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151.
Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder awareness for IGL, and allow individuals to practice skills related to it. By interviewing members of the European Union (EU)-funded SILVER-project we aim to find out suitable contexts, interventions and mechanisms that allow us to design such a game. Based on the interviews we found out that the game should be easily contextualized so that it works in—or is easily adapted to—different countries and cultures. For example sports or nature could be such contexts. As for mechanisms and interventions we found out that there are many possibilities. We conclude that such a logical combination of mechanisms and interventions that support the selected context must be chosen.  相似文献   
152.
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL.  相似文献   
153.
154.
The aim of this investigation was to compare two differently designed e-assessments (formative assessments) which supported the same engineering courses for two academic years. In this investigation two group of students participated (Control Group: CG and Experimental Group: EG). The teachers followed exactly the same teaching approach using the same learning tools (apart from the e-assessments) in the same learning environment. The first group of students (CG) had the opportunity to timely receive grades along with the correct answers, when they submitted the e-assessments on-line. The teachers themselves designed these e-assessments in BlackBoard Vista© learning environment. The second group of students (EG) had the opportunity to receive feedback each on their own individual responses having unlimited attempts to participate in the e-assessments designed by PhD students. We will demonstrate that the addition of individual feedback and the unlimited attempts increased the EG group performance at the end of the courses (summative assessment) in comparison to the CG group of students.  相似文献   
155.
Lean six sigma is a management methodology that firms can employ to achieve substantial improvement in supply chain performance. However, few pedagogical exercises facilitate students’ use of a comprehensive set of lean six sigma principles within a supply chain context. We describe the Airplane Supply Chain Simulation that helps students understand how lean six sigma concepts may be leveraged to improve supply chain performance. The basis of this simulation is a four‐tier supply chain, consisting of suppliers (two tiers), a manufacturer, and a customer, that produces three models of paper airplanes to meet randomly distributed customer demand. In the first of three successive runs, a highly structured simulation is executed in which supply chain roles are well defined, material flows are convoluted, and a “push” production strategy is followed. The first simulation as the “current state” and, for the second and third simulation runs, challenge competing student teams to leverage lean six sigma concepts to develop a “future state” that enables the fulfillment of all customer orders at the lowest cost. Results based on statistical analyses of survey response data from 194 MBA students show that the Airplane Supply Chain Simulation is an effective participative, team‐based learning tool.  相似文献   
156.
Web-scale discovery services (WSDs) are a widespread phenomenon sweeping university libraries across the world. In this article the authors discuss this trend and their experience working on a test server with the open source discovery layer VuFind. Developed by Demian Katz of Villanova University, VuFind’s potential to index not only the library’s catalog but also proprietary databases through the integration of application program interfaces (APIs) offers public libraries the opportunity to develop a seamless website-to-catalog experience, thereby building a true virtual branch for their patrons.  相似文献   
157.
In this research note we explore how children construct their identity in the context of a literacy practice: developing written and audio-visual texts in small-group situation to be published on the Internet. Through their dialogue, a shared identity is growing on the context, and every children create an identity as member of a community in which is included [Wenger, E. (1998). Communities of practice. Learning meaning and identity. Cambridge: CambridgeUniversity Press].Methodologically we have adopted, on one hand, an ethnographic perspective (Atkinson et al., 2001) and, on the other, an action-research perspective [Reason, P., & Bradbury, H. (Eds.) (2001).Handbook of action research. London, Thousand oaks Sage]. We analysed the data collected in five groups in an after-school workshop, during a one-month period with eight two-hour sessions. It is particularly important to compare the history of every group creates a different identity for its page.Our findings illustrate how the participants, with their multiple identities [Gee, J.P. (1999). An introduction to discovers analysis. Theory and method. London, NewYork: Routledge], generate a collective identity orientated to a common audience writing as a group, and negotiating during their dialogue. We analyse how these multiple identities turn into a shared identity that, finally, is shown in the product (the Web site).The discussion of our results reveals how the process of creating the web pages, in the situation described above, depends on the shared construction of meanings among the participants. Writing on the Internet about the media facilitates multiple dialogues and provides opportunities to educate children in the use of multiliteracies.  相似文献   
158.
The oil painting “La Medusa” executed by Caravaggio at the end of the XVI century on a wooden shield, was investigated by integrated physical–chemical and analytical methodologies in order to obtain scientific data capable of elucidating the state of conservation and the painting technique. Optical (OM) and electronic (SEM-EDS) microscopy, micro-FT-IR spectroscopy, gas chromatography–mass spectrometry (GC–MS) and pyrolysis GC–MS were applied on two microfragments and some organic samples obtained by solvent extraction using the swab cleaning technique. The obtained results indicated that Caravaggio probably reused an old shield as a previous gypsum preparation layer has been detected under the original painting layers. He used white lead, natural earths, verdigris and lead–tin yellow type I mixed with drying oils to paint. The considerable amount of amorphous particles of copper chlorides found in the green pigment verdigris suggests that it could have been produced according to the ancient recipe of verde salsum described by Theophilus. Mordant gilding has been identified on the upper part of the shield that can be related to an abandoned experiment to give the painting a mirror-like reflecting effect. Three different varnishes layers have been detected above the painted surface. The original and restoration varnishes have been identified and they contain a mixture of drying oil, mastic and turpentine and some beeswax. Cleaning tests, performed with different organic solvents, suggest the use of isopropyl alcohol as cleaning agent because it is less efficient in comparison to others solvents; thus it ensures a careful and controlled removal of the varnishes.  相似文献   
159.
European Journal of Psychology of Education - The paper discusses the importance of incorporating naturalistic data from spontaneous written texts in language acquisition research in general, and...  相似文献   
160.
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