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   227篇
  免费   9篇
教育   172篇
科学研究   18篇
各国文化   3篇
体育   12篇
文化理论   7篇
信息传播   24篇
  2023年   3篇
  2022年   3篇
  2021年   8篇
  2020年   12篇
  2019年   12篇
  2018年   17篇
  2017年   16篇
  2016年   19篇
  2015年   7篇
  2014年   13篇
  2013年   40篇
  2012年   15篇
  2011年   11篇
  2010年   6篇
  2009年   7篇
  2008年   6篇
  2007年   6篇
  2006年   1篇
  2005年   6篇
  2004年   2篇
  2003年   1篇
  2002年   4篇
  2001年   2篇
  2000年   1篇
  1999年   2篇
  1998年   1篇
  1997年   2篇
  1996年   1篇
  1994年   2篇
  1993年   1篇
  1990年   1篇
  1989年   1篇
  1988年   1篇
  1986年   1篇
  1985年   1篇
  1984年   1篇
  1977年   1篇
  1974年   1篇
  1973年   1篇
排序方式: 共有236条查询结果,搜索用时 0 毫秒
131.
132.
This article reports the development and psychometric properties of visions about future (VAF), an instrument assessing hope, optimism, and pessimism. Three different studies involving Italian adolescents were conducted. With the first study 22 items were developed and the factor structure was verified. The second study, involving a second sample of adolescents, confirmed the instrument’s multidimensional structure and evaluated the convergent validity of VAF with self-report measures of hope, optimism, and pessimism. Moreover, it showed that VAF correlated with life satisfaction and career adaptability. The third study involved a third sample of adolescents and verified the measurement invariance across gender.  相似文献   
133.
134.
This study aimed at delimiting possible relations of feeling of difficulty (FOD) with control ideas pertaining to a particular task. Participants were 274 students of 7th, 8th, and 9th grade. They were tested with two mathematical tasks; they were also asked to give ratings of the feeling of difficulty at 4 phases: In advance of problem solving, during planning of the solution, after solution production, and an overall estimation. Participants also gave ratings for control ideas such as need to know the rule, to do the computations right, to have practice, to use one’s thinking and to have help from others. Path analysis and ANOVAs were used for the identification of the relations and differentiations of ratings in the four phases of problem solving. Results indicated that FOD varied from phase to phase and influenced ideas related to control. Feeling of difficulty in the main was only indirectly related to performance via control ideas.  相似文献   
135.
This paper examines the impact of programming robots on sequencing ability during a 1-week intensive robotics workshop at an early childhood STEM magnet school in the Harlem area of New York City. Children participated in computer programming activities using a developmentally appropriate tangible programming language CHERP, specifically designed to program a robot’s behaviors. The study assessed 27 participants’ sequencing skills before and after the programming and robotics curricular intervention using a picture-story sequencing task and compared those skills to a control group. Pre-test and post-test scores were compared using a paired sample t test. The group of children who participated in the 1-week robotics and programming workshop experienced significant increases in post-test compared to pre-test sequencing scores.  相似文献   
136.
This study addresses the learning of Information and Communication Technologies (ICT) concepts by physical education and sport science students through a computer game. Its aims are: (a) the design of the prototype of a computer game aimed at supporting the development of an appropriate mental model about how a computer works by the students, and (b) the evaluation of the impact of the use of this prototype on students as to appeal, basic usability issues and learning outcomes. The most significant elements of the game prototype (narrative, characters, interface, scenarios, puzzles, gameplay) are presented in connection with the constructivist learning principles that guided the game design. A hundred and three (103) physical education and sport science students participated in the evaluation of the game prototype, which was conducted through pretest and posttest written questionnaires that elicited both quantitative and qualitative data. The data analysis showed that the game prototype was well-accepted as an alternative learning tool for ICT, compared to traditional learning tools, and that most game elements elicited average to positive responses from the students. It was also found that the game prototype had a significant positive effect on students’ knowledge regarding the concepts of input, program, output and their interplay, and that it helped certain students overcome their misconceptions and form more scientifically acceptable and elaborate mental conceptions about basic functions of a computer. Future improvements and extensions to the game as well as future research perspectives are discussed on the basis of the findings.  相似文献   
137.
Medical students at Durham University, United Kingdom receive instructions using ultrasound echocardiography . In this issue of ASE Dr. Finn and her colleagues compare the efficacy of ultrasound and cadaveric prosections for teaching gross anatomy of the heart.  相似文献   
138.
Research shows the importance of social interaction between peers in child development. Although technology can foster peer interactions, teachers often struggle with teaching with technology. This study examined a sample of (n = 19) children participating in a kindergarten robotics summer workshop to determine the effect of teaching using a structured versus unstructured robotics curriculum on fostering peer-to-peer collaborative interactions. Results indicated that using a structured curriculum was associated with significantly less collaboration than an unstructured curriculum. Findings from this study indicated that to foster peer collaboration, a less structured learn-by-doing approach might be useful for teachers when integrating technology.  相似文献   
139.
Mobile learning environments are human networks that afford the opportunity to participate in creative endeavors, social networking, organize/reorganize social contents, and manage social acts at anytime, anywhere through mobile technologies. Social acts that elicit identities, develop awareness, cement relationships, ensure connections, and promote interactions are necessary for interactive learning. This study was to understand mobile social presence and how it influences social interaction and relates to online and network social presences. It concluded that mobile social presence is similar to virtual social presence in a way; however, it is different from online and network social presences in the aspects of personalized control, and location-free digital interaction. Mobile social presence is defined as the degree of enriching social context-awareness, managing location-based communication, personalized multi-layered interactivity, and optimized digital and social identities to other intellectuals through digital mobile technologies.  相似文献   
140.
In this article we present the topic of the orientation of university curricula, the pressures that exist today as a response to the demands of the market, and we examine specifically the transformation that has developed in Spain during the last two decades. We have tried to base the statements and analyses that are presented on empirical data obtained from our own research (Education and Labour Research Group—GRET). The motivation to write this document has been to try to add to the debate about the changes experienced by the university, in particular in regards to the curriculum, and to reflect on our experience as investigators in higher education.  相似文献   
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