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1.
Student engagement has been identified as an influential mediator between classroom interactional quality and adolescent learning outcomes. This study examined the relationship between classroom quality and student behavioural engagement in secondary school classrooms. Three dimensions of classroom quality (emotional, organisational and instructional support) and the dimension of student engagement were observed in nine classrooms using the Classroom Assessment Scoring System. Self-ratings of behavioural engagement were provided by 181 Finnish secondary school students along with their teachers’ ratings of classroom-level student engagement. The results showed, first, that there was variation in both classroom quality and student behavioural engagement between the classrooms. Second, classroom organisational support was associated with observed and with teacher- and student-rated engagement, and instructional support was associated with student-rated and observed engagement. Third, emotional support did not have a direct effect on student engagement but contributed to student engagement indirectly via organisational and instructional support. There were no gender differences with respect to self-reported engagement. Class size had a positive effect on teacher-rated engagement. The results demonstrated specific associations between the domains of classroom quality and student behavioural engagement in secondary school classrooms.  相似文献   
2.
While much research has been directed at the variables critical to successful R&D of new products on the one hand and high-technology products on the other, much less work has been directed at those factors crucial to the success of these products when the firm enters the international marketplace. This study surveys Finnish high-technology firms and variables related to the properties of the company and their association with successful versus unsuccessful attempts to enter the international marketplace. Relationship between firm characteristics – type of industry, size of the company, background of key personnel, export intensity and experience in product launches – and success/failure in the product launches is investigated. The generalizability of the findings is also discussed.  相似文献   
3.
Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder awareness for IGL, and allow individuals to practice skills related to it. By interviewing members of the European Union (EU)-funded SILVER-project we aim to find out suitable contexts, interventions and mechanisms that allow us to design such a game. Based on the interviews we found out that the game should be easily contextualized so that it works in—or is easily adapted to—different countries and cultures. For example sports or nature could be such contexts. As for mechanisms and interventions we found out that there are many possibilities. We conclude that such a logical combination of mechanisms and interventions that support the selected context must be chosen.  相似文献   
4.
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL.  相似文献   
5.
Abstract

This study identifies the responsibilities of the bodies and institutions involved in the implementation of the Bologna Process. They include the levels of Europe, nations, higher education institutions, departments, degree programmes, teachers and students. The future planning is analysed using the Balanced Scorecard approach designed for the communication and implementation of the strategy. The approach is used to analyse the objectives of European education policy from the different perspectives. Strategic planning and quality assurance are most efficient when they are transformed into action at the closest possible point to teaching and learning.  相似文献   
6.
7.
Most of the fastest-growing string collections today are repetitive, that is, most of the constituent documents are similar to many others. As these collections keep growing, a key approach to handling them is to exploit their repetitiveness, which can reduce their space usage by orders of magnitude. We study the problem of indexing repetitive string collections in order to perform efficient document retrieval operations on them. Document retrieval problems are routinely solved by search engines on large natural language collections, but the techniques are less developed on generic string collections. The case of repetitive string collections is even less understood, and there are very few existing solutions. We develop two novel ideas, interleaved LCPs and precomputed document lists, that yield highly compressed indexes solving the problem of document listing (find all the documents where a string appears), top-k document retrieval (find the k documents where a string appears most often), and document counting (count the number of documents where a string appears). We also show that a classical data structure supporting the latter query becomes highly compressible on repetitive data. Finally, we show how the tools we developed can be combined to solve ranked conjunctive and disjunctive multi-term queries under the simple \({\textsf{tf}}{\textsf{-}}{\textsf{idf}}\) model of relevance. We thoroughly evaluate the resulting techniques in various real-life repetitiveness scenarios, and recommend the best choices for each case.  相似文献   
8.
Summary This article reflects on current debate over transformations of scientific research and universities. Four well-known mutation theories (Mode-2 knowledge production, triple helix of university–industry–government relations, academic capitalism and enterprise university), and their recent critiques, are reviewed. It is suggested that a better understanding of the changes can be achieved by drawing analytic insight from research that speaks about scientific practices. Advantages that may be so attained are illustrated through a case study of a plant-biotechnology research group that pursued to straddle the fuzzy university-business boundary. On such grounds, three arguments that pertain to the mutation theories are put forward: (1) the need to appreciate the dynamics between theoretical, experimental and applied dimensions of research work; (2) the fact that external research funding intermingles with the complex social ecology of disciplines at the departmental level of universities; (3) the difficulties academics encounter as they try to fuse their university activities with private commercial development.  相似文献   
9.
ABSTRACT

The study investigates factors motivating universities to engage in international degree collaboration. The Finnish-Russian university framework is used as the locus for studying international collaboration. The paper employs resource dependency and institutional, stakeholder and market push and pull perspectives in a conceptual model explaining the drivers of international degree collaboration. The research focuses on the interaction of the various factors that motivate partners to seek international degree cooperation, possible sources of conflict, and issues of compatibility and complementarity. In particular, the study compares the roles of different stakeholders and the institutional contexts of Finland and Russia. The motives of the Finnish and Russian universities included in the study were found to be generally compatible, yet different enough to complement each other.  相似文献   
10.
Abstract

The relative effectiveness of six intensive training programs on the development of four selected skills was studied, with emphasis on limited time encountered within the semester organizational plan. One hundred and twenty college freshmen men volunteers were randomly assigned to training groups of 30 members each, which met for two sessions a week for 16 weeks.

Results indicated that: (a) direct practice jumping, alone or combined with repetitive sprinting or weight training, was significantly superior to weight training alone on standing broad jump development; (b) direct practice of a zigzag run was superior to both weight training and repetitive sprinting; and (c) when group acquisition of “adequate” skill is the objective, performance improvements educed over the first nine weeks were great enough to question the merits of persisting at an activity over a full semester. Only the zigzag run was adversely affected by the spring vacation cessation of training.  相似文献   
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