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41.
华兹华斯是一个灵视诗人。华氏的灵视力首先表现在其作品中强烈的生命意识:诗人坚信世间万物皆有神性,死亡是生命的延续;同时,华兹华斯的灵视力使他把自然当作传达情感的强有力的工具,在诗人的眼中,自然是人类接近上帝的媒介,是人类灵魂的导师,最能激发想像力的工具,是人类精神的伊甸园;华兹华斯还是是一个热衷于描写人类精神世界的大师,他喜欢选择贫苦的农夫、儿童、心智不全者以及老人作为他文学创作的对象,通过对他们精神世界的探索,诗人成功的展示了那沉静而永在的人性的悲曲中所渗透的人性的崇高。  相似文献   
42.
运用文献资料法、逻辑分析法和经验总结法,对足球运动员移动能力训练进行研究.指出,移动能力是足球技能的重要组成部分,与球员的比赛表现密切相关.在对移动方式特征和分类进行分析梳理的基础上,针对长期被忽视的发展感知能力和移动效果反馈两方面,提出足球移动能力训练的内容和重点,以及不同训练阶段的训练要点.认为,发展移动能力要符合力学原理、结合专项技术训练,最终实现训练能力向比赛能力的转化.  相似文献   
43.
Background: A fundamental dimension of school physical education (PE) is arguably movement and movement activities. However, there is a lack of discussion in the context of PE regarding what can be called the capability to move in terms of coordinative abilities, body consciousness and educing bodily senses.

Purpose: This article explores and articulates what there is to know, from the mover's perspective, when knowing how to move in specific ways when playing exergames (dance games). Taking different ways of moving as expressing different ways of knowing as a point of departure, the following questions are the focus of this article: (i) How do students move when imitating movements in a dance game, and what different ways of knowing the movements can be described in the student group? (ii) What aspects of the movements are discerned simultaneously through the different ways of knowing the movements? (iii) What aspects seem critical for the students to discern and experience in order to know the movements in as complex a way as possible?

Design and analysis: The theoretical point of departure concerns an epistemological perspective on the capability to move as knowing how with no distinction between physical and mental skills, and also knowing as experiencing aspects of something to know. The data in this study comprise video recordings of students playing Nintendo Wii dance games in PE lessons in a compulsory school (for children aged between 7 and 16 years) in a small Swedish town. There were three PE lessons with four different stations, of which one was Nintendo Wii dance games (Just Dance 1 and 2). In total, the videoed material covers three 60-minute PE lessons, recorded during the autumn of 2012 and in which just over twenty students participated. In the study, we have used video observation as a data collection method. Jordan and Henderson maintain that video observation removes the gap between ‘what people say they do and what they, in fact, do’ (51). To conduct a systematic and thorough analysis of how the students experienced the avatar's movements, we looked for moments where all the students and the avatar could be simultaneously observed. Two video sequences were chosen, showing four students imitating two distinct and defined movements which constituted the basis for a phenomenographic analysis.

Conclusion: The result of the phenomenographic analysis shows different ways of knowing the movements as well as what aspects are discerned and experienced simultaneously by the students. In other words, these aspects also describe knowing in terms of discerning, discriminating and differentiating aspects of ways of moving. By examining a certain exergame's role ‘as a teacher,' we have emphasized the capability to move, from the mover's perspective, as an intrinsic educational goal of PE while highlighting the need for systematically planning movement education.  相似文献   
44.
Abstract

A “look-up line” (LUL) has been proposed for ice hockey, which is an orange 1?m (40′) warning line (WL) painted on the ice at the base of the boards. The LUL purports to provide an early warning to players to keep their head up prior to and as they are being checked. We determined if players looked up more on a rink with the LUL compared to a traditional Control rink. Elite offensive (O) and defensive (D) players competed 1 vs. 1, while wearing an eye tracker that recorded their quiet eye (QE) and fixation and tracking (F-T) and an electrogoniometer that measured head angle. External cameras recorded skate duration during four skate phases: P1 preparation, P2 decision-making, P3 cut to boards, P4 contact. The QE was the final fixation prior to contact between O and D as they skated towards and across the WL during P3 and P4. Skate phase durations (%) did not differ by rink or rink by position. More QE and F-T occurred on the WL on the LUL rink than on the Control. The expected increase in head angle on the LUL rink did not occur during P3 or P4. Post-hoc results also showed O and D skated further from the boards on the LUL rink, suggesting the players preferred to control the puck on white ice, rather than the orange colour of the LUL rink. More research is needed to determine if these results apply to the competitive setting.  相似文献   
45.
体育作为“西方文化”的一种物化载体,在鸦片战争后开始进入中国。由于西方体育文化与东方传统体育文化本质上的差异使得西方近代体育文化的传播必然受到中国传统体育文化的抗阻,因此,体育领域中的“西学东渐”是一个充满着矛盾冲突的过程。通过对历史资料的分析整理,总结出:近代上海体育在西方侨民体育的示范和引导下,走上从惊诧、排斥到调和、吸纳西方近代体育的发展历程,完成了对西方近代体育从吸纳、比照、融通的3个递进的演进过程,实现了西方体育在中国本土化的“变迁”与“重建”的过程,上海民族传统体育也经历了“解构”到“建构”的痛楚,实现了现代化转型。  相似文献   
46.
目的:探讨动态视力在不同类型体育项目间的发展特征,为体育锻炼改善视力的应用研究提供依据。方法:选取6~10岁无专门体育训练经历的在校学生和参加足球、乒乓球、跆拳道、空手道、游泳、体操等项目的俱乐部或体校学生,共603名。使用动态视力检测仪和标准对数视力灯箱测量动态视力和静态视力。计算动静比(动态视力/静态视力),并将其作为衡量动态视力发展水平的指标。结果:6~7岁是动态视力发展的敏感期(P<0.05),8岁、10岁男性儿童的动静比高于女性儿童,且差异有统计学意义(P<0.05)。校外体育练习组的动静比高于普通在校学生组(P<0.05),开放性运动项目的动静比高于闭锁性运动项目(P<0.05)。结论:参加体育锻炼对动态视力的发展有积极的影响,且不同运动项目的影响效果不同。  相似文献   
47.
Generalized Hamming Distance   总被引:4,自引:0,他引:4  
Many problems in information retrieval and related fields depend on a reliable measure of the distance or similarity between objects that, most frequently, are represented as vectors. This paper considers vectors of bits. Such data structures implement entities as diverse as bitmaps that indicate the occurrences of terms and bitstrings indicating the presence of edges in images. For such applications, a popular distance measure is the Hamming distance. The value of the Hamming distance for information retrieval applications is limited by the fact that it counts only exact matches, whereas in information retrieval, corresponding bits that are close by can still be considered to be almost identical. We define a Generalized Hamming distance that extends the Hamming concept to give partial credit for near misses, and suggest a dynamic programming algorithm that permits it to be computed efficiently. We envision many uses for such a measure. In this paper we define and prove some basic properties of the Generalized Hamming distance, and illustrate its use in the area of object recognition. We evaluate our implementation in a series of experiments, using autonomous robots to test the measure's effectiveness in relating similar bitstrings.  相似文献   
48.
人体运动环节重量和重心位置是运动生物力学定量计算与分析的基础材料,如何简便、迅速地计算出受试运动员的环节惯性参数一直是本学科中从未攻克过的难题。运用平衡板测人体重心的基本原理,通过让受试者在二维平衡板上移动四肢而改变环节重心位置,同时在不动环节上附加重量的方法推算出了人体总重心与各运动环节重心之间的关系,最终得出了各运动环节的重量与重心位置。这项研究是对人体环节重量与重心位置测量的突破性探索,具有深远的意义。  相似文献   
49.
对击剑运动员视觉动作反应能力的分析   总被引:5,自引:0,他引:5  
运用Auvision视觉动作反应测试系统对击剑运动员与普通大学生各8名进行视觉动作反应能力的分析研究,结果表明:运动时周围视觉能力与普通大学生没有差异,视觉动作反应的速度、精确度、灵敏性和运动时中央视觉能力均优于普通大学生。建议将上述4种指标作为击剑运动员选材的重要指标。  相似文献   
50.
作为外在世界反映的上帝形象已经开始慢慢弱化了。外在世界已经更多地被认为是一种自然现象而并非由超自然力量主宰,它可以用自然法则来解释。很多学者认为,正是科学的兴起引发了宗教的衰落,而随着宗教的衰落,神话也渐渐衰落了,至少那种认为这个世界是由神控制诸如此类的神话已经不再像以前那样流行了。这就是神话与科学的关系起源。围绕这一关系,从电影明星出发,论文开拓了新的神话视野。  相似文献   
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