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   485篇
  免费   4篇
  国内免费   9篇
教育   407篇
科学研究   46篇
体育   11篇
综合类   14篇
信息传播   20篇
  2023年   6篇
  2022年   3篇
  2021年   6篇
  2020年   12篇
  2019年   11篇
  2018年   28篇
  2017年   18篇
  2016年   23篇
  2015年   10篇
  2014年   26篇
  2013年   74篇
  2012年   16篇
  2011年   21篇
  2010年   19篇
  2009年   18篇
  2008年   27篇
  2007年   29篇
  2006年   27篇
  2005年   19篇
  2004年   21篇
  2003年   25篇
  2002年   16篇
  2001年   12篇
  2000年   10篇
  1999年   6篇
  1998年   5篇
  1997年   3篇
  1996年   2篇
  1995年   1篇
  1994年   1篇
  1993年   1篇
  1992年   2篇
排序方式: 共有498条查询结果,搜索用时 15 毫秒
41.
Computers are increasingly a part of preschooler’s lives. The purpose of the present paper was to discuss research avenues employing computers as a learning tool and to analyse the results obtained by this method at the preschoolers’ learning level. Specifically this research was to determine if computer assisted instruction (CAI) was a useful tool to enhance cognitive, emotional, linguistic, and literacy skills in preschool children. CAI programmes may never replace the book and the blackboard but one should be aware that they were more accessible by young children, who learn better with pictures and sounds, and the proper use of appropriate programmes could make a considerable difference.  相似文献   
42.
A new approach to moral education using blended learning has been developed. This approach involves 10 scenarios that are designed as a web-based game and serves as a basis for group moral-consequence-based reasoning, which is developed based on a hypothetical-deductive model. The aim of the study was to examine the changes in students' blended learning interest and reasoning ability in a time series experimental design. After playing the game with the 10 initial scenarios during the first week of the study, participants were subjected to five blended learning sessions that required them to discuss the consequences of one of the 10 scenarios using hypothetical-deductive reasoning. After six weeks, the data from the 110 participants were analyzed using time series statistics. The results indicated that players were highly interested in the game, although their interest had a tendency to decrease slightly over time. Repetitive game play (i.e. practice) was positively associated with the players' moral reasoning performance. The study results may lend support to the design of a game with additional or more highly complex content for players to further develop students' consequential reasoning ability.  相似文献   
43.
44.
Adult non-formal education and training (NFET) in South Africa was adopted in 1990 to address the problem of unemployment of non-educated and unskilled adults. Public and private NFET centres aim to meet the training needs of adults who were deprived of formal education that would foster access to opportunities for employment. The paper reports on a study conducted to investigate what constitutes NFET enabling environments for employment. The paper focuses on the approach of training delivery fostering labour market entry of graduates. The findings show that individual trainees who participated in private centres had a higher probability of being employed because of the creation of internal enabling environments for skills acquisition and focus on income-generating activities. The authors conclude that an integration of technical skills with business skills and ‘learning by earning’ is a potential training delivery approach enabling graduates to participate in economic activities.  相似文献   
45.
In his thought-provoking review of current trends in educational research, Winn offers advice to practitioners and to researchers concerning the role of computer-based simulations in education (Winn, W. (2000). Educ. Psychol. Rev. 14, 331–351). In this critique, I offer two proposals for consideration by those who wish to make practical recommendations about learning environments: (1) Recommendations for practice should be based on specifically relevant evidence. (2) The available methods for collecting evidence should not exclude controlled experiments; instead, researchers should be free to choose among experimental or observational methods, use quantitative or qualitative measures, focus on artificial or naturalistic settings, and invent new techniques as needed. In short, I join the call for evidence-based practice and issue-driven research.  相似文献   
46.
This study reports the first development in Australia of science teacher typologies of teacher–student interpersonal behaviour. Students' perceptions of teacher–student interpersonal behaviour were measured using the Questionnaire on Teacher Interaction (QTI). Earlier work with the QTI in The Netherlands has revealed eight different interpersonal styles, which were later confirmed with an American sample of secondary school teachers. The present study investigated the extent to which typologies found in earlier studies also apply to a sample of Australian secondary school science teachers. Data were first checked to examine whether the eight profiles found in The Netherlands and the USA were also present in the Australian data. A cluster analysis using various clustering methods and procedures was used to determine Australian typologies and compare these with earlier Dutch findings. Results of the cluster analyses were verified by analyses of variance, by plotting QTI scale scores graphically, and by presenting a set of sector graphics to two independent researchers and having them sort these into different profiles as found in the statistical analyses. The resultant typologies and implications for professional development and research are presented.  相似文献   
47.
本文从“重返不可思议的机器;精巧设计”这一电脑游戏。的设计分析与评价入手,探寻游戏吸引玩家主动参与的成功设计因素,并尝试将其指导与应用于网络学习环境设计中。为把学习的快乐本原还给学生,笔者根据对游戏设计的分析提出了构建有效网络学习环境时可借鉴的几点做法,希望能为网络教育的研究发展带来一些有益的思路和参考。  相似文献   
48.
This article focuses on the design of competency-based performance assessment in e-learning. Though effort has been invested in designing powerful e-learning environments, relatively little attention has been paid to the design of valid and reliable assessments in such environments, leaving many questions to educational developers and teachers. As a solution to this problem, a systematic approach to designing performance assessments in e-learning contexts is presented, partly based on the 4C/ID model. This model enables the construction of realistic whole tasks instead of advocating education that is restricted to more isolated skills. A new assessment procedure also implies an alternative view of instructional design, learning and assessment. The requirements for the learning environment are addressed. Examples from a virtual seminar are presented to illustrate the design approach. The article concludes with the identification of possible pitfalls related to the approach and gives directions for future research.  相似文献   
49.
Teachers continue to report that classroom management is one of their greatest challenges in the classroom. Classroom management involves teacher's efforts to oversee classroom activities such as learning, social interaction, and student behavior. In this study, we examined the relationship between sources of teachers’ certification (traditional or alternative), teachers’ experience levels (experienced or novice), and teachers’ classroom management orientations (interventionist, non-interventionist, or interactionalist). We discovered that neither source of certification nor experience level alone impacts a teachers’ classroom management orientation. However, teachers with traditional certification and many years of experience exert significantly less control over classroom activities and students’ behaviors than do their colleagues with other educational and experimental backgrounds. Potential causes and ramifications of these findings are discussed.  相似文献   
50.
When faced with excessive detail in an online environment, typical users have difficulty processing all the elements of representation. This in turn creates cognitive overload, which narrows the user's focus to a few select items. In the context of e-learning, we translated this aspect as the learner's demand for a system that facilitates the retrieval of learning content – one in which the representation is easy to read and understand. We hypothesized that the representation of content in an e-learning system's design is an important antecedent for learner preferences. The aspects of isolation and distinctiveness were incorporated into the design of e-learning representation as an attempt to promote student cognition. Following its development, the model was empirically validated by conducting a survey of 300 university students. We found that isolation and distinctiveness in the design elements appeared to facilitate the ability of students to read and remember online learning content. This in turn was found to drive user preferences for using e-learning systems. The findings provide designers with managerial insights for enticing learners to continue using e-learning systems.  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