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171.
网络文化与高校宣传教育工作   总被引:2,自引:0,他引:2  
网络化给高校宣传教工作既带来机遇,又带来严峻的挑战。采取切实可行的措施和方式,积极应对网络化的挑战,是高校宣传教育工作必须解决的新课题。  相似文献   
172.
本文从分析女性写作与历史剧创作产生联系的内外在原因入手,梳理了新时期以来女性历史剧从感应时代需求,力图构建宏大叙事的审美风格转换成为90年代颠覆权威叙述、建构女性视角下的历史言说的沿革变化。女性历史剧呈现出以世俗化的人性构建颠覆主流神话、取消历史必然性的逻辑结构、以及直接针对男权文化特征的言说姿态等特点,从凸现女性欲望的强大和贬抑男性力量两个方面实现对父权文化的拆解,从而将性别意识与历史表现联系起来,为重构历史叙述提供了一种独特的视角。  相似文献   
173.
174.
本文将当前"热播"的电视剧分为言情型、动作型、喜剧型和反腐型四种类型,分析了这几种电视剧"热播"的原因:其一是取决于受众的心理机制;其二是取决于大众文化的市场化需求.社会生活的都市化与文化的大众化使得大众消费文化兴起,电视传媒为谋求自身发展不得不尽可能满足受众的心理诉求.  相似文献   
175.
In this paper we describe our research using a multi-user virtual environment, Quest Atlantis, to embed fourth grade students in an aquatic habitat simulation. Specifically targeted towards engaging students in a rich inquiry investigation, we layered a socio-scientific narrative and an interactive rule set into a multi-user virtual environment gaming engine to establish a virtual world through which students learned about science inquiry, water quality concepts, and the challenges in balancing scientific and socio-economic factors. Overall, students were clearly engaged, participated in rich scientific discourse, submitted quality work, and learned science content. Further, through participation in this narrative, students developed a rich perceptual, conceptual, and ethical understanding of science. This study suggests that multi-user virtual worlds can be effectively leveraged to support academic content learning.  相似文献   
176.
In the 1960s, since the Tokyo Paralympics and the National Sports Games for the Disabled were held, public awareness was heightened towards the issue of disability. In 1970, a law which was to ensure that persons with disabilities could participate in recreational, sports and cultural activities was passed. The Japanese government has implemented and enacted various policy measures and laws regarding the disability issue. According to the government, the quality of life of persons with disabilities should be improved, and society should be integrated according to the principle of normalization. Based on this concept, inclusive recreational programs have been introduced. However, it seems that only competitive segregated sports activities have been highlighted: appreciation of the principle of normalization is important, but the principle has been misunderstood. To develop a successfully socially integrated society, a specific plan with numerical targets adopting the principle of normalization is crucial.  相似文献   
177.
Digital technologies open new windows for ethnographic explorations of cultural experiences. In this paper, we examine text messaging among academically talented teenage girls of colour at three US urban high schools. Texting introduced a new communication modality into the girls’ lives and created a space for new discourses mediating their participation in school. We draw on the concept of ‘serious play’ to reveal the paradoxical nature of the girls’ texting. At each school, distinct text-messaged discourses emerged – with implications for ethnographic studies of discourse and young people’s commitments to schooling.  相似文献   
178.
众所周知,爱玩游戏是儿童的天性,也是儿童有效认知客观世界的主要途径之一。在游戏活动参与过程中,儿童不仅可以获得积极的心理体验,还可以获得知、情、意、形等的协同发展。对此,文章在幼儿园教学活动中,立足儿童身心发展特点和游戏教学价值,利用角色游戏来激发儿童的参与积极性,促进其有效发展。  相似文献   
179.
分述番红花的生物学特性、栽培与管理、繁殖方法、病虫害防治、球茎收获与贮藏,为在青岛崂山地区推广番红花露地栽培技术,满足各地医药部门需求提供科学依据。  相似文献   
180.
The role of play in young children's learning has always been considered to be of primary importance. Thus, early childhood programs have been characterized by curricula that provide plenty of opportunity for young children to play and interact with materials, ideas, and people. As we approach the new millennium, the impact of the new information technologies on play and as play, for young children need to be conceptualized and discussed. This article begins that discussion. The view that there are opportunities for young children to play in technological environments as well as with traditional materials and contexts is presented.  相似文献   
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