首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   759篇
  免费   14篇
教育   572篇
科学研究   38篇
各国文化   7篇
体育   79篇
综合类   2篇
文化理论   8篇
信息传播   67篇
  2023年   2篇
  2022年   5篇
  2021年   17篇
  2020年   15篇
  2019年   31篇
  2018年   39篇
  2017年   52篇
  2016年   38篇
  2015年   27篇
  2014年   29篇
  2013年   136篇
  2012年   19篇
  2011年   19篇
  2010年   23篇
  2009年   18篇
  2008年   22篇
  2007年   20篇
  2006年   16篇
  2005年   11篇
  2004年   18篇
  2003年   20篇
  2002年   19篇
  2001年   11篇
  2000年   12篇
  1999年   11篇
  1998年   7篇
  1997年   10篇
  1996年   8篇
  1995年   7篇
  1994年   6篇
  1993年   11篇
  1992年   9篇
  1991年   4篇
  1990年   6篇
  1989年   4篇
  1988年   8篇
  1987年   8篇
  1986年   3篇
  1985年   4篇
  1984年   5篇
  1983年   3篇
  1982年   2篇
  1980年   8篇
  1979年   4篇
  1978年   2篇
  1977年   3篇
  1976年   3篇
  1975年   2篇
  1974年   2篇
  1973年   2篇
排序方式: 共有773条查询结果,搜索用时 15 毫秒
771.
Effective and efficient teams communicate, collaborate, and perform, even if these teams are not co‐located. Although much is known about enabling effectiveness on face‐to‐face teams, considerably less is known about similarly enabling effectiveness on virtual teams. Yet the use of virtual teams is common and will likely become more commonplace as organizations continue to update and use increasingly sophisticated technology. Cohort and individual trust between team members is a significant component on most effective teams, virtual or face‐to‐face. This paper examines research on virtual teams and trust across disciplines, including management, e‐learning, business communication, decision making, human resource management, psychology, and IT, to identify major characteristics that increase our knowledge of how to establish and maintain trust in the virtual environment and on virtual teams.  相似文献   
772.
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.

Practitioner notes

What is already known about this topic

  • Gamification and game-based learning may have many benefits for university students.
  • The majority of university educators do not routinely use gamification and game-based learning in their teaching.

What this paper adds

  • University educators' major drivers that positively influence the use of gamification and game-based learning include their perceptions that it encourages student interactions and collaborative learning, provides fun and improves engagement and can easily be used by students.
  • University educators' major barriers that negatively influence the use of gamification and game-based learning include their perceptions of a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues.
  • These drivers and barriers may be classified as attitudinal, design-related and administrative, with these categories providing a useful way for universities to develop strategies to better support educators who wish to use these approaches in their teaching.

Implications for practice and policy

  • Attitudinal factors such as university educators' intention to use gamification and game-based learning are influenced by a host of their perceptions including attitude, perceived usefulness and ease of use.
  • A range of design-related and administrative barriers may need to be overcome to increase the use of gamification and game-based learning in the university sector.
  相似文献   
773.
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号