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951.
央视《围屋里的女人》这部电视剧反映了旧时代女性群体柔弱悲惨的命运,电视的影像画面反映了桂东客家文化中的地理建筑(围屋)文化以及客家服饰文化的特征,突出体现了桂东客家人文文化个性,该电视剧对于宣传客家文化尤其是桂东的客家文化具有重要的意义。  相似文献   
952.
ABSTRACT

Numerous studies show the positive effects of introducing video games into learning contexts. These instruments help develop twenty-first-century skills, such as creativity, from a dual perspective: (i) the students’ perspective, since they develop skills and competencies that allow them to find innovative solutions to the challenges posed by games, and to become digital culture producers; and (ii) the education professionals’ perspective, to use these instruments in schools and thereby change the way students learn. Using a sample of 85 first-year secondary school students, this study aims to provide empirical evidence about the development of creativity through the introduction of video games in the classroom. To do this, an eight-week pedagogical workshop was developed in which the Minecraft video game was introduced in the subject of technology. To assess the results of the workshop, the participants’ creativity was analysed using a pre-test/post-test design through the CREA Creative Intelligence Test, as well as the evaluation of the students’ machinima productions by their teachers. Results show a significant increase in creativity and high scores for machinima productions, highlighting the opportunity to introduce these tools in classrooms in order to develop innovative educational contexts where creative processes and products are the protagonists.  相似文献   
953.
How can you get undergraduate students more interested and engaged with business cases? Instead of using the traditional case teaching format, turn the case into a consulting exercise. Give students only the managerial dilemma and some starting information, form them into consulting teams, and then have each team requests additional case information by submitting a restricted number of questions. Through successive rounds, teams will gather enough information and data to analyze the situation and develop a set of recommendations. This approach transforms case‐based learning from a passive analysis of case details to an active process of discovery through smart questioning.  相似文献   
954.
The Bahi'i World Centre Library developed a classification for Bahi'i materials by expanding the Library of Congress BP300-395 section. With the development of a computerized cataloguing system (called MAGE) at the Bahi'i World Centre Library, and particularly with the review of authorities for Bahi'i subject headings, this classification has been further modified. The experience provides an interesting example of how the process of computerization can affect classification schemes.  相似文献   
955.
Relational research has suggested repeatedly that women's relationships are closer and more meaningful than men's. This conclusion is often defended with empirical reports that women self disclose more intimately than men do. Wood and Inman (1993) and others have suggested that men's relationships are not inherently less close than women's, but that men manifest closeness in ways that are more instrumental and less verbally oriented. The present paper refers to this position as the “gendered closeness perspective.” While this perspective has been tested empirically within the context of close friendships, this research examines the relationships of same‐ and opposite‐sex siblings to determine how the perspective applies in a familial context. Results indicate limited support for the “gendered closeness” perspective, primarily in same‐sex relationships.  相似文献   
956.
近年来教育游戏产业得以蓬勃发展。教育游戏由于其角色扮演、情境性、互动性等特征成为当前变革教学的重要方式。角色扮演类教育游戏成为学界的研究热点,而且在游戏化学习社区构建、课程设计、学科应用方面进行了卓有成效的探索,但却鲜有从教育游戏中的玩家状态尤其是个体心流体验的角度对教育游戏的学习成效进行研究。立足于这一研究目的,选用一款适合于学生使用的、以安全急救知识为题材的教育游戏,通过构建心流体验与学习效果之间的模型并进行检验分析,结果显示:心流体验与学习结果之间存在显著正相关;游戏频率、游戏经验与心流体验之间存在显著差异;性别、游戏偏好与心流体验之间不存在显著差异。  相似文献   
957.
The effectiveness of sponsorship communications, and thereby the success of corporate sponsorship management, is considerably influenced by the multi-faceted, theoretical concept of congruence. In this paper, sponsors’ management approaches to disability sport relationships are presented, as well as an examination of the role congruence plays in the sponsorship process. The aim of the study was to investigate whether, and where, congruence was a consideration when examining the end-to-end sponsorship management of disability sport properties in Australia. Semi-structured interviews were used to assess congruence within each stage of the sport sponsorship management framework – strategy, objectives, selection, implementation and measurement. The various forms of congruence were found to align with past work of sponsorship in regards to congruence prominence within the management framework. A key distinguishing factor of disability sport sponsorship relationships was the emphasis placed by sponsors on mission and value congruence.  相似文献   
958.
本文介绍了为本学期的线性代数视频实验课所做的各项工作,总结了教学经验,对在线性代数中开设视频教学的意义及作用进行了深入的探讨,并对一些具体教学问题提出了解决的办法。实践表明,视频教学可以提高数学类课程的教学质量。  相似文献   
959.
本文通过理论研究和实验测试,对目前在视频数据库中常用的视频文件格式进行分析,比较和总结各种格式在视频数据库建设中的使用现状、优劣对比,结合视频应用环境的技术发展尤其是网络环境的变化趋势,分析数字视频资源网络呈现领域上最具创新性的新趋势。  相似文献   
960.
在VB程序设计课程教学中,如何根据教育规律找到先进的教学方法以解决内容难懂、过程枯燥的问题,是广大高校计算机教师一直颇感兴趣的课题。本文作者结合鞍山师范学院“VB程序设计语言”课程教学,提出行之有效的教学方法,并成功地运用在教学活动中,取得了良好的效果。  相似文献   
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