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351.
As part of an institutional program sponsored by the Centre for Teaching Excellence at the Universidad del Norte, Barranquilla, Colombia, we developed an educational research study on two sessions of human anatomy in which we combined team‐based learning (TBL) and the use of iPads. Study data included the TBL, assessments applied during the course, student's grades on mid‐term examinations and students' perceptions of their experiences. Students reported a positive attitude toward the use of the TBL sessions, and the results showed a significant improvement in their learning between the first and second sessions. Significantly positive correlations (P < 0.05) were obtained between (a) the individual students' readiness test performance 1 and mid‐term examination 1, (b) the individual readiness test performances from Session 1 to Session 2, and (c) the group readiness test performances from the first and second sessions. These results point to positive learning experiences for these students. Analyses of the students' reflections on their activities also pointed toward future challenges. Anat Sci Educ 7: 399–405. © 2014 American Association of Anatomists.  相似文献   
352.
This study serves as an update to a previous study by Sam Houston State University librarians about the use and preferences of Internet, communication, and educational technologies among students. Since the previous study was initiated in 2010, the iPad has made its debut and significantly altered the educational technology landscape. In this new landscape, this study investigates student usage of such technologies as instant messaging, cell phones, e-readers, social networking, RSS feeds, podcasts, and tablets. In addition, this study aims to determine which technologies students prefer the library to utilize for a variety of services, such as reference assistance or book renewals, and which technologies may not be worth the investment, such as geosocial networking. The information gained from this survey is intended to provide guidance for libraries looking to provide services utilizing the most popular technologies with the most efficient use of resources. Survey results show an increasing use and dependence on educational technologies and a desire for basic library services to be available on a variety of platforms and technologies.  相似文献   
353.
在骈散文均开始兴盛且相互对立日趋激烈的背景下,清初骈散合一思想较以往有了长足的发展.主要有三方面的内容:一是为骈文存在的合理性辩护;二是骈散相间,在文章创作中骈句与散句交替使用;三是从更高的层面来统摄骈文与散文,淡化二者形式上的区别.尽管清初骈散合一思想仍表现出骈文对散文的攀附,但为骈文在乾嘉时期的全面复兴做了理论上的支撑,也为乾嘉时期骈散合一思想奠定了基础.  相似文献   
354.
The objective of this paper is to investigate the position of the resultant force in involute spline coupling teeth due to the contact pressure distribution for both ideal and misaligned conditions. In general, spline coupling teeth are in contact all along the involute profile and the load is far from uniform along the contact line. Theoretical models available in publications consider the resultant contact force as it is applied at the pitch diameter, and this study aims to evaluate the error introduced within the confines of a common approximation environment. This analysis is carried out through using finite element method (FEM) models, considering spline couplings in both ideal and misaligned conditions. Results show that the differences between the load application diameter and pitch diameter are not very obvious in both ideal and misaligned conditions; however, this ap- proximation becomes more important for the calculation of the tooth stiffness.  相似文献   
355.
在一切翻译实践中,所有译者都在力求使译作达到翻译的至高境界“信、达、雅”,也就是力求以最适合的形式风格准确地传达原作者的表述,但具体如何权衡选取最适合的形式,确实是每位译者竭尽心思所要达到的,译作的真与美就是译者卓著翻译思路的体现。对于汉英平行语料库而言,如何处理汉语文化负载词,就决定了该译作能否达到与原作的“形似”美和“神似”美,而对于语料库的使用者而言,解读译作之美,或研究统计翻译方法,也是要通过对汉语文化负载词的翻译来实现。  相似文献   
356.
Advancements in technology and personal computing have allowed for the development of novel teaching modalities such as online web‐based modules. These modules are currently being incorporated into medical curricula and, in some paradigms, have been shown to be superior to classroom instruction. We believe that these modules have the potential of significantly enriching anatomy education by helping students better appreciate spatial relationships, especially in areas of the body with greater anatomical complexity. Our objective was to develop an online module designed to teach the anatomy and function of the cranial nerves. A three‐dimensional model of the skull, brainstem, and thalamus were reconstructed using data from the Visible Human Project and Amira®. The paths of the cranial nerves were overlaid onto this 3D reconstruction. Videos depicting these paths were then rendered using a “roller coaster‐styled” camera approach. Interactive elements adding textual information and user control were inserted into the video using Adobe Creative Suite® 4, and finally, the module was exported as an Adobe Flash movie to be viewable on Internet browsers. Fourteen Flash‐based modules were created in total. The primary user interface comprises a website encoded in HTML/CSS and contains links to each of the 14 Flash modules as well as a user tutorial. Anat Sci Educ 4: 92–97, 2011. © 2010 American Association of Anatomists.  相似文献   
357.
Competitive game-based learning within Second Life enables effective teaching of basic radiological anatomy and radiological signs to medical students, with good acceptance and results when students participate voluntarily, but unknown in a compulsory context. The objectives of this study were to reproduce a competitive online game based on self-guided presentations and multiple-choice tests in a mandatory format, to evaluate its development and student perceptions compared to a voluntary edition in 2015 (N = 90). In 2016 and 2017, respectively, 191 and 182 third-year medical students participated in the game as a mandatory course activity. The mean (±SD) score of the game was 74.7% (±19.5%) in 2015, 71.2% (±21.5%) in 2016, and 67.5% (±21.5%) in 2017 (P < 0.01). Participants valued positively the organization and educational contents but found the virtual world less attractive and the game less interesting than in the voluntary edition. The experience globally was rated with 8.2 (±1.5), 7.8 (±1.5), and 7.1 (±1.7) mean points (±SD) in a ten-point scale, in the 2015, 2016, and 2017 editions, respectively (P < 0.05). Competitive learning games within virtual worlds like Second Life have great learning potential in radiology, but the mean score in the game decreased, acceptance of virtual world technology was lower, and opinion about the game was worse with a compulsory participation, and even worse when dropouts were not allowed. Under the conditions in which this study was conducted, learning games in three-dimensional virtual environments should be voluntary to maintain adequate motivation and engagement of medical students.  相似文献   
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