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831.
Moataz Eltoukhy Christopher Kuenze Hyung-Pil Jun Shihab Asfour 《Sports biomechanics / International Society of Biomechanics in Sports》2013,12(1):18-27
Tortuosity describes how twisted or how much curvature is present in an observed movement or path. The purpose of this study was to investigate the differences in segmental tortuosity between Star Excursion Balance Test (SEBT) reach directions. Fifteen healthy participants completed this study. Participants completed the modified three direction (anterior, posteromedial, posterolateral) SEBT with three-dimensional motion analysis using an 8 camera BTS Smart 7000DX motion analysis system. The tortuosity of stance limb retro-reflective markers was then calculated and compared between reach directions using a 1 × 3 ANOVA with repeated measures, while the relationship between SEBT performance and tortuosity was established using Pearson product moment correlations. Anterior superior iliac spine tortuosity was significantly greater (p < 0.001) and lateral knee tortuosity was lesser (p = 0.018) in the anterior direction compared to the posteromedial and posterolateral directions. In addition, second metatarsal tortuosity was greater in the anterior reach direction when compared to posteromedial direction (p = 0.024). Tortuosity is a novel biomechanical measurement technique that provides an assessment of segmental movement during common dynamic tasks such as the SEBT. This enhanced level of detail compared to more global measures of joint kinematic may provide insight into compensatory movement strategies adopted following lower extremity joint injury. 相似文献
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Steven J. Radlo Christopher M. Janelle Douglas A. Barba Shane G. Frehlich 《Research quarterly for exercise and sport》2013,84(1):22-31
Abstract This study was designed to examine the perceptual and attentional processes associated with the effects of administering a cost-benefit precuing paradigm to intermediate and advance-level baseball batters. Psychophysiological and performance data obtained from 10 advanced and 10 intermediate-level players were compared. A total of 400 pitches (200 fastballs, 200 curveballs) was randomly presented via a large projection screen, and participants pressed one of two buttons to indicate the type of pitch thrown. Verbal precues were given for 300 of the pitches. Of those, 75% were valid, and 25% were invalid. Electroencephalographic data collected from the Pz location was used to assess the latency and amplitude of P300. Analysis of variance (Skill Level x Precue x Pitch) for P300 and reaction time (RT) indicated that intermediate batters produced shorter P300 latencies, larger P300 amplitudes, longer RTs, and less correct responses than the advanced batters; the effects were more pronounced for the curveballs. These results suggest that intermediate batters are less efficient in their perceptual decision-making processes due to greater limitations in attentional capacity when compared with advanced batters. 相似文献
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This article argues that digital games and school‐based literacy practices have much more in common than is reported in the research literature. We describe the role digital game paratexts – ancillary print and multimodal texts about digital games – can play in connecting pupils’ gaming literacy practices to ‘traditional’ school‐based literacies still needed for academic success. By including the reading, writing and design of digital game paratexts in the literacy curriculum, teachers can actively and legitimately include digital games in their literacy instruction. To help teachers understand pupils’ gaming literacy practices in relation to other forms of literacy practices, we present a heuristic for understanding gaming (HUG) literacy. We argue our heuristic can be used for effective teacher professional development because it assists teachers in identifying the elements of gameplay that would be appropriate for the demands of the literacy curriculum. The heuristic traces gaming literacy across the quadrants of actions, designs, situations and systems to provide teachers and practitioners with a knowledge of gameplay and a metalanguage for talking about digital games. We argue this knowledge will assist them in capitalising on pupils’ existing gaming literacy by connecting their out‐of‐school gaming literacy practices to the literacy and English curriculum. 相似文献
837.
Christopher M. Wittich Wojciech Pawlina Richard L. Drake Jason H. Szostek Darcy A. Reed Nirusha Lachman Jennifer M. McBride Jayawant N. Mandrekar Thomas J. Beckman 《Anatomical sciences education》2013,6(4):232-238
Improving professional attitudes and behaviors requires critical self reflection. Research on reflection is necessary to understand professionalism among medical students. The aims of this prospective validation study at the Mayo Medical School and Cleveland Clinic Lerner College of Medicine were: (1) to develop and validate a new instrument for measuring reflection on professionalism, and (2) determine whether learner variables are associated with reflection on the gross anatomy experience. An instrument for assessing reflections on gross anatomy, which was comprised of 12 items structured on five‐point scales, was developed. Factor analysis revealed a three‐dimensional model including low reflection (four items), moderate reflection (five items), and high reflection (three items). Item mean scores ranged from 3.05 to 4.50. The overall mean for all 12 items was 3.91 (SD = 0.52). Internal consistency reliability (Cronbach's α) was satisfactory for individual factors and overall (Factor 1 α = 0.78; Factor 2 α = 0.69; Factor 3 α = 0.70; Overall α = 0.75). Simple linear regression analysis indicated that reflection scores were negatively associated with teamwork peer scores (P = 0.018). The authors report the first validated measurement of medical student reflection on professionalism in gross anatomy. Critical reflection is a recognized component of professionalism and may be important for behavior change. This instrument may be used in future research on professionalism among medical students. Anat Sci Educ 6: 232–238. © 2012 American Association of Anatomists. 相似文献
838.
This research study was designed to examine the degree of perceived importance of interactive technology applications among various groups of certified educators; the degree to which education professionals utilized interactive online technology applications and to determine if there was a significant difference between the different groups based on demographic data. Overall, certified education professionals felt virtual learning networks, video sharing and online event scheduling were the most important educational Web 2.0 applications; while, social bookmarks, social networks and music were the least important. The overall sum score for the perceived level of importance for the Web 2.0 applications by business educators as compared to all educators was significant at the .05 level, F (1, 811)?=?4.4622, p?=?.035 and by physical/health educators as compared to all educators was significant at the .05 level, F (1, 812)?=?11.186, p?=?.001 . Current position, gender, age, type of school, highest degree and certification level were all significant for the perceived level of educational importance of the Web 2.0 applications. 相似文献
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The authors surveyed college and university faculty members in the field of professional education to gauge their perceptions pertaining to the impact of library services on their research. The purpose was to illuminate faculty perceptions in a postsecondary education environment that emphasizes research productivity and requires libraries to provide ever more compelling evidence of their institutional value. Survey results showed that faculty members continue to rely on traditional discovery and collections-based library services, but that additional support for grant activity, data management, intellectual property management, and bibliometric analysis is needed. Implications for transforming library research support are discussed, and areas for further study are proposed. 相似文献