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71.
论文按“长篇小说”、“中篇小说”和“短篇小说”的分类,全面考察了2004年中国儿童文学中的小说创作状貌。发现了本年度小说创作的新质,即众多作家、作品激活了少年儿童文学出版市场;大多数作家深入观察写作对象/阅读主体的生活情状,文本的当下感、现场感增强;快乐、幽默、睿智、张扬个性等理念融入创作实践;关注“平凡的大多数”等。指出创作中存在的不足,即关注成长的内在动因不够;恶劣的“无性成长”生态仍未得到“综合治理”;刻意的幽默、过分的调侃、恶俗的搞笑,伤害了文学的神圣性、庄重性和诗意栖居;文本中急需涤荡“孩子气”与“娃娃腔”;作家理论素养的贫血,仅靠才气写作,凭经验、惯性写作等。力求对本年度的小说创作予以全面、客观、公允、准确的评说,为阅读、创作提供一些有益的辅助。  相似文献   
72.
在传统与现代交织的20世纪前期的欧洲文坛上,斯蒂芬*茨威格这位"以德语的创作赢得了不让于英、法语作品的广泛声誉"(托马斯*曼语)的奥地利籍犹太作家,以天才的笔触,打开了人类心灵的门牖,描绘了一幅幅"人的精神受难图",一张张"形象化的心电图",表现了笔下人物畸变的精神世界.他巧妙地借鉴与运用了弗洛伊德的精神分析学说,把对人的心灵的探索与开掘作为自己审美观照和艺术表现的主要对象.  相似文献   
73.
ABSTRACT

As social science fiction, this paper imagines three possible futures for education and technology. Among the most important technologies emerging today are data-aggregating technologies such as AI, affective computing, adaptive or predictive software, clouds and platforms. The paper is not, however, directed at specific technologies, but at indeterminate sociotechnical configurations. Set in 2040, it offers three ‘histories’ of the 2020s. Might students become (i) ‘smooth users’, improving themselves in the pursuit of frictionless efficiency within a post-democratic frame created by large corporations, (ii) ‘digital nomads’, seeking freedom, individualism and aesthetic joy as solopreneurs exploiting state regulations and algorithmic rules while stepping out of the state and deeply into the capitalist new economy, or (iii) participatory, democratic, ecological humans embedded in ‘collective agency’ that see institutions as spaces for exploring more equitable ways of living? The paper reflects on the future research and the political, educational and technological decisions which would make each of these three fictional future histories more or less likely.  相似文献   
74.
当今小说呈现出空前的开放性、变革性、多元性。本文论述了小说观念变革的五个方面 :小说与其他艺术门类的联姻繁殖、主题意蕴的多维指向、典型的新解与建构、情节的弱化与虚化、结构的新颖多元。并认为这种变革是改革开放的现代社会孕育的产儿 ,是一场旨在使小说面向未来、面向现代人类、面向整个世界的文学革命  相似文献   
75.
ABSTRACT

Videogames often confront players with frustratingly difficult challenges, fearsome enemies, and tragic stories. As such, they can evoke feelings of failure, sadness, anger, and fear. Although these feelings are usually regarded as undesirable, many players seem to enjoy videogames which cause them. In this paper, I argue that player misery often originates from a fictional or lusory attitude which brackets game events from real-life, making the player’s emotions solely relevant within the game context. As they are part of the game themselves, these negative emotions can be enjoyed and easily relativized, since players can acknowledge that their cause is ‘only a game’. However, there are feelings of misery associated with the playing of videogames which are not caused by either the game’s fiction or challenge. In the last part of this paper, I describe a qualitatively different kind of player misery: one that is caused by elements that are not perceived as part of the game by the player, and is not bracketed from real life by a lusory or fictional attitude.  相似文献   
76.
ABSTRACT

Reading fiction can teach sophisticated management skills. The difference between paraliterary fiction that focuses on escaping reality and literary fiction that analyzes reality is important. All reading can help improve basic literacy including increased comprehension and reading speed. Intermediate skills provide the manager with specific lessons on how to manage. Advanced skills, obtained from reading literary fiction, include empathy, the ability to interpret and create sophisticated texts, and an increased possibility of recognizing the “truth” in any environment. Traditional business publications offer more direct training but often overlook the complexities that the experienced manager will encounter and overemphasize the possibilities for success.

Column Editor’s Note This JLA column will consider issues of education and training for management positions in libraries and other information organizations from the perspectives of both the provider and the recipient. The column will appear in odd-numbered issues of the journal and focus on management education/training at various stages of the individual's career including the effectiveness of these efforts, their content, and the specific challenges of teaching and learning within the field of librarianship. The column will address both theoretical and practical concerns. Prospective authors are invited to submit articles for this column to the editor at aa3805@wayne.edu.  相似文献   
77.
视觉时代的小说消费受消费逻辑和市场法则的牵引,试图通过娱乐性达到感性解放,通过“物”的占有和消费,实现经济利益及由此而来的社会文化身份的确认,而这一切不过是消费意识形态在小说领域导演的一场乌托邦式的滑稽剧。读者在消费中“缺席”,失去了真正的阅读自由;作家被名利挟持,放弃了精英的文化身份,成为普通商品的制作者。而小说文本因此呈现出欲望化、图像化、浅表化的“反美学”特征。作家、作品和读者在小说艺术中的同时缺失,导致了小说艺术在自身历史发展中的迷失。  相似文献   
78.
道德虚构主义试图在实在论和反实在论、认知主义和非认知主义之间采取一种调和的第三种路线.它接受了反实在论的道德属性本体观,但同时又和实在论者一样坚持道德话语表面的规范性特点.道德虚构主义并不可能实现它的理论目标.在它的理论承诺中有着不可逾越的缺陷.为了成为一种有效的元伦理理论,它应该寻找新的出路.  相似文献   
79.
论《铸剑》与中国古典文学传统的精神联系   总被引:1,自引:0,他引:1  
相较于鲁迅其他的小说,《铸剑》无论是从创作方式还是艺术审美趣味上都与中国古典文学传统有着更为深刻的精神联系。从想象力与诗性美、虚构性与传奇性两方面探讨《铸剑》对中国古典文学传统的融合与超越。  相似文献   
80.
中国现代派小说的发展与世界同步,《狂人日记》便是开山之作。从国外回来的鲁迅写了一篇纯粹的意识流小说。他用以反传统见长的西方现代派小说样式来举起反封建的大旗。  相似文献   
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