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11.
The use of university-industry collaboration in the innovation process is viewed as a major driver of firm competitiveness. The organizational dynamics underlying successful external relationships, however, remain poorly understood. Using longitudinal case studies of 15 innovation projects, we examine how firms with varying degrees of experience in collaborating with universities and public research organizations rely on different social capital dimensions to achieve successful collaborations. We find that experienced firms establish external collaborations on the basis of cognitive social capital, but this basis is reinforced by relational social capital over time. Conversely, less experienced firms initially base their university collaborations on relational social capital, which is reinforced by cognitive social capital over time. Based on these findings, we theorize on the interplay of different dimensions of social capital in university-industry collaborations over time. Our study has important implications for the management of collaborative innovation projects. In particular, it provides guidance to enable less experienced firms to develop successful collaborations with university partners.  相似文献   
12.
随着数字技术的发展,多元化阅读媒体影响着读者的阅读行为、阅读方法和阅读认知能力。本研究采用实验法,以学龄儿童为被试对象,对其纸质阅读与数字阅读的表现进行分析,探究阅读媒介对各项阅读认知能力产生的影响,以及儿童在自然条件下使用纸质媒介和数字媒介进行阅读时发展性阅读障碍发生率的差异,为发展性阅读障碍阅读干预研究提供参考。研究发现,阅读媒介会影响发展性阅读障碍的发生率,数字媒介环境下发展性阅读障碍的发生率明显高于纸质媒介环境。采用数字媒介阅读时,发展性阅读障碍儿童语音能力比纸质阅读时的表现逊色,汉字识别能力、同音语素能力、多义语素能力、阅读理解能力则不存在显著差异。同时,实验还发现存在一类儿童——数字媒介性阅读障碍儿童,他们在纸质阅读时并未表现出阅读困难,而在数字阅读时表现出持续性阅读困难,该类儿童的汉字识别能力、语素能力、语音能力和阅读理解能力均受到数字媒介的影响。图2。表6。参考文献36。  相似文献   
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信念在人们的认识活动中发挥着双重作用.一方面,信念起到纽带、选择、动力、预测和定向的积极作用;另一方面,它起到僵化、误导和抑制的消极作用.  相似文献   
15.
ABSTRACT

Soccer players are required to have well-developed physical, technical and cognitive abilities. The present systematic review, adhering to Preferred Reporting Items for Systematic reviews and Meta-Analysis guidelines, examined the effects of cognitive training strategies on motor and positive psychological skills development in soccer performance and identified the potential moderators of the “cognitive training–soccer performance” relationship. Thirteen databases were systematically searched using keywords related to psychological or cognitive training in soccer players. The review is based on 18 studies, employing 584 soccer players aged 7–39 years. Cognitive strategies, particularly imagery, appear to improve sports performance in soccer players. Regarding imagery, the combination of two different types of cognitive imagery training (i.e., cognitive general and cognitive specific) has a positive influence on soccer performance during training, whereas motivational imagery (i.e., motivational general-arousal, motivational general-mastery and motivational specific) enhance competition performance. Younger soccer players employ cognitive general and cognitive specific imagery techniques to a greater extent than older soccer players. Combined cognitive training strategies were more beneficial than a single cognitive strategy relative to motor skills enhancement in elite (particularly midfielders) and amateur (i.e., when practising complex and specific soccer skills in precompetitive period) soccer players. In conclusion, it appears that there are differences in cognitive/psychological training interventions, and their efficacy, according to whether they are directed towards training or competition, and the age, standard and playing position of the players.  相似文献   
16.
美国非虚构小说在上世纪中期的繁荣具有深厚的科学技术和思想意识根源。科技创新在提升人类认识水平和改善生存环境的同时,也革新了作家的认知观念和创作思想。认识危机的弥漫,怀疑意识的扩散,使作家放弃了虚构、解释和说教的传统,代之以真实事件来表达主题。而对这一段历史的回顾具有双重意义:不但可加深对美国这一重要的学现象的研究,而且给我们提供了洋为中用,以史为鉴的依据,有助于我们探讨国内目前纪实性学的繁荣。  相似文献   
17.
武炜 《襄樊学院学报》2011,32(11):57-59
以参加第六届全国农运会田径项目的150名运动员作为研究对象,采用"运动竞赛状态焦虑量表"(简称CSAI-2问卷)为测试工具进行调查.结果表明:(1)不同性别的运动员竞赛焦虑状态各维度上不存在显著差异,但女运动员竞赛焦虑状态各因素得分略高于男运动员;(2)不同运动年限的运动员竞赛焦虑状态各维度上存在显著差异,运动年限越长竞赛焦虑状态各因素得分越高;(3)不同专项的运动员竞赛焦虑状态各维度不存在显著差异.  相似文献   
18.
BackgroundCollaborative small-group discussions have the potential to promote reading comprehension, critical thinking, and argumentation. However, few studies have gone beyond cognitive processes to understand the social characteristics of dialogue and their potential contributions to students’ cognitive processing in turn-by-turn dialogic exchanges.AimsThis study closely examined dialogues between speakers and addressees regarding their levels of cognitive processing (i.e., cognitive dialogue patterns) and social processes reflecting social cohesion (i.e., social dialogue patterns). The aims were to understand, first, the relations between students' cognitive dialogue patterns and their social dialogue patterns, and second, the relations between students' cognitive dialogue patterns and peers’ social dialogue patterns.SampleThis study included 4070 speaking turns generated by 120 fifth-graders in 60 small-group discussions.MethodsStudents participated in small-group discussions, called Collaborative Social Reasoning. Dialogue between pairs of group members formed social networks, based on which Exponential Random Graph Models (ERGMs) were specified.ResultsFindings showed that speakers' social dialogue patterns were associated with their cognitive dialogue patterns. However, receiving social dialogue patterns from peers did not always predict students’ advanced types of cognitive dialogue patterns.ConclusionsThis study demonstrated that cognitive and social aspects of small-group discussions are intricately linked, and that encouraging social cohesion does not guarantee that students will engage in collaborative and critical discussions.  相似文献   
19.
认知建构视角下交互式信息检索模型研究   总被引:1,自引:0,他引:1  
[目的/意义]信息检索本质上是一个认知过程,研究促进用户认知的交互式信息检索模型具有重要意义。[研究设计/方法]以建构主义理论为指导,以促进用户的认知发展为研究目标,构建了以信息空间层、用户空间层和界面交互层为顶层分析框架的交互式信息检索模型,并开发了原型系统。[结论/发现]实验结果表明原型系统能有效地促进用户对信息空间的探索与挖掘,帮助用户积极主动地进行认知建构,发展认知空间。[创新/价值]将认知建构理论运用于信息检索领域,从交互设计方面对检索系统提出了改进建议,以更好地提供认知支持。  相似文献   
20.
Virtual reality (VR) is predicted to create a paradigm shift in education and training, but there is little empirical evidence of its educational value. The main objectives of this study were to determine the consequences of adding immersive VR to virtual learning simulations, and to investigate whether the principles of multimedia learning generalize to immersive VR. Furthermore, electroencephalogram (EEG) was used to obtain a direct measure of cognitive processing during learning. A sample of 52 university students participated in a 2 × 2 experimental cross-panel design wherein students learned from a science simulation via a desktop display (PC) or a head-mounted display (VR); and the simulations contained on-screen text or on-screen text with narration. Across both text versions, students reported being more present in the VR condition (d = 1.30); but they learned less (d = 0.80), and had significantly higher cognitive load based on the EEG measure (d = 0.59). In spite of its motivating properties (as reflected in presence ratings), learning science in VR may overload and distract the learner (as reflected in EEG measures of cognitive load), resulting in less opportunity to build learning outcomes (as reflected in poorer learning outcome test performance).  相似文献   
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