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61.
Humans live in complex social environments. By the time they reach adulthood, most people have developed highly sophisticated social skills, including the ability to infer the 'invisible' mental states in others, and to act upon those inferences; they have become experts at 'social chess'. This paper draws upon research from developmental and evolutionary psychology, primatology, as well as studies of autistic children, to explore the processes by which children acquire the complex skills underpinning social interaction. It also examines obstacles to social skill acquisition. In light of ethological studies of social play in humans and other primates, it is argued that play is a fundamental medium for acquiring social skills.  相似文献   
62.
讨论了广义Taylor映射u=(1+a)x-ay+φ(x),v=x,混沌现象的存在性。用异于通常的方法构造水平与铅直条,得到了保证上述映射存在混沌现象的定理1。作为应用,从一个侧面讨论了BouncingBall映射混沌现象的存在性,从而推广了[4]及[5]的结论。  相似文献   
63.
张杰 《宜宾学院学报》2005,5(6):115-117
本文运用心事学和哲学原理,结合训练、比赛实践对足球控球队员观察能力的培养进行理论研究,提出了观察的条件、观察能力的内容以及训练的方法,为提高我国足球运动水平提供参考。  相似文献   
64.
汪道昆是明代徽州著名的政治家、军事家、文学家,其戏剧集<大雅堂杂剧>从上世纪起就被研究者关注,现有的成果多肯定其剧作形式的革新,而鄙薄其思想内涵.从汪道昆忧虑愤激的思想、明代杂剧抒情写心的创作动机以及戏剧文本等几个方面进行分析,可以揭示<大雅堂杂剧>抒写文人的时代困惑这一思想内涵.  相似文献   
65.
基于英语戏剧表演的大学英语教学模式实证研究   总被引:1,自引:0,他引:1  
英语戏剧表演以面部表情、手势、动作等为载体进行语言交流,它既能激发学生学习英语的兴趣,提高学生英语交际能力,又能使学生更好地了解英语国家的文化,所以被看成是一种行之有效的英语教学模式。本文结合英语教学理论与教学实践,从理论和实证两方面探讨了这种教学模式应用于大学英语教学的可行性,并分析了对英语教学的典型意义。  相似文献   
66.
The aims of this study were to examine whether batters hit stationary balls at the time of peak speed of the bat head and whether the impact occurs at the lowest point of the bat trajectory. Eight university baseball players hit three balls, each hung with a string; each ball was made of a different material and was different in weight. Bat movement was captured by four 240-Hz infrared cameras and analysed three-dimensionally. Time for peak speed of the bat head varied according to the conditions. When stationary balls of standard weight were used, the bat head was at maximum speed at impact with the ball; then, it decelerated drastically owing to the impact. In contrast, maximum speed was obtained after impact when lightweight stationary balls were used. The time–speed profile of the bat head before impact in the lightweight ball condition was identical with that in the standard weight ball condition. Regardless of conditions, the timing of the lowest point of the bat head was nearly identical for each batter and most participants hit the stationary balls at about the lowest point of the bat trajectory  相似文献   
67.
Time-sampled observations of Head Start preschoolers’ (N = 264; 51.5% boys; 76% Mexican American; M = 53.11 and SD = 6.15 months of age) peer play in the classroom were gathered during fall and spring semesters. One year later, kindergarten teachers rated these children's school competence. Latent growth models indicated that, on average, children's peer play was moderately frequent and increased over time during preschool. Children with higher initial levels or with higher slopes of peer play in Head Start had higher levels of kindergarten school competence. Results suggest that Head Start children's engagement with peers may foster development of skills that help their transition into formal schooling. These findings highlight the importance of peer play, and suggest that peer play in Head Start classrooms contributes to children's adaptation to the demands of formal schooling.  相似文献   
68.
运用文献资料、录像观察、对比分析、数理统计等方法,对广西第12届学生运动会集体花球啦啦操前6名成套动作编排进行研究,力图寻找比赛制胜因素,为今后参赛队伍取得优异成绩提供理论参考。结果表明:在音乐;技术动作;托举配合;队形变化以及服装道具的编排上都会对比赛成绩造成影响,只有把握这5个方面的编排,才能够为队伍制胜的取得有利条件。  相似文献   
69.
The gamework     
This article outlines the gamework, a neologism designed to help scholars attend to the various kinds of work involved in computer game development, play and analysis. This work is integral to computer game artifactuality yet tends to be obscured by the aesthetic, narratological, mechanical, and economic aspects of games and gaming. We offer the gamework as a means for theorizing computer games as a form of culture that motivates work as much as (if not more than) play. Specifically, we point to how computer games participate in (1) labor culture; (2) an emergent culture determined by a work/labor/play dialectic; (3) artistic culture; and (4) cultural criticism.  相似文献   
70.
Abstract

Through the use of a long‐term project in a graduate teacher education course on the importance of play, students learned skills beyond those usually required in a graduate classroom. Students used their understanding and knowledge of play, constructive practice, and project work to develop a family play day at the university lab school. As part of the project, students helped to develop a play‐style instrument that served as a self‐study for their own classrooms as they observed the play among their own students. The project culminated with the students hosting the families of the lab school at a fun day and preparing a brochure that gave families information about the importance of play.  相似文献   
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