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71.
该文阐述了多级放大器的组成,技术指标及其设计的一般原则。  相似文献   
72.
73.
    
Those who study social networks encounter an all-too-often conundrum in academia: the richness of data sets coupled with methodological complications. This article highlights three of the most salient issues facing social network scholars and potential ways of overcoming them. By discussing the quantitative measurement of the network in question, the specific variables under examination, and the overall goal(s) of the research project, readers will understand both the costs and rewards associated with an area of communication, psychology, and sociology scholarship that has existed and thrived for more than a half century.  相似文献   
74.
The purpose of this study was to examine the outcomes of information literacy instruction for the Design first year students at the Temasek Polytechnic Library. Also of interest was whether or not the librarian was being seen as easily approachable, and if the students were deeming the lessons to be worthwhile. A participant action research approach was used, with the data being collected from multiple choice tests delivered via the institutional learning management system, group exercises, and a diagnostic assessment that was delivered before the workshops. It was found that the students did see the librarian as someone who was eminently approachable, and the majority of them found the lessons to be of value. It was concluded that the use of a diagnostic tool can be very useful in highlighting the gaps in students' knowledge, and that it would be beneficial to use it for all information literacy instruction at TP. Suggested future research could include a study of how much the students retain of IL skills into their third year of study.  相似文献   
75.
    
Robert Craig's constitutive meta-model of communication reminds us that while communication scholarship may feel like discovery of communication's natural properties, it is also often (if not always) on a path to invention of new possibilities and reconstitution. The constitutive meta-model suggests that every theory of communication is also a design language for communication, and that design itself may be a path to theory development. Design inquiry can be conducted in all subdisciplines of communication, incorporating and contributing to widely disparate communication theories. Design work itself takes many forms, producing artifacts as diverse as individual messages, persuasive campaigns, interaction protocols, large-scale participation frameworks for public decision-making, and more. This special issue explores design scholarship in the field of communication, with five original essays representing different subfields and different theoretical approaches. In this introduction, we argue that design work is more than application of theory; design itself is a theory-building enterprise. It is a distinct form of inquiry that builds new knowledge, complementary to, but different in kind from, empirical and critical scholarship.  相似文献   
76.
ABSTRACT

Adding multiple sources of information in the display of Web search results may negatively affect users’ perceptual experience and information-seeking behavior. This claim was established by investigating the impact of different Web search compositions on users’ ability to extract specific information. In this article, we assumed that the quantity and order of different compositions (areas) in the Web search results page may contribute to individual’s ability to find information relevant to their search queries. An eye-tracking device was used to observe and compare the perceptual behavior of 14 users in an information-seeking task. The results showed that the use of different compositions in the display of Web results page significantly influenced users’ perceptual experience by reducing their attention to the organic results area. The quantity of these compositions was found to greatly increase the cognitive load of users when attempting to retrieve information from the organic area, which negatively affects their information-seeking performance. Our finding provides a rationale for further studies to consider the impact of quantity and order of Web page compositions on individuals’ perceptual attention and cognitive load in information-seeking task settings.  相似文献   
77.
典型实验教学视频案例为提高高校实验教学效果,促进实验教学改革起到重要推动作用。针对实验教学视频案例的制作,文章从教学设计的视角,以个案研究的方法,对典型实验教学视频案例的概念特点以及如何应用教学设计做了详细介绍。  相似文献   
78.
构建中等和高等职业教育、应用型本科统筹发展,学历教育与职业培训并举,满足人民群众多样化的职业教育需求的开放的现代职业教育体系,培养适应经济社会发展的中高级技术、技能人才和高素质劳动者,是一项系统工程,需要加强顶层设计和分类指导,鼓励各地大胆探索,进一步推进中职教育和高职教育,以及应用型本科的衔接,科学选择我国职业教育发展模式。  相似文献   
79.
    
Mobile and Ubiquitous Learning (m/u-learning) are finding an increasing adoption in education. They are often distinguished by hybrid learning environments that encompass elements of formal and informal learning, in activities that happen in distributed settings (indoors and outdoors), across physical and virtual spaces. Despite their purported benefits, these environments imply additional complexity in the design, monitoring and evaluation of learning activities. The research literature on learning design (LD) and learning analytics (LA) has started to deal with these issues. This paper presents a systematic literature review of LD and LA, in m/u-learning. Apart from providing an overview of the current research in the field, this review elicits elements of common ground between both communities, as shown by the similar learning contexts and complementary research contributions, and based on the research gaps, proposes to: address m/u-learning beyond higher education settings, reinforce the connection between physical and virtual learning spaces, and more systematically align LD and LA processes.  相似文献   
80.
The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This paper reviews innovative applications for mobile computing for both education and entertainment purposes, and then proposes a framework for approaching handheld applications we call “augmented reality educational gaming.” We then describe our development process in creating a development platform for augmented reality games that draws from rapid prototyping, learner-centered software, and contemporary game design methodologies. We provide a narrative case study of our development activities spread across five case studies with classrooms, and provide a design narrative explaining this development process and articulate an approach to designing educational software on emerging technology platforms. Pedagogical, design, and technical conclusions and implications are discussed.
Eric KlopferEmail:
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