全文获取类型
收费全文 | 4274篇 |
免费 | 57篇 |
国内免费 | 46篇 |
专业分类
教育 | 2831篇 |
科学研究 | 143篇 |
各国文化 | 3篇 |
体育 | 806篇 |
综合类 | 519篇 |
文化理论 | 4篇 |
信息传播 | 71篇 |
出版年
2023年 | 5篇 |
2022年 | 20篇 |
2021年 | 50篇 |
2020年 | 83篇 |
2019年 | 32篇 |
2018年 | 35篇 |
2017年 | 54篇 |
2016年 | 52篇 |
2015年 | 115篇 |
2014年 | 345篇 |
2013年 | 364篇 |
2012年 | 438篇 |
2011年 | 433篇 |
2010年 | 295篇 |
2009年 | 264篇 |
2008年 | 290篇 |
2007年 | 351篇 |
2006年 | 278篇 |
2005年 | 215篇 |
2004年 | 175篇 |
2003年 | 160篇 |
2002年 | 118篇 |
2001年 | 93篇 |
2000年 | 50篇 |
1999年 | 13篇 |
1998年 | 15篇 |
1997年 | 7篇 |
1996年 | 6篇 |
1995年 | 5篇 |
1994年 | 4篇 |
1993年 | 4篇 |
1992年 | 3篇 |
1991年 | 2篇 |
1990年 | 1篇 |
1989年 | 1篇 |
1985年 | 1篇 |
排序方式: 共有4377条查询结果,搜索用时 234 毫秒
31.
杨静 《青海师范大学学报(哲学社会科学版)》2007,(1):134-137
幼儿园组织游戏活动过程中存在着一些问题,其原因在于对幼儿游戏特性的模糊认识和指导方法的不足。通过研究提出自发自主、自由自在、自娱自乐、自觉自愿、自信自豪是幼儿成长进程中显现出的特有的游戏的自主性质。基于这一认识,幼儿园游戏活动应为幼儿游戏提供更有效的指导策略,促进教师、幼儿、游戏内容、游戏环境材料等要素之间交互作用达到一种动态的平衡过程,真正实现游戏的自然发展价值和教育引导游戏发展的价值。 相似文献
32.
幼儿园音乐课程游戏化研究 总被引:1,自引:0,他引:1
宋巨瑶 《青海师范大学学报(哲学社会科学版)》2007,(2):145-147
音乐课程游戏化是教师有目的的、有计划地用游戏的方法,对幼儿进行音乐教育。将音乐课程多方面的内容用游戏化的方式呈现出来,使音乐与游戏融为一体,让幼儿在游戏中学,教师在游戏中教。 相似文献
33.
34.
35.
刘成 《辽宁师范大学学报(社会科学版)》2006,29(3):113-115
赤峰雅乐是在赤峰地区演奏、流传并得以保留下来的一种古老的传统宫廷音乐。在它的形成过程中肯定要受到当时周围环境和气候的影响。特别是当时的教与学都是口传心授,曲谱都是以中国传统的“工尺字”作标示,在流传中必然会融进地方色彩,或者说是为了适应当地人的审美观点、欣赏品位和地方习俗来对原曲进行艺术加工,使之形成具有赤峰地区独特风格韵味的古曲———赤峰雅乐。 相似文献
36.
Jason Power Raymond Lynch Oliver McGarr 《British journal of educational technology : journal of the Council for Educational Technology》2020,51(1):281-296
Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed. 相似文献
37.
The objective of the present study was to determine whether it is possible to design a video game that could help students improve their executive function skill of shifting between competing tasks and the conditions under which playing the game would lead to improvements on cognitive tests of shifting. College students played a custom video game, Alien Game, which required the executive function skill of shifting between competing tasks. When students played for 2 h over 4 sessions they developed significantly better performance on cognitive shifting tests compared to a control group that played a different game (d = 0.62), but not when they played for 1 h over 2 sessions. Students who played Alien Game at a high level of challenge (i.e., reaching a high level in the game) developed significantly better performance on cognitive shifting tests compared to controls when they played for 2 h (Experiment 1, d = 1.44), but not when they played for 1 h (Experiment 2). Experiment 3 replicated the results of Experiment 1 using an inactive control group, showing that playing Alien Game for 2 h resulted in significant improvements in shifting skills (d = 0.78). Results show the effectiveness of playing a custom-made game that focuses on a specific executive function skill for sufficient time at an appropriate level of challenge. Results support the specific transfer of general skills theory, in which practice of a cognitive skill in a game context transferred to performance on the same skill in a non-game context. 相似文献
38.
《木兰诗》是南北朝时期的代表作,它将木兰这个女子形象置于战争的环境中,置于个人、家庭和国家利益的矛盾交织中来展现其性格以及这种性格所包含的文化内涵。北魏的战争环境所导致的经济破坏、人口男女比例失调是《木兰诗》产生的社会背景;北方诸民族的尚武粗犷的民风民俗是《木兰诗》产生的文化环境;"木兰无长兄的实际情况导致了木兰具体的出征行为。然而,当时的人们并没有认识到木兰形象所可能包含的新的人生价值观,最终将其纳入了中国传统文化的行为规范之中。 相似文献
39.
将《应县木塔辽代秘藏》残卷与《龙龛手镜》相印证,纠正了《龙龛手镜》中一部分俗字的错误,并补充了《龙龛手镜》未收的一些俗字。 相似文献
40.
刘春 《海南师范大学学报(社会科学版)》2005,18(2):60-64
1985年以后,“朦胧诗人”逐渐引退,“朦胧诗”的单向度写作已经不再为更年轻诗人所满足。随着国人艺术观念的解放,诗歌写作风格也日趋多样。以时间为标志的“第三代”、“70后”、“中间代”、“80后”和以作品价值取向为标志的“知识分子写作”、“民间立场”、“下半身”等命名相继出现;各种写作潮流之间分野日益明显,并引发多次论争;民刊的日益兴盛与互联网的出现,使诗歌写作和发表打破了以前官办刊物的垄断地位。这一切,使近20年来的中国诗坛充满活力。 相似文献