance students’ learning. This case study examined the implementation of a school-based e-learning initiative in a primary school in Hong Kong by focusing on the development and management of forms of school human capital. The findings drew from interviews with 25 staff members in the case school and elucidated how school reform and transformation were effected through the development and management of intellectual, social, and organisational capitals. The interplay between these three forms of school human capitals highlighted the significance of shared vision, differentiated leadership as well as a culture of learning community in advancing towards ICT integration. Suggestions are made for establishing practices of distributed leadership and professional learning communities in the case school and other settings undertaking ICT integration.  相似文献   
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This project aimed to examine whether the use of computers could have a positive impact on the performance of academic tasks and their behaviour whilst completing them of children with ADHD. This small exploratory study therefore investigated the impact of the use of a laptop computer, with and without stimulating animations and features incorporated into task presentation, on Key Stage 2 level science tasks. The effects of these different forms of computer presentation were examined in relation to performance on more traditionally presented, pen and paper, tasks. The results of this study revealed that, in contrast to typically developing children, participants with ADHD produced the greatest number of accurate responses on the more basic computerised tasks (presented as simple Microsoft Word documents) and exhibited significantly more on-task activity on animated computerised tasks. In summary, computerised presentation significantly improved the accuracy of responses and the on-task focus of participants with ADHD. These early findings are encouraging and may have wide reaching practical implications in terms of the design and implementation of educational software aimed at promoting improvements for children with ADHD in terms of both their academic performance and, critically, appropriate on-task focus and behaviour in the classroom.  相似文献   
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This article reports on ESRC-funded research, 'Including children with visual impairment in mainstream primary school classrooms'. The inquiry comprised a multiple case study of children with visual impairment in 17 mainstream primary schools. Classroom observation and interviews were the main methods used. Interviews were conducted with all those who had a direct impact on the quality of the children's inclusion in the classrooms, such as the teaching assistant, class teacher and specialist visiting teachers, as well as with others to provide a richer contextual understanding of the teaching and learning in the schools. Overcoming barriers to the participation and learning of children with visual impairment emerged as: the provision of an adequate additional support; inclusion in the main learning processes taking place in the classroom; and good communication between the teaching team. A discussion of the meaning of inclusion in the context of the classroom is provided.  相似文献   
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A vast body of research has indicated the importance of distinguishing new vs. continuing students’ learning experiences in blended and online environments. Continuing learners may have developed learning and coping mechanisms for ‘surviving’ in such learning environments, while new learners might still need to adjust their learning approaches to the new learning context. In this large-scale replication study, we investigated whether and how the learning satisfaction experiences of 16,670 new vs. 99,976 continuing students were different. Using logistical regression modelling of learner satisfaction scores of 422 undergraduate blended and online modules (including 232 learner and module learning design variables), our findings indicated that new learners indeed differed subtly in their learning and teaching experiences across two consecutive academic years. The minor differences in key drivers between the 2014 and 2015 cohorts also indicate that institutions need to continuously monitor and act upon changing learning needs.  相似文献   
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This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the development of a software project. Through the simulation of a real-life company, the game aims to enhance experiential learning of human-related issues, such as project team members’ communication and collaboration, which are not easy to be taught through ordinary teaching methods. Roles are assigned to the participating students, who have to overcome problems initiated by non-player-units (software controlled units) while collaborating with other students and the instructor. The instructor, holding a key role in the game, is able to observe the players, intervene and dynamically alter specific game scenario parameters adapting to player encounter difficulties. The environment is combining the experience of a typical game (based on an event-driven SPM scenario and interaction with non-player-units), with the experience of a virtual world (interacting with other players) and has been positively evaluated by the participants regarding the overall game experience and the learning effect.  相似文献   
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