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41.
博彩业作为人类社会发展的产物,已被世界上大多数的国家所接受,在国际化的今天,中国博彩业的发展也遇到了新的课题。由于实际国情和社会文化的限制,博彩业在我国开展得尤其缓慢。而我国博彩业无立法和监管不力也是阻碍博彩业健康发展的原因。要加快博彩业的立法进程,保持与刑法和民法领域的相关法律法规的衔接,建立科学有效的博彩业管理、运行机制,使中国博彩业健康发展,走得更长更远。  相似文献   
42.
The purpose of this study is to explain students' perceived relevance of playing an educational game as a means for development of discipline competence. Based on self-determination theory and the concept of personal interest, we propose that: Satisfying students' basic needs for competence, autonomy, and relatedness when playing educational games is critical for arousal of intrinsic motivation in learning-through-gaming; Students' interest in the core subject and their intrinsic motivation in learning-through-gaming are important for their perceptions of how relevant they believe the gaming session is for the discipline they are studying. The results from an empirical study indicate that arousal of intrinsic motivation in the ongoing gaming session is more important than pre-gaming interest in the core subject for participants' post-gaming perception of how relevant such gaming is as a means for developing their discipline competence. The results also indicate that satisfying basic needs for competence, autonomy, and relatedness is critical for arousal of intrinsic gaming motivation. Our findings have implications for the choice of pedagogical means when utilizing educational games as a complementary alternative to traditional learning methods. To that end, we offer directions for future research.  相似文献   
43.
高等教育结构:博弈中的建构   总被引:30,自引:0,他引:30  
中国现实的高等教育结构,是在政府与高校的博弈中形成和发展的。以对资源的分配和占有为纽带,政府与高校之间形成主与从、一与多的博弈关系。高等教育系统中出现的无序、趋同和攀高等现象,是在现行的管理体制和资源配置机制下博弈的结果。优化高等教育结构的过程,是一个"在博弈中建构"的过程。要建构一个充满活力、宏观有序的高等教育系统,必须强化市场竞争机制和赋予高校充分的办学自主权。  相似文献   
44.
我国教育游戏研究述评及展望   总被引:6,自引:0,他引:6  
张琪  陈琳 《开放教育研究》2009,15(5):107-112
教育游戏是教育技术的新兴研究领域,更是有着重大应用价值和社会价值的实践领域.本文立足于我国教育游戏研究现状.对近年来教育游戏的理论和实践进行了剖析和反思,力求揭示教育游戏研究的关键性问题,探索教育游戏的未来发展之路,为拓宽教育游戏的研究思路提供建议和参考.  相似文献   
45.
有限次博弈与组织约束的效能——关于挂牌上课的思考   总被引:1,自引:0,他引:1  
挂牌上课能够提高教学质量,但容易引起教师对学生管理疏松问题,如何解决这个矛盾呢?不同课程、不同教师的轮流挂牌这种有限博弈,是使教师竞争上岗和避免学生机会主义行为副作用的理想机制,而这样带来的竞争弱化可以看作是竞争机制有效性的有限利用.  相似文献   
46.
Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of games and limit critical analysis of their effectiveness as pedagogic tools. This article focuses on the representation of video games in media discourse. We present insights from a small-scale study of the construction of video game discourses in the UK print media in 2013, and discuss three areas that emerged. First, the assumptions inherent in the representation of the ‘video game’; second, the implied lack of agency in the behaviour of ‘the gamer’; and third, the way in which blame is manipulated. Finally, we consider the implications for game-based education.  相似文献   
47.
While a number of studies have investigated learning associated with video gaming in out-of-school settings, only recently have researchers begun to explore gaming and learning in the contexts of home and family life. This paper discusses three different frameworks within which we can situate video games and learning at home: (a) video gaming as digital media, (b) video gaming as play, and (c) video gaming as family routine. Each framework brings different issues related to learning into focus, and contributes new insights into the role gaming plays in the lives of children, adults, and families as a whole.  相似文献   
48.
Technological advancements and growing dependence on media outlets as sources of information compete for the attention of individuals born in a rapidly expanding digital age. As a result, educators using traditional, nondigital teaching methods struggle with keeping students engaged in the classroom. The present study assessed the extent to which a digitally enhanced learning environment can improve student involvement in learning. A traditional behavioral statistics lecture was supplemented with Nintendo Wii video gaming to increase student content knowledge comprehension and engagement with course material. A mixed Analysis of Variance (ANOVA) revealed that those in the video gaming condition improved significantly more than those receiving traditional lecture only. This research suggests that students can learn difficult conceptual material (i.e., statistics) through more novel, interactive teaching methods.  相似文献   
49.
运用博弈论等研究方法,对我国各省市区体育局之间的金牌战略竞争问题进行了理论分析.指出各体育局之间竞争利益结构的复杂关系,以及由此导致的该竞技博弈行为的系列性问题,同时提出了竞技体育可持续发展的意义,并结合体育局今后工作职能转变的建设目标,初步探讨了规范体育局之间竞争的信任整合、约束、利益补偿与分享机制.  相似文献   
50.
ABSTRACT

Following Portugal’s return of Macau to the People’s Republic of China in 1999, and the subsequent liberalization of the city’s 150-year-old casino monopoly, Macau was transformed into the world’s most lucrative site of casino gaming. Today Macau attracts more than 30 million annual tourists, the majority of whom are from mainland China. This article analyzes an electronic casino game called LIVE Baccarat, which was created by a Hong Kong biopharmaceutical company, and designed to appeal to Chinese gamblers in Macau. Drawing on the work of Michel Callon and Michel Foucault, I explore the ways in which the LIVE Baccarat gaming machine ‘economizes’ the game of baccarat by introducing novel betting functions which require gamblers to engage in various forms of financial calculation, including calqulation, hedging, arbitrage, and portfolio management. LIVE Baccarat is a biopolitical apparatus of subjection of a post-socialist Chinese homo economicus, a form of ‘human capital’ which Foucault might call an ‘entrepreneur of the self.’ This subject not only plays a remunerative role in Macau’s gaming industry, but conforms to China’s macroeconomic goals to engender ‘quality’ citizens equipped to support a domestic consumer market which may supplant the unsustainable production-for-export regime that drove the country’s initial post-reform development.  相似文献   
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