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131.
This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students’ interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a challenge-based game structure to encourage engagement in science. Participants wore head-mounted GoPro cameras to record interactions within the physical and social environment. The purpose of this research was to study the impact of a mobile game on student interactions in a science center. Gender differences in gameplay behaviors and perceptions were compared. The study included a quasi-experimental design with two groups: one group that played the iPad mobile game during their science center visit, and one group that explored the science center in a traditional free exploration manner. Video data from the GoPro cameras provided examination of the different ways students interacted with the science center. The female students outperformed the male students on every measure of the iPad game achievement. Lazzaro’s (2004) four types of fun was used to describe the gender differences in game perceptions and interactions. Females tended to enjoy hard fun and collaborative people fun, while males enjoyed easy fun and competitive people fun. The females tended to be more goal-oriented, persistent in the face of difficulty, and appreciative of hard fun. The results of this study have implications for the design of mobile-based gaming technology to encourage interaction in an informal science center setting.  相似文献   
132.
Communication skills are one of the most important competencies for 21st century global citizens. Our guiding presupposition was that socioscientific issues (SSIs) could be used as an effective pedagogical tool for promoting students’ communication skills by increasing peer interactions, stimulating students’ reasoning, and in constructing shared social knowledge. We implemented a SSI program on gene modification (GM) technology to 132 9th graders in South Korea and investigated to what extent this SSI instruction contributed to enhancing students’ communication skills. Data sources included pre- and post-scores on the Communication Skills Questionnaire (CSQ), semi-structured interviews with the students and instructor, and classroom observations. The results demonstrated that SSI instruction could bring about a moderately large impact on students’ ability to understand the key ideas of others and to value others’ perspectives, as well as a marginal positive effect on developing active assertions. However, SSI instruction appeared to have a lesser impact on students’ ability to develop shared understanding. Overall, this research indicates the potential that even a limited SSI classroom could have in terms of promoting students’ communication skills in the context of their regular science class.  相似文献   
133.
Synchronous hybrid delivery (simultaneously teaching on‐campus and online students using Web conferencing) is becoming more common in higher education. However, little is known about students’ emotions in these environments. Although often overlooked, emotions are fundamental antecedents of success. This study longitudinally examined the role of students’ emotions (enjoyment, anxiety, and boredom), perceptions of control, value, and success in synchronous hybrid learning environments. In particular, the investigation assessed students’ self‐reported enjoyment, anxiety, and boredom as predictors of their program achievement and successful technology use. Students were recruited from synchronous hybrid MBA and MPA programs. Control‐value theory of emotions was used as the theoretical framework. Paired samples t‐tests revealed that the achievement domain, compared to the technology domain, yielded higher mean scores for control, value, enjoyment, anxiety, and boredom. In addition, mixed ANOVAs indicated an interaction effect in which group means for program boredom were significantly higher for on‐campus students than for online students. Intercorrelations in each domain showed that perceived success was positively related to enjoyment and negatively related to anxiety and boredom. Technology‐related anxiety was also found to fully mediate the positive effect of control on perceived success in using technology.  相似文献   
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135.
Research about identity has undergone a discursive turn in recent years, with a shift from conceptualising identity as an essentialistic, pre-existing construct that drives social interaction, to a more fluid and hybrid construct that is constituted through discourse. As a result, a number of recent studies investigating the construction of international student identities have supposedly adhered to this latter, postmodernist-inspired notion of identity in their analyses. However, upon closer examination, these studies appear to be premised on the assumption that what international students say can be equated with their identities, without critical attention being paid to the way in which identities emerge as a conjoint construct through interaction. In this paper, it is argued that identities are invariably jointly constructed by participants through discourse, even in interviews and focus groups where the researcher is ostensibly taking a neutral stance, and thus more attention needs to be paid to the ways in which identities are discursively negotiated through interaction.  相似文献   
136.
The purpose of this research was to examine how science content knowledge, moral reasoning ability, attitudes, and past experiences mediate the formation of moral judgments on environmental dilemmas. The study was conducted in two phases using environmental science majors and nonscience majors of college age. Phase One determined if environmental science majors exhibited higher levels of moral reasoning on nontechnical environmental social issues than on general social issues and examined the extent to which possible mediating factors accounted for differences in moral reasoning. Phase Two was qualitative in nature, the purpose of which was to observe and identify trends in conversations between subjects as to how certain mediating factors are revealed as people form moral judgments. The framework on which this study was constructed incorporates a progressive educational position; a position that views science education as being interdisciplinary, and a social means to a social end.  相似文献   
137.
This case study explores relationships among news organizations in one media ecosystem to determine how willing journalists may be to form a more collaborative information network. A three-step, mixed methodological approach is employed: the ecosystem was “mapped”; an ongoing dialogue with journalists was initiated, and in-depth interviews were conducted with journalists and community storytellers to understand existing news flow in this region. Preliminary findings suggest a willingness to collaborate; however, legacy media may have more reservations about collaboration than journalists at community newspapers, public broadcasting stations, and entrepreneurial startups.  相似文献   
138.
"小人物"在用户参与型DRS模式中的"长尾效应"   总被引:1,自引:0,他引:1  
文章所谓的"小人物"泛指众多的图书馆用户.在图书馆信息咨询领域中,是指相对于图书馆咨询服务的那些专业咨询馆员、学科馆员而言的那部份群体.文章首先介绍什么是用户型DRS模式,然后论证这种"小人物"参与的数字参考咨询服务模式符合长尾理论的三大法则,并论述了广大的图书馆用户(小人物)参与到数字参考咨询服务中后所带来的"长尾"效应.  相似文献   
139.
In this study, we report on what types of mathematical knowledge for teaching teachers (MKTT) mathematics teacher educators (MTEs) use and develop when they work together and reflect on their teaching in a Community of Practice while helping prospective primary teachers (PTs) generate their own mathematical knowledge for teaching in learning mathematics via problem solving. Two novice MTEs worked with an experienced MTE and reflected on the process of learning to teach via problem solving and supporting PTs in developing deep understandings of foundational mathematical ideas. Taking a position of inquiry as stance, we examined our experiences teaching mathematics content courses for PTs via problem solving. We found that all of the MTEs used and developed some MKTT through (a) understanding and deciding on the mathematical goals of both the individual lessons and the two-course sequence as a whole, (b) choosing and facilitating tasks, and (c) using questions to scaffold PTs learning and engage them in mathematical processes such as making conjectures, justifying their reasoning, and proving or disproving conjectures.  相似文献   
140.
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