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81.
新时期我国社会主要矛盾已经转化为人民日益增长的美好生活需要和不平衡不充分的发展之间的矛盾,这将对体育产业发展提出更高的要求。现阶段,河南省体育产业现状还不能满足人民日益增长的健身需要。因此,我们应理清现阶段体育产业发展的主要矛盾并积极探索体育产业创新发展的路径,为缓解新时期社会主要矛盾而贡献体育智慧。 采用文献资料法、专家咨询法、实地调查法、逻辑推理等研究方法,深入探析现阶段河南省体育产业发展现状与人民日益增长的健身需要还存在的矛盾,并在充分认识河南省体育产业发展优势、理清体育产业发展的矛盾基础上,提出中原特色体育产业创新发展路径:积极推进中原特色“体育+旅游”融合发展模式,满足人民群众体育旅游需求;大力发展中原特色户外健身休闲产业,满足人民群众的休闲健身需求;以中原特色体育竞赛活动带动体育产业发展,满足群众观赏赛事需求;积极建设中原特色传统体育文化传承核心区,带动传统体育文化产业发展,满足人民群众的体育文化精神需求;合理开发公共体育服务场地资源,满足人民群众健身场地需求;积极培育社会性组织管理体系,缓解政府体育组织管理体系管理职能压力。  相似文献   
82.
Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed.  相似文献   
83.
The objective of the present study was to determine whether it is possible to design a video game that could help students improve their executive function skill of shifting between competing tasks and the conditions under which playing the game would lead to improvements on cognitive tests of shifting. College students played a custom video game, Alien Game, which required the executive function skill of shifting between competing tasks. When students played for 2 h over 4 sessions they developed significantly better performance on cognitive shifting tests compared to a control group that played a different game (d = 0.62), but not when they played for 1 h over 2 sessions. Students who played Alien Game at a high level of challenge (i.e., reaching a high level in the game) developed significantly better performance on cognitive shifting tests compared to controls when they played for 2 h (Experiment 1, d = 1.44), but not when they played for 1 h (Experiment 2). Experiment 3 replicated the results of Experiment 1 using an inactive control group, showing that playing Alien Game for 2 h resulted in significant improvements in shifting skills (d = 0.78). Results show the effectiveness of playing a custom-made game that focuses on a specific executive function skill for sufficient time at an appropriate level of challenge. Results support the specific transfer of general skills theory, in which practice of a cognitive skill in a game context transferred to performance on the same skill in a non-game context.  相似文献   
84.
ABSTRACT

The objective of this study was to analyse the effect of the use of social networks in smartphones or playing video games on the passing decision-making performance in professional soccer athletes. Participants were 25 male professional soccer athletes (mean ± SD: age 23.4 ± 2.8 years). The participants performed three randomised conditions divided into three groups: control (CON), smartphone (SMA), and video game (VID). Before and after each experimental condition, the Stroop Task assessed the level of induced mental fatigue. Then, the athletes performed a simulated soccer match. A CANON® camera recorded the matches for further analysis on passing decision-making performance. A group effect was identified (< .01) with impairment on passing decision-making performance for the SMA (p = .01, ES = 0.5) and VID (p = .01, ES = 0.5) conditions. We concluded that the use of social networks on smartphones and/or playing video games right before official soccer matches might impair the passing decision-making performance in professional soccer athletes.  相似文献   
85.
ABSTRACT

This systematic review and meta-analysis aimed to determine differences in body compositionn between playing standard and age in male rugby union and rugby league athletes. The MOOSE (Meta-analysis of Observational Studies in Epidemiology) guidelines for design, implementation, and reporting were followed. Studies were required to be in male rugby union or league and have body composition as the primary or secondary outcome. Data was required to be presented separately for positional groups and body composition presented as whole-body. A systematic search was performed in PubMed, Cochrane Library, MEDLINE, SPORTDiscus, and CINHAHL via EBSCOhost. 57 studies were included for meta-analysis. Results highlighted significantly higher fat-free mass in senior elite than senior sub-elite or junior elite athletes for all RU and RL forwards. Small and non-significant differences were found in fat mass between rugby union playing standards and age categories. Rugby league senior elite forwards had less fat mass than junior elite forwards. Practitioners should prioritise training and nutritional strategies that maximise fat-free mass development, especially in junior elite cohorts.  相似文献   
86.
休闲体育消费与大众传媒的互动   总被引:1,自引:0,他引:1  
本文运用文献资料和归纳分析等方法,就休闲体育消费与大众传媒两者之间的相互关系进行阐述。探讨了媒介与现代休闲体育消费互动的空间和潜力,试图寻求现代休闲体育与大众媒介之间携手联袂合作,并对如何正确引导和促进民众消费,推进休闲体育消费的行为方式朝着健康的方向发展提出几点看法。  相似文献   
87.
济南市举办第十一届全运会经济及社会效应研究   总被引:3,自引:0,他引:3  
本文在分析第十一届全运会对济南社会经济发展影响作用的基础上,着重对全运会经济及社会效应进行了理论探讨,认为全运会效应具有很强的正负影响效果。全运会正效应具体表现为经济效应、社会效应、环境效应;负效应表现为虹吸效应、低谷效应和风险效应。应充分利用全运会的正效应,规避负效应。进而提出:为实现全运会经济社会效应最大化,应调整政府在全运会承办中的职能,推行全运会市场化运作;并给出实施第十一届全运会市场化运作的具体建议措施。  相似文献   
88.
为促进福建省青少年体育工作,运用文献资料法、实地调查法采集了福建省体育局青少处近几年工作总结文献资料,利用参与福建省后备人才基地评估机会开展实地调查,对全国青少年基础数据年度统计福建部分数据进行分析,研究发现福建省青少年体育近年来取得实质性进展,青少年体育公共服务体系初具雏形,后备人才在训规模基本稳定,并形成福建特色.研究提出了注重职能转变、有效动员社会力量以及推动体校转型发展等建议.  相似文献   
89.
体育非物质文化遗产是我国传统体育文化的重要组成部分,对体育非物质文化遗产的保护和传承具有重要的意义。本文运用文献资料法、田野调查法对福建地术拳的传承发展的历史、现状及传承模式和传承路径进行梳理和归纳。研究发现福建地术拳并非单纯沿用传统的自然传承模式,而是在近一个世纪的传承过程中逐渐摸索出一条“以政宣武,以商养武,以武助商”的具有自我特色的传承模式和“六进”的传承路径。  相似文献   
90.
路云亭 《体育科研》2016,(5):10-17,24
上海市政府于2016年决定在2025年前将本市建设成世界知名体育城的决议具有超体育的解读空间,它在多维度上触及上海市民的奥林匹克想象。上海是西方体育在中国的觉醒地,上海市民原本就具有浓郁的体育情结。上海的体育文化源于早年西侨的俱乐部活动。20世纪20年代是上海华人体育取得初步发展的时间节点。体育在上海出现的初期就伴随着上海的时尚的生活,成为上海摩登化生活的一部分。上海早已是一座体育名城,其对体育名城的追求理应在更高端的理念上实现。现代上海体育应当结合竞技性和生活性两者之长,再铸上海新的体育发展模式。2025年后的上海体育无法完全脱离奥运元素,而基于奥运理念之上的城市美学、设计理念、本土创造力、国际法系传统的价值要远远大于其赛事价值。  相似文献   
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