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   954篇
  免费   14篇
教育   771篇
科学研究   19篇
各国文化   3篇
体育   99篇
文化理论   13篇
信息传播   63篇
  2024年   2篇
  2023年   11篇
  2022年   12篇
  2021年   18篇
  2020年   34篇
  2019年   51篇
  2018年   89篇
  2017年   73篇
  2016年   62篇
  2015年   35篇
  2014年   59篇
  2013年   202篇
  2012年   19篇
  2011年   16篇
  2010年   37篇
  2009年   22篇
  2008年   24篇
  2007年   19篇
  2006年   20篇
  2005年   9篇
  2004年   17篇
  2003年   10篇
  2002年   3篇
  2001年   13篇
  2000年   19篇
  1999年   13篇
  1998年   4篇
  1997年   3篇
  1996年   4篇
  1995年   5篇
  1994年   4篇
  1993年   4篇
  1992年   3篇
  1991年   5篇
  1989年   3篇
  1988年   2篇
  1987年   3篇
  1985年   3篇
  1982年   2篇
  1981年   2篇
  1979年   2篇
  1977年   2篇
  1974年   3篇
  1973年   2篇
  1972年   2篇
  1921年   1篇
  1919年   1篇
  1918年   1篇
  1904年   1篇
  1890年   1篇
排序方式: 共有968条查询结果,搜索用时 15 毫秒
51.
52.
Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder awareness for IGL, and allow individuals to practice skills related to it. By interviewing members of the European Union (EU)-funded SILVER-project we aim to find out suitable contexts, interventions and mechanisms that allow us to design such a game. Based on the interviews we found out that the game should be easily contextualized so that it works in—or is easily adapted to—different countries and cultures. For example sports or nature could be such contexts. As for mechanisms and interventions we found out that there are many possibilities. We conclude that such a logical combination of mechanisms and interventions that support the selected context must be chosen.  相似文献   
53.
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL.  相似文献   
54.
United Nations of Education Scientific and Cultural Organisation’s (UNESCO’s) founding statements about environmental education (EE) in the 1970s positioned it as a multidisciplinary field of inquiry. When enacted as such, it challenges traditional ways of organising secondary school education by academic subject areas. Equally, according to UNESCO, EE requires various forms of integrated and project-based teaching and learning approaches. These can involve hands-on experimentation alongside the retrieval and critical analysis of information from diverse sources and perspectives, and with different qualities and statuses. Multidisciplinary and knowledge engagement challenges are key considerations for an EE curriculum designed to harness information and communication technologies (ICT) to support and enhance student learning, which also challenge traditional instructional priorities that for example are largely based on textbooks. This review summarises research that has sought to integrate ICT and digital tools in EE. A key finding is that while there is a rich variety of such tools and applications available, there is far less research on their fit with and implications for student learning. The review calls for further studies that will provide models of productive forms of teaching and learning that harness ICT resources, particularly in developing the goals and methodologies of EE in the twenty-first century.  相似文献   
55.
The article presents an analysis of how diversity is defined and attended to in Swedish schools. The research reported has been carried out as a case study of categorizing practices that concern the uses of neuropsychiatric diagnoses, notably ADHD. The data were collected as part of a larger study. The interaction over a two-year period between the parents of a boy (William, aged 5.5 years) and representatives of the school (school psychologist, principal, teacher etc.) has been analysed. It is shown that parents and professionals provide different accounts of William’s difficulties. The parents, while not denying that their son causes problems in class, argue that the boy will mature and that the problems will disappear. The representatives of the school try to convince the parents that a neuropsychiatric examination of the boy will be beneficial to all parties. The long process of negotiation can be understood as a rhetorical drama, where the category ‘ADHD’ serves as the resolution of a complex institutional problem in the modern welfare state.  相似文献   
56.
57.
58.
A method using the amount of semantic information of query terms as weight in a fuzzy relation of resemblance is presented. The relation can be used to partially order documents in decreasing order of resemblance with the query. Large operational bibliographic data bases are used to test the validity of the approach.  相似文献   
59.
60.
In this paper a generalisation of the h-index and g-index is given on the basis of non-negative real-valued functionals defined on subspaces of the vector space generated by the ordered samples. Several Hirsch-type measures are defined and their basic properties are analysed. Empirical properties are illustrated using examples from the micro- and meso-level. Among these measures, the h-index proved the most, the arithmetic and geometric g-indices, the least robust measures. The μ-index and the harmonic g-index provide more balanced results and are still robust enough.  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