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451.
Sarah Capitelli Paula Hooper Lynn Rankin Marilyn Austin Gennifer Caven 《Journal of Science Teacher Education》2016,27(3):283-302
This qualitative case study looks closely at an elementary teacher who participated in professional development experiences that helped her develop a hybrid practice of using inquiry-based science to teach both science content and English language development (ELD) to her students, many of whom are English language learners (ELLs). This case study examines the teacher’s reflections on her teaching and her students’ learning as she engaged her students in science learning and supported their developing language skills. It explicates the professional learning experiences that supported the development of this hybrid practice. Closely examining the pedagogical practice and reflections of a teacher who is developing an inquiry-based approach to both science learning and language development can provide insights into how teachers come to integrate their professional development experiences with their classroom expertise in order to create a hybrid inquiry-based science ELD practice. This qualitative case study contributes to the emerging scholarship on the development of teacher practice of inquiry-based science instruction as a vehicle for both science instruction and ELD for ELLs. This study demonstrates how an effective teaching practice that supports both the science and language learning of students can develop from ongoing professional learning experiences that are grounded in current perspectives about language development and that immerse teachers in an inquiry-based approach to learning and instruction. Additionally, this case study also underscores the important role that professional learning opportunities can play in supporting teachers in developing a deeper understanding of the affordances that inquiry-based science can provide for language development. 相似文献
452.
Caitlin M. Austin William Stoy Peter Su Marie C. Harber J. Patrick Bardill Brian K. Hammer Craig R. Forest 《Biomicrofluidics》2014,8(3)
Biosensors exploiting communication within genetically engineered bacteria are becoming
increasingly important for monitoring environmental changes. Currently, there are a variety of
mathematical models for understanding and predicting how genetically engineered bacteria respond to
molecular stimuli in these environments, but as sensors have miniaturized towards microfluidics and
are subjected to complex time-varying inputs, the shortcomings of these models have become apparent.
The effects of microfluidic environments such as low oxygen concentration, increased biofilm
encapsulation, diffusion limited molecular distribution, and higher population densities strongly
affect rate constants for gene expression not accounted for in previous models. We report a
mathematical model that accurately predicts the biological response of the autoinducer N-acyl
homoserine lactone-mediated green fluorescent protein expression in reporter bacteria in
microfluidic environments by accommodating these rate constants. This generalized mass action model
considers a chain of biomolecular events from input autoinducer chemical to fluorescent protein
expression through a series of six chemical species. We have validated this model against
experimental data from our own apparatus as well as prior published experimental results. Results
indicate accurate prediction of dynamics (e.g., 14% peak time error from a pulse input) and with
reduced mean-squared error with pulse or step inputs for a range of concentrations
(10 μM–30 μM). This model can help advance the design of
genetically engineered bacteria sensors and molecular communication devices. 相似文献
453.
Caio Victor Sousa Jungyun Hwang Romina Cabrera-Perez Austin Fernandez Aika Misawa Kelsey Newhook Amy Shirong Lu 《运动与健康科学(英文)》2022,11(2):164-171
Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR. 相似文献
454.
An evaluation of the Royal Military College of Canada's Aboriginal Leadership Opportunity Year leadership practicum was conducted in 2009. This novel approach used several human performance technology (HPT) models to frame the evaluation and identify the dimensions and subdimensions of merit. This article explains the theoretical framework of the evaluation, how and why different HPT models complemented the evaluation process, the challenges faced in executing the evaluation, and the teams' findings on using this approach. 相似文献
455.
456.
Several research articles have been published demonstrating the effectiveness of behavioral interventions in improving suggestive selling behavior of sales staff (e.g., Johnson & Masotti, 1990; Martinko, White, & Hassell, 1989; Mirman, 1982; Ralis & O'Brien, 1986). Procedures employed in these studies made use of two classes of personnel to implement the intervention: (1) personnel internal to the organization or (2) external consultants. The current study examined the efficacy of a consumer‐driven approach to improve suggestive selling behavior of three employees of a fast food franchise. Customers delivered either a verbal prompt or praise to an employee after they had placed their order. Delivery of a prompt or praise depended on whether or not the employee made a suggestion for an additional food purchase. This consumer‐driven intervention increased suggestive selling behaviors of all three employees, and was associated with higher suggestive sales in each case. 相似文献
457.
458.
Harold D. Stolovitch Erica J. Keeps Daniel Rodrigue 《Performance Improvement Quarterly》1995,8(2):40-67
Demand for human performance technology (HPT) practitioners is growing at the same time as their numbers are increasing. Yet no standard repertoire of professional skills exists, nor is there any agency with authority to define required skill sets. A number of sources do, however, offer guidelines. These are observation of current practice, a rich and expanding literature, professional societies, recognized practitioners and knowledgeable clients. These sources provide us with strong indicators as to what constitute skill sets for both current and future practice. This article presents suggested basic and advanced skill sets, identifies future skill needs, and concludes with suggestions for maintaining and enhancing proficiency as a human performance technologist. 相似文献
459.