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1.
Higher education institutions are trying to provide more flexibility and individualization, which is mainly realized through the use of new technologies and implemented in online or blended learning designs. This systematic review aims to investigate the impact of replacing classroom time with an online learning environment. The meta-analysis (k = 21 effect sizes) applied strict inclusion criteria concerning research design, measurement of learning outcomes and implementation of blended learning. The estimated effect size (Hedge's g) was positive, although not significantly different from zero and the confidence interval [-0.13, 0.25], suggesting that overall differences between blended and conventional classroom learning are small, and, at best, very small negative or moderate positive effects are plausible. This means that despite a reduction in classroom time between 30 and 79 per cent, equivalent learning outcomes were found. Consequently, blended learning with reduced classroom time is not systematically more or less effective than conventional classroom learning.  相似文献   
2.
The article documents findings from a pilot study undertaken in 2012–2013 in a special needs secondary school in the England, that trialled the use of a multimedia advocacy tool, “The RIX Wiki”. The trial was part of the pathfinder programme, which aimed to reform existing Special Education Needs provision, from the system of statementing to one of developing education health care plans. The reforms became enshrined in the Children and Families Act (2014). The findings were overall positive and helped with person-centred planning processes. The discussion is framed within current and future policy directives. We argue that multimedia advocacy approaches and software tools, like the “RIX Wiki” will have a continued role to play in ensuring the needs, aspirations and choices of children and young people with learning disabilities remain central.  相似文献   
3.
[目的/意义]基于版权保护的演化博弈分析,有助于探究数字内容产品的原创主体对仿冒行为是否具有容忍度,以及不同仿冒水平下实施版权保护的策略选择,对规范数字内容产品市场主体行为具有一定指导意义。[方法/过程]首先借助演化博弈模型,分析原创主体与仿冒主体的利益演化过程,探究版权保护下原创主体对仿冒水平的容忍行为;然后通过细化博弈双方的利润函数模型,探究原创主体容忍度水平的决定因素。[结果/结论]原创主体对较小的仿冒水平存在一定的容忍度,对较高的仿冒水平零容忍。最大仿冒水平容忍度由仿冒交叉收益系数、收益模型常系数、产品研发成本系数和原创主体的产品研发努力水平倍数4个因素共同决定。  相似文献   
4.
开展信息化、智慧化预警工作是实现全面精准育人的重要途径,而预警应用平台无疑是预警工作的有力工具和实践载体,其设计方案应用效果的好坏直接决定着学习预警信息化愿景的达成度。文章在分析高职院校学习预警工作现状的基础上,从工作流程设计、平台框架设计和平台建设方法等3个方面提出了解决方案,并对平台的应用效果进行了实证分析,结果表明:平台的应用扩展了预警范围、提升了预警的精准度和时效性、提高了工作效率,且干预更为灵活、个性化,可为当前高职院校学习危机的实践改革提供新思路。  相似文献   
5.
In this work, we present the first quality flaw prediction study for articles containing the two most frequent verifiability flaws in Spanish Wikipedia: articles which do not cite any references or sources at all (denominated Unreferenced) and articles that need additional citations for verification (so-called Refimprove). Based on the underlying characteristics of each flaw, different state-of-the-art approaches were evaluated. For articles not citing any references, a well-established rule-based approach was evaluated and interesting findings show that some of them suffer from Refimprove flaw instead. Likewise, for articles that need additional citations for verification, the well-known PU learning and one-class classification approaches were evaluated. Besides, new methods were compared and a new feature was also proposed to model this latter flaw. The results showed that new methods such as under-bagged decision trees with sum or majority voting rules, biased-SVM, and centroid-based balanced SVM, perform best in comparison with the ones previously published.  相似文献   
6.
基于深度学习的中文专利自动分类方法研究   总被引:2,自引:0,他引:2  
[目的/意义] 面向当前国内专利审查和专利情报分析工作中对于海量专利分类的客观需求,设计了7种基于深度学习的专利自动分类方法,对比各种方法的分类效果,从而助力专利分类效率和效果的提升。[方法/过程] 针对传统机器学习方法存在的缺陷,基于Word2Vec、CNN、RNN、Attention机制等深度学习技术,考虑专利文本语序特征、上下文特征以及分类关键特征,设计Word2Vec+TextCNN、Word2Vec+GRU、Word2Vec+BiGRU、Word2Vec+BiGRU+TextCNN等7种深度学习模型,以中国专利为例,选取IPC主分类号的"部"作为分类依据,对比这7种模型与3种传统分类模型在中文专利分类任务中的效果。[结果/结论] 实证研究效果显示,采用考虑语序特征、上下文特征及强化关键特征的深度学习方法进行中文专利分类具有更优的分类效果。  相似文献   
7.
The emerging creative practices of digital collections are increasing in prominence thanks to the access to, and appeal of, data visualizations. Interactive data visualizations, such as a map, timeline, chart, graph, or artist’s rendering of data, enable users to pursue their own research interests within a collection and participate in new areas of research. Use of these data visualizations enhances the scope of the collection and enables a modern and diverse thematic collection to emerge. This article considers the question: Does the addition of data visualizations affect how users participate with a research collection? Impacts on collection development, application of user-centered design, and analysis of users’ exploratory strategies are discussed. Examples of data visualizations used in digital humanities projects and digital collections are presented as case studies.  相似文献   
8.
Review helpfulness is attracting increasing attention of practitioners and academics. It helps in reducing risks and uncertainty faced by users in online shopping. This study examines uninvestigated variables by looking at not only the review characteristics but also important indicators of reviewers. Several significant review content and two reviewer variables are proposed and an effective review helpfulness prediction model is built using stochastic gradient boosting learning method. This study derived a mechanism to extract novel review content variables from review text. Six popular machine learning models and three real-life Amazon review data sets are used for analysis. Our results are robust to several product categories and along three Amazon review data sets. The results show that review content variables deliver the best performance as compared to the reviewer and state-of-the-art baseline as a standalone model. This study finds that reviewer helpfulness per day and syllables in review text strongly relates to review helpfulness. Moreover, the number of space, aux verb, drives words in review text and productivity score of a reviewer are also effective predictors of review helpfulness. The findings will help customers to write better reviews, help retailers to manage their websites intelligently and aid customers in their product purchasing decisions.  相似文献   
9.
[目的/意义] 探究用户使用电子书意愿的影响因素,以有助于电子书产业走出缓慢的发展困境。[方法/过程] 以UTAUT2、使用满足理论为基础,从需求满足和外部情景因素两个层面构建影响因素模型,并将需求满足细化为内容需求、社交互动需求和休闲娱乐需求3个测量变量。采用问卷调查方法收集有效样本1 013份,使用AMOS21软件对模型进行验证。[结果/结论] 研究发现,需求满足、阅读习惯、价格价值、社会影响对使用意愿有正向影响作用,而激励措施对使用意愿有负向影响作用,努力期望对使用意愿的影响不显著,并依据研究结果提出促进电子书产业发展的建议。  相似文献   
10.
体育教育专业学生英语学习方式调查研究   总被引:3,自引:0,他引:3  
报告了对沈阳体育学院体育教育专业学生外语学习方式倾向的调查研究,并以问卷为研究工具。运用定量研究方法,分析了个体差异如性别、外语水平等对学生学习方式倾向的影响。结果显示学生喜欢多种外语学习方式,外语成绩优、差学生6种学习方式均无显著差异,男生比女生更喜欢听觉学习,女生比男生更喜欢视觉学习。据此提出外语教师应根据学生的认知特点灵活运用各种教学方式,并指导学生调整和扩展多种学习风格以促进教与学的协调发展。  相似文献   
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