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ABSTRACT

Much of the research on how social media is embedded into the educational practices of higher education students has a Western orientation. In concentrating on a case study of the varied ways in which African International Distance Education (IDE) students actively use social media to shape their learning experiences, we discuss an under-researched group. The paper draws on analysis of 1295 online questionnaires and 165 in-depth interviews with IDE students at UNISA, South Africa, one of the largest providers of IDE globally. WhatsApp emerges as ‘the’ key social media tool that opens up opportunities for IDE students to transfer, translate and transform their educational journey when studying ‘at a distance’. Although WhatsApp does provide a ‘space of opportunity’ for some students, this is framed through socio-technical marginalisation, itself a reflection of demographic legacies of inequality. Exploring social media practices though the case of African IDE students places these students centre stage and adds to the awareness of the multiple centres from which international education is practiced.  相似文献   
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International Journal of Science and Mathematics Education - The burden placed by human activities on Earth is ever-increasing. Global environmental changes have profoundly affected the...  相似文献   
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Particularly in primary school, good performance on copy tasks is an important working technique. With respect to writing skills, copying is a very basic process on which more complex writing abilities are based. We studied the copying ability of second and fourth graders across four types of symbols which vary with respect to their semantic and phonological characteristics: arbitrary graphical objects, unpronounceable consonant strings, numerals and meaningful text. Results show, in terms of average copying speed, significant effects of both factors: fourth graders performed generally faster than second graders, and for both class levels, the number of copied characters per time decreased from meaningful text to graphical objects, all pair-wise contrasts between symbol types being statistically significant. Moreover, a significant interaction shows that fourth graders improved more when copying symbols that form pronounceable chunks, namely meaningful text and numerical strings. This indicates an increasing role of phonological (and probably also semantic) processes involved in copying across primary school.  相似文献   
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Decades of research produced inconsistent findings on whether study time can lead to achievement gains in mathematics. Data generated by more than six thousand students from three different countries who solved more than 1.1 million problem sets using a dedicated mathematics software are analyzed regarding the effect of study time on students’ achievements in mathematics. Results showed that more study time led to higher performance scores in mathematics. Further analyses revealed that low-performing students in the first school year (2017-2018) who increased their study time in the following year (2018-2019) revealed greatest gains in performance in the same school year (2018-2019) and even in the year after (2019-2020). Finally, results replicated previous observations of robust performance scores within students over the three school years, with performance scores in 2017-2018 predicting those of 2018-2019 which predicted those of 2019-2020. These results support the idea that students, in particular low-performing students, can boost their academic abilities to upper levels when increasing their study time.

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ABSTRACT

Competitive gaming, better known as electronic sports (esports), is rapidly growing in popularity. We systematically reviewed the available literature regarding the psychological aspects of esports using the Preferred Reporting Items for Systematic Review and Meta-Analysis Protocols (PRISMA-P) evidence-based reporting checklist and a Population, Intervention, Comparator, and Outcomes (PICO) framework with the following inclusion criteria: (i) published between 1994 and 2018; (ii) empirical investigation (as the current state of research is dense with positions and opinions but has few empirical investigations); and (iii) focussed on esports games that are associated with either cognitive performance or game performance. The goal of our research was twofold: to present a summary of the empirical evidence addressing the psychological characteristics of both cognitive and game performance in esports, and to integrate esports in the field of sport psychology. More specifically, our goals were to highlight the interplay of psychological aspects of performance and esports and to clearly define the theoretical foundations of the psychological aspects of esports performance. Underlining the differences from video gaming will inform future research directions and stimulate the development of high-quality practice in the applied field of sports and exercise psychology.  相似文献   
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