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111.
罗莲 《中国考试》2008,(2):15-18
本文根据美国《教育测量》第四版中《第二语言测试的历史及发展趋势》一文,对第二语言测试的发展趋势做了简要介绍。该文提出,长期以来第二语言能力一般被认为是一个人稳定的特质(或构念),测量时是不变的。而新的观点认为,在测量第二语言能力时语境起了非常关键的作用。因此,研究者们应该考察语境和构念的关系,将构念重新界定为语境中的语言使用者的能力。  相似文献   
112.
基于用户需求的网络信息服务建设   总被引:14,自引:0,他引:14  
田建新 《情报科学》2004,22(4):493-494,498
本文通过对信息用户在网络环境下对信息需求变化的分析,认为要适应信息用户需求的这一变化,网络信息服务商必须从不断增加网络信息资源的数量和不断提高网络信息服务的质量两个方面着手。  相似文献   
113.
Structured document retrieval makes use of document components as the basis of the retrieval process, rather than complete documents. The inherent relationships between these components make it vital to support users’ natural browsing behaviour in order to offer effective and efficient access to structured documents. This paper examines the concept of best entry points, which are document components from which the user can browse to obtain optimal access to relevant document components. It investigates at the types of best entry points in structured document retrieval, and their usage and effectiveness in real information search tasks.  相似文献   
114.
用户创新概念及其运行机制   总被引:15,自引:4,他引:15  
吴贵生 《科研管理》1996,17(5):14-19
本文首先给出了用户创新的定义.分析了用户创新的存在机制.在此基础上,提出了企业(包括制造商和用户)利用用户创新的方法.  相似文献   
115.
素描是一种艺术创造。教师在传授技能的同时注意培养学生的审美感受、个性化的艺术表现及创造能力:探询真实的艺术语言,倡导素描表现方法的多样化。  相似文献   
116.
南阳汉代画像石刻,是一部留在石头上的绘画,它展示了汉代社会生活的生动画面。其表现手法以线为主,结合浅浮雕的形式,用圆、方、三角形等形态对所描绘的对象进行大胆的概括与重构,风格简约流畅。  相似文献   
117.
南阳汉画像石和篆刻有着相同的艺术创作方法、技巧、风格和章法,因此,汉画石和篆刻之间的美学思想相互产生着强烈的感染力和渗透力.  相似文献   
118.
In this study, structural equation modeling is applied to examine the determinants of students' satisfaction and their perceived learning outcomes in the context of university online courses. Independent variables included in the study are course structure, instructor feedback, self‐motivation, learning style, interaction, and instructor facilitation as potential determinants of online learning. A total of 397 valid unduplicated responses from students who have completed at least one online course at a university in the Midwest were used to examine the structural model. The results indicated that all of the antecedent variables significantly affect students' satisfaction. Of the six antecedent variables hypothesized to affect the perceived learning outcomes, only instructor feedback and learning style are significant. The structural model results also reveal that user satisfaction is a significant predictor of learning outcomes. The findings suggest online education can be a superior mode of instruction if it is targeted to learners with specific learning styles (visual and read/write learning styles) and with timely, meaningful instructor feedback of various types.  相似文献   
119.
Data-driven innovation has received increasing attention, which explores big data technologies to gain more insights and advantages for product design. In user experience (UX) based design innovation, user-generated data and archived design documents are two valuable resources for various design activities such as identifying opportunities and generating design ideas. However, these two resources are usually isolated in different systems. Additionally, design information typically represented based on functional aspects is limited for UX-oriented design. To facilitate experience-oriented design activities, we propose a twin data-driven approach to integrate UX data and archived design documents. In particular, we aim to extract UX concepts from product reviews and design concepts from patents respectively and to discover associations between the extracted concepts. First, a UX-integrated design information representation model is proposed to associate capabilities with key elements of UX at the concept, category, and aspect levels of information. Based on this model, a twin data-driven approach is developed to bridge experience information and design information. It contains three steps: experience aspect identification using an attention-based LSTM (Long short-term memory) network, design information categorization based on topic clustering using BERT (Bidirectional Encoder Representations from Transformers) and LAD (Latent Dirichlet allocation) model, and experience needs and design information integration by leveraging word embedding techniques to measure concept similarity. A case study using healthcare-related experience and design information has demonstrated the feasibility and effectiveness of this approach.  相似文献   
120.
We inductively develop a model of the commercialization process for new products or services user entrepreneurs undertake when entering an industry while drawing on proprietary technology developed in another industry. Extending the growing field of user entrepreneurship, we identify a two-phase approach to industry entry by user entrepreneurs who start “under the radar” of incumbent firms, gain experience, attract a first potential customer base, and then, in a second phase, engage in commercialization. During this process, a community of fellow users is of major importance for the entrepreneur, serving as a knowledge pool for skills development and experimentation with different commercialization paths. We study a nascent group of firms founded by users of video games who became entrepreneurs on entering the animation industry by producing Machinima, a new film genre characterized by shooting film in video games. We explain how user entrepreneurs gain access to complementary assets (video games) for their new use (shooting film), how they deal with intellectual property issues when using other firms’ assets, and how user entrepreneurs combine domain knowledge about film production with their experience in video games and the art of Machinima. Our propositions hold implications for management and policy.  相似文献   
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