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401.
Dave G. Mumby Tom J. Kornecook Emma R. Wood John P. J. Pinel 《Learning & behavior》1995,23(4):447-453
Two experiments assessed whether odors left on stimulus objects by experimenters who handle them might confound the interpretation of ostensibly visually guided object-memory tasks for rats. In Experiment 1, rats were able to discriminate the relative recency with which an experimenter touched two otherwise identical objects (intertouch interval = 4 sec), presumably on the basis of an odorintensity discrimination. However, after the rats mastered the odor discrimination with no delay between when the second of the two stimulus objects was last touched by the experimenter and when the rats were permitted to attempt the discrimination, their performance dropped to chance levels when this delay was increased to 15 sec. In Experiment 2, rats were trained in two slightly different ways to perform a delayed-nonmatching-to-sample (DNMS) task, one that involved systematic differences in the temporal order in which the experimenter handled the sample and novel stimulus objects and one that did not. There were no significant differences in the rate at which rats mastered the DNMS task with these two procedures, and the performance of rats that were trained according to the former procedure was unaffected when they were switched to the latter procedure. Moreover, rats required considerably fewer trials to master the DNMS task than the rats in Experiment 1 required to master the odor discrimination. These findings demonstrate that, under certain circumstances, rats can discriminate the relative recency with which two objects are handled by an experimenter, but that this ability contributes little to their performance of conventional object-based DNMS tasks. 相似文献
402.
Information about gender differences in interests is necessary to disentangle the effects of discrimination and choice when gender inequalities occur, such as in employment. This article assesses gender differences in interests within the popular social news and entertainment site Reddit. A method to detect terms that are statistically significantly used more by males or females in 181 million comments in 100 subreddits shows that gender affects both the selection of subreddits and activities within most of them. The method avoids the hidden gender biases of topic modelling for this task. Although the method reveals statistically significant gender differences in interests for topics that are extensively discussed on Reddit, it cannot give definitive causes, and imitation and sharing within the site mean that additional checking is needed to verify the results. Nevertheless, with care, Reddit can serve as a useful source of insights into gender differences in interests. 相似文献
403.
George Cooper Katherine Burton Alejandra Black Mokheseng Buti Geraldine Richards Ginny Herbert Emma Lockwood Janet Remmington 《Learned Publishing》2023,36(1):58-67
- Collaboration between publishers and learned society partners can accelerate and amplify DEIA outcomes.
- 97 HSS titles have adopted alt-text publication workflows and this change has been welcomed by journal authors and editors.
- Efforts to promote global inclusivity do not always result in greater membership diversity, retention and growth.
- Top-down, publisher-led DEIA initiatives are effective when they are aligned strategically to pre-existing society initiatives.
- Bottom-up, member-led DEIA initiatives benefit from publisher support to mitigate financial and time-based barriers to active participation.
- To reliably track DEIA outcomes, publishers ought to adopt systematic data collection strategies through initiatives like C4 and the Joint Commitment.
404.
Laura Benton Nelly Joye Emma Sumner Andrea Gauthier Seray Ibrahim Asimina Vasalou 《British journal of educational technology : journal of the Council for Educational Technology》2023,54(5):1314-1331
Digital literacy games can be beneficial for children with reading difficulties as a supplement to classroom instruction and an important feature of these games are the instructional supports, such as feedback. To be effective, feedback needs to build on prior instruction and match a learner's level of prior knowledge. However, there is limited research around the relationship between prior knowledge, instruction and feedback in the context of learning games. This paper presents an empirical study exploring the influence of prior knowledge on response to feedback, in two conditions: with or without instruction. Thirty-six primary children (age 8–11) with reading difficulties participated: each child was assessed for their prior knowledge of two suffix types—noun and adjective suffixes. They subsequently received additional instruction for one suffix type and then played two rounds of a literacy game—one round for each suffix type. Our analysis shows that prior knowledge predicted initial success rates and performance after a verbal hint differently, depending on whether instruction was provided. These results are discussed with regards to learning game feedback design and the impact on different types of knowledge involved in gameplay, as well as other game design elements that might support knowledge building during gameplay.
Practitioner notes
What is already known about this topic- Instructional supports, such as elaborative feedback, are a key feature of learning games.
- To be effective, feedback needs to build on prior instruction and match a learner's level of prior knowledge.
- Prior knowledge is an important moderator to consider in the context of elaborative feedback.
- Providing additional instruction (eg, pre-training) may act as a knowledge enhancer building on children's existing disciplinary expertise, whereas the inclusion of elaborative feedback (eg, a hint) could be seen as a knowledge equaliser enabling children regardless of their prior knowledge to use the pre-training within their gameplay.
- Highlights the importance of children's preferred learning strategies within the design of pre-training and feedback to ensure children are able to use the instructional support provided within the game.
- Possible implications for pre-training and feedback design within literacy games, as well as highlighting areas for further research.
- Pre-training for literacy games should highlight key features of the learning content and explicitly make connections with the target learning objective as well as elaborative feedback.
- Pre-training should be combined with different types of in-game feedback for different types of learners (eg, level of prior knowledge) or depending on the type of knowledge that designers want to build (eg, metalinguistic vs. epilinguistic).
- Modality, content and timing of the feedback should be considered carefully to match the specific needs of the intended target audience and the interaction between them given the primary goal of the game.