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31.
美国加州州立大学信息素养评价的研究   总被引:2,自引:0,他引:2  
通常学校中的信息素养评价方法都是基于考试的,难免有很多局限性。本则主要介绍了美国加州州立大学基于情境的信息素养评价的研究及其研究结果,并且论述了此种评价方法给我们带来的启示。  相似文献   
32.
Objective Structured Professional Assessments (OSPAs) were developed and evaluated at three universities in the United Kingdom, to supplement supervisor assessments of trainee educational psychologists’ placement practice. Participating second year students on three educational psychology doctoral programmes (n = 31) and tutors (n = 12) were surveyed. Scenarios, developed with experienced practitioners, were considered authentic and relevant. Tutor feedback indicated that the marking scheme was a good basis for judgements, but required further calibration and standardisation. Strengths and limitations relating to authenticity of scenarios and practical arrangements were identified. Students considered OSPAs to be a valid assessment of communication and perspective-taking skills, although some found them to be anxiety provoking. Levels of authenticity and complexity were deemed appropriate, although there were concerns over time allowed and how the assessment criteria were interpreted. The discussion highlights how OSPAs address issues relating to assessment reliability by improving objectivity, reducing bias and providing uniformity to student assessment experiences.  相似文献   
33.
在外语课堂上有必要创建一些有效的互动练习来培养和拓展学生的语言交际能力."开放式结尾的情景剧"作为一种以学生为主体的课堂活动,通过多方位、多角度的互动练习,能引导学生们在模拟自然的语境中习得语言,提高学生实际运用语言的能力.  相似文献   
34.
旅游英语精读多媒体辅助教学有形象生动、容易激发学习兴趣、提高课堂教学效率、实践性强等优点,但也有其弊端,因此建议:加强教师多媒体技术培训,提高多媒体制作水平;课堂要适度运用多媒体技术;多媒体辅助教学和传统教学方法相结合。  相似文献   
35.
通过教学改革,激发学生学习兴趣,提高教学效果是大学工程类专业课教学的主要改革方向。在集美大学轮机工程专业的"船舶电气设备及系统"课程教学与建设中,采用重视课程思路,开发多角度思维,加强实验环节,多媒体辅助教学等多种教学手段相结合的综合教学模式。  相似文献   
36.
学习环境的构建是实现学与教方式变革的基础。本文首先从社会信息化对学习环境变革的诉求出发,提出了智慧学习环境的概念,并指出智慧学习环境是数字学习环境的高端形态,其目的是促进学习者轻松的、投入的和有效的学习;然后,分析了普通学习环境与智慧学习环境在学习资源、学习工具、学习社群、教学社群、学习方式、教学方式等六个方面的明显差异,提出了智慧学习环境的系统模型和TRACE3功能模型;其次,从人工智能、传感器技术和通信技术三个方面综述了当今技术发展对智慧学习环境建设的支持;最后,描述了五种典型智慧学习环境应具备的特征。  相似文献   
37.
Using log data of 823 university students collected in two settings: their online learning setting and daily life setting (using campus ID cards for consumption purposes and book-borrowing in the university library), this study created indicators for online learning behavior, early-rising behavior, book-borrowing behavior and learning performance prediction. Five machine learning models were employed to analyze learning performance prediction, with the additional use of Boosting and Bagging to improve the accuracy of the prediction model. The predictability of the proposed model was also compared with that of both the Artificial Neural Network model and the Deep Neural Network model. At the same time, a classification rule set was established by combining decision tree and rule model, and a learning behavior diagnosis model combining decision tree and deep neural network was constructed. Findings showed that multi-scenario behavior performance indicators had strong predictive capabilities while the Deep Neural Network model had the highest prediction accuracy (82%) but was most time-consuming. The model based on the rule set is highly accurate, readable and operable and may be conducive to making accurate teaching interventions and resource recommendations.  相似文献   
38.
Teamwork skills such as conflict resolution and communication strategies are challenging to teach. The use of stories may help develop these complex skills. Although engagement is generally seen as a key component of learning environments, what constitutes engagement has not been fully explored. The purpose of this study was to examine how graduate instructional design students engage with and learn from stories in an online environment. This WisdomTools Scenario (Scenario) was designed specifically to facilitate the development of teamwork skills. Students followed the experiences of two fictitious student teams and discussed what happened asynchronously with small dialogue groups. Through a qualitative case study analysis, four themes emerged which captured how students engaged with and learned from this environment. First, engagement was evident through students’ emotional reactions to the characters. Second, this engagement was affected by perceived credibility and relevance of the scenes. Third, students often reflected on their prior experiences and demonstrated an increased awareness of teamwork issues. Fourth, students reported various degrees of application of what they learned to their team practice. Implications for the design of story-based learning environments are explored.  相似文献   
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40.
As the location and creation of knowledge become democratized and decentralized, libraries and librarians are rethinking their relationships with the communities they serve and the knowledge they help preserve and produce. This article is about the implications of that transformation.  相似文献   
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