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   287篇
  免费   5篇
教育   200篇
科学研究   18篇
各国文化   5篇
体育   14篇
文化理论   3篇
信息传播   52篇
  2021年   3篇
  2020年   5篇
  2019年   7篇
  2018年   4篇
  2017年   13篇
  2016年   10篇
  2015年   4篇
  2014年   9篇
  2013年   52篇
  2012年   12篇
  2011年   9篇
  2010年   4篇
  2009年   13篇
  2008年   12篇
  2007年   10篇
  2006年   6篇
  2005年   7篇
  2004年   4篇
  2003年   5篇
  2002年   5篇
  2001年   4篇
  2000年   9篇
  1999年   3篇
  1998年   3篇
  1997年   4篇
  1996年   2篇
  1995年   7篇
  1994年   2篇
  1993年   2篇
  1991年   7篇
  1990年   2篇
  1989年   4篇
  1988年   4篇
  1986年   3篇
  1985年   2篇
  1984年   2篇
  1983年   2篇
  1981年   3篇
  1980年   3篇
  1976年   2篇
  1975年   3篇
  1974年   2篇
  1972年   2篇
  1963年   2篇
  1907年   1篇
  1872年   1篇
  1871年   2篇
  1859年   1篇
  1857年   1篇
  1838年   1篇
排序方式: 共有292条查询结果,搜索用时 15 毫秒
41.
42.
The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This paper reviews innovative applications for mobile computing for both education and entertainment purposes, and then proposes a framework for approaching handheld applications we call “augmented reality educational gaming.” We then describe our development process in creating a development platform for augmented reality games that draws from rapid prototyping, learner-centered software, and contemporary game design methodologies. We provide a narrative case study of our development activities spread across five case studies with classrooms, and provide a design narrative explaining this development process and articulate an approach to designing educational software on emerging technology platforms. Pedagogical, design, and technical conclusions and implications are discussed.
Eric KlopferEmail:
  相似文献   
43.
44.
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called Citizen Science, built using tropes and conventions from modern games, might help learners develop identities as citizen scientists within the domain of lake ecology. We conducted an expert-novice study, revealing that games literacy was a mediating variable for content understanding. In a follow-up classroom implementation, games literacy also operated as a variable, although students drove the activity, which mediated this concern. The teacher devised a number of novel pedagogies, such as a field trip, in response to the unit. We found evidence for the most powerful learning occurring through these activities that were reinforced via the curriculum. Students were most engaged by Citizen Science??s most ??gamelike?? features, and learners took up the core ideas of the game. Users also reported the experience was short of commercial gaming experiences, suggesting a tension between game cultures for learning and schools.  相似文献   
45.
In the United States, less than half of the students who enter into science, technology, engineering, and mathematics (STEM) undergraduate curricula as freshmen will actually graduate with a STEM degree. There is even greater disparity in the national STEM graduation rates of students from underrepresented groups with approximately three-fourths of minority students leaving STEM disciplines at the undergraduate level. A host of programs have been designed and implemented to model best practices in retaining students in STEM disciplines. The Howard Hughes Medical Institute (HHMI) Professors Program at Louisiana State University, under leadership of HHMI Professor Isiah M. Warner, represents one of these programs and reports on a mentoring model that addresses the key factors that impact STEM student attrition at the undergraduate level. By integrating mentoring and strategic academic interventions into a structured research program, an innovative model has been developed to guide STEM undergraduate majors in adopting the metacognitive strategies that allow them to excel in their programs of study, as they learn to appreciate and understand science more completely. Comparisons of the persistence of participants and nonparticipants in STEM curricular, at the host university and with other national universities and colleges, show the impact of the model’s salient features on improving STEM retention through graduation for all students, particularly those from underrepresented groups.  相似文献   
46.
47.
48.
Public libraries play an important part in the development of a community. Today, they are seen as more than store houses of books; they are also responsible for the dissemination of online, and offline information. Public access computers are becoming increasingly popular as more and more people understand the need for internet access. Using a series of surveys conducted in 12 libraries across the state of Michigan, the current study is a step towards understanding why the computing facilities are widely used, and what are the motivations behind their use. In addition, barriers and other factors that hinder usage are also discussed. The findings from this study will help policy makers and library administrators evaluate the current allocation of scarce resources, help them promote greater use of the library's resources, and guide their future course of action. The study is conducted as part of a federally funded public computing center grant.  相似文献   
49.
Treading in the footsteps of past generations, Ontario policy advisers journeyed throughout the United Kingdom in the summer of 1966 to directly understand the educational reforms that were being undertaken in that country. On their return, these consultants brought back a number of innovations for discussion with their parent committee in the hopes of possible adaptation by the province. When their final submission was tabled two years later, the ‘Hall-Dennis Report’ (as it became popularly known) went on to reflect the tone for education in the province for a generation. This study examines the impact that Britain’s educational policies in the 1960s, and especially the ‘Plowden Report’ of 1967, may have had on the recommendations found in the Hall-Dennis Report. As well, it ties these two reports to the longstanding legacy of British influence on the Ontario education system 1 1A first version of this work was presented at the History of Education Society Conference, held in London, 26–28 November 2010. Thanks are expressed to the Social Sciences and Humanities Research Council of Canada for its support of this endeavour. .  相似文献   
50.
Research on expertise suggests that a critical aspect of expert understanding is knowledge of the relations between domain principles and problem features. We investigated two instructional pathways hypothesized to facilitate students’ learning of these relations when studying worked examples. The first path is through self-explaining how worked examples instantiate domain principles and the second is through analogical comparison of worked examples. We compared both of these pathways to a third instructional path where students read worked examples and solved practice problems. Students in an introductory physics class were randomly assigned to one of three worked example conditions (reading, self-explanation, or analogy) when learning about rotational kinematics and then completed a set of problem solving and conceptual tests that measured near, intermediate, and far transfer. Students in the reading and self-explanation groups performed better than the analogy group on near transfer problems solved during the learning activities. However, this problem solving advantage was short lived as all three groups performed similarly on two intermediate transfer problems given at test. On the far transfer test, the self-explanation and analogy groups performed better than the reading group. These results are consistent with the idea that self-explanation and analogical comparison can facilitate conceptual learning without decrements to problem solving skills relative to a more traditional type of instruction in a classroom setting.  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