全文获取类型
收费全文 | 1296篇 |
免费 | 28篇 |
专业分类
教育 | 1020篇 |
科学研究 | 82篇 |
各国文化 | 14篇 |
体育 | 50篇 |
综合类 | 1篇 |
文化理论 | 13篇 |
信息传播 | 144篇 |
出版年
2022年 | 14篇 |
2021年 | 15篇 |
2020年 | 18篇 |
2019年 | 22篇 |
2018年 | 37篇 |
2017年 | 49篇 |
2016年 | 37篇 |
2015年 | 23篇 |
2014年 | 30篇 |
2013年 | 359篇 |
2012年 | 31篇 |
2011年 | 25篇 |
2010年 | 23篇 |
2009年 | 18篇 |
2008年 | 27篇 |
2007年 | 20篇 |
2006年 | 24篇 |
2005年 | 25篇 |
2004年 | 27篇 |
2003年 | 12篇 |
2002年 | 25篇 |
2001年 | 11篇 |
2000年 | 15篇 |
1999年 | 13篇 |
1998年 | 21篇 |
1997年 | 7篇 |
1996年 | 20篇 |
1995年 | 10篇 |
1994年 | 11篇 |
1993年 | 14篇 |
1992年 | 19篇 |
1991年 | 13篇 |
1990年 | 20篇 |
1989年 | 10篇 |
1988年 | 13篇 |
1987年 | 13篇 |
1986年 | 10篇 |
1985年 | 20篇 |
1984年 | 10篇 |
1983年 | 13篇 |
1982年 | 9篇 |
1981年 | 15篇 |
1980年 | 7篇 |
1979年 | 15篇 |
1978年 | 12篇 |
1977年 | 20篇 |
1976年 | 13篇 |
1974年 | 7篇 |
1972年 | 9篇 |
1970年 | 8篇 |
排序方式: 共有1324条查询结果,搜索用时 15 毫秒
1.
DOCILE BODIES AND DISEMBODIED MINDS 总被引:1,自引:0,他引:1
Hilary E. Davis 《Educational theory》1996,46(4):525-543
2.
Raymond D. Boisvert 《Journal of Philosophy of Education》2002,36(4):621-628
Naoko Saito has made a good case for emphasising the 'tragic' dimension within Dewey's pragmatism. My response suggests ways in which Saito has not gone far enough. She does not adequately move beyond 'procedural pragmatism' to a 'programmatic pragmatism' which offers substantive articulations about the human good. In addition, her emphasis on 'Emersonian perfectionism' is misguided. Both the language of 'perfectionism' and the figure of Emerson are unsuitable for the project she intends. Speaking more concretely of a 'tragic–comic meliorism' allied to the novelist Hawthorne, it is suggested, provides a more fruitful path. 相似文献
3.
This investigation was undertaken in an effort to establish physiological characteristics of soccer players and to relate them to positional roles. A total of 135 footballers (age 24.4 +/- 4.6 years) were assessed for body mass, % body fat, haemoglobin, maximal oxygen uptake (VO2 max), leg power, anaerobic capacity and speed prior to an English league season. The sample included 13 goalkeepers, 22 full-backs, 24 centre-backs, 35 midfield players and 41 forwards. The goalkeepers were significantly heavier (86.1 +/- 5.5 kg; P < 0.01) than all groups except the centre-backs, had significantly higher estimated body fat percentages than centre-backs, forwards, midfield players (P < 0.01) or full-backs (P < 0.05), significantly lower estimated VO2 max values (56.4 +/- 3.9 ml kg-1 min-1; P < 0.01) and were slowest over 60 m (12.71 +/- 0.42 s). The midfield players had the highest predicted VO2 max values (61.4 +/- 3.4 ml kg-1 min-1), this being significantly greater (P < 0.05) than for the centre-backs. The forwards were the fastest group over 60 m (12.19 +/- 0.30 s), being significantly quicker than goalkeepers or centre-backs (P < 0.01) and full-backs (P < 0.05). Anaerobic power, as well as knee extensor torques (corrected for body mass) and extensor-flexor ratios, were similar between groups. No difference in estimated body fat percentage was observed between any of the outfield players, and haemoglobin concentrations were similar among players of all positions.(ABSTRACT TRUNCATED AT 250 WORDS) 相似文献
4.
5.
Carmen Cole Angela R. Davis Vanessa Eyer John J. Meier 《The Journal of Academic Librarianship》2018,44(3):419-425
In 2008 Meier and Conkling first tested Google Scholar's coverage of the engineering literature against citations gathered from the Compendex database. Since that time, other studies have used the same methodology and found improvement in Google Scholar's coverage. This study uses engineering dissertations from Proquest Dissertations & Theses to create a data set of citations for the comparison of fee-based databases, Compendex and Scopus, against Google Scholar. From 1950 to 2017 Google Scholar outperformed both Compendex and Scopus in discoverability of citations in nine engineering subjects. These results have implications for collection management and information literacy program planning for librarians. 相似文献
6.
Raymond J. Pingree Elizabeth Stoycheff Mingxiao Sui Jason T. Peifer 《Mass Communication and Society》2018,21(5):555-584
The mere perception that news has given certain problems more coverage can lead the audience to assume that those problems are more important. Given that the news media, at times, obsesses over relatively trivial matters, and given that the audience is increasingly able to filter media exposure, it is worth asking what happens when audience members perceive that recent media coverage has not emphasized any very important problems. In such cases, audience members might assume that any problems facing the nation must not be particularly important. We explicate this attitude of political complacency, test whether perceived media agendas lacking important problems can influence it, and explore whether complacency helps explain political disengagement. We also explore whether these effects generalize beyond news, to new media gatekeepers such as Twitter. Two experiments tested effects of a perceived absence of important problems in recent news or Twitter content. In the case of news, but not Twitter, this increased complacency in both studies. Study 2 added a no-exposure control and found that effects on complacency were driven by the cueing of nonproblem stories, not by the absence of problem story cues. Both studies validated complacency as a predictor of political disengagement. 相似文献
7.
Victor Davis Hanson 《Academic Questions》2017,30(4):456-459
8.
Jason Power Raymond Lynch Oliver McGarr 《British journal of educational technology : journal of the Council for Educational Technology》2020,51(1):281-296
Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed. 相似文献
9.
10.