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91.
从学生学习计算机编程时能力的重要性出发,介绍了教师在进行编程教学时必须注重学生几种能力的培养,并阐述了教学过程中可以采用的几种教学方法。  相似文献   
92.
针对校园电子商务的产生和发展进行了阐述,对校园电子商务的功能模块进行设计和描述,提出了校园电子商务带来的影响,并探讨了校园电子商务在信用、物流、市场规划、管理模式、安全支付等方面存在的问题。  相似文献   
93.
开源软件因其源代码开放、免费、易于定制等特性,非常适合教育信息化领域的需求。文章阐述了开源软件的概念及特征,分析了开源软件在国内外教育领域中的研究与应用现状,最后提出了开源软件在我国教育信息化领域中的应用策略。  相似文献   
94.
黄玲娜 《计算机时代》2012,(11):64-65,68
学生毕业之后仍然需要知识更新和继续提高,而为他们提供培训机会的大多是社会办学机构,因此,高职院校有必要建立网络继续教育系统为毕业生提供继续学习、更新知识的平台。利用ASP技术、网络技术、网站开发技术等能快速开发这样一个系统平台,为学生提供继续学习机会的同时,提高学校自身的竞争力。  相似文献   
95.
新时代的治水方针和水利工程补短板、水利行业强监管的水利改革发展总基调对水利科技人才培养提出了多样化的需求。为适应需求,在列举专业认证对水利类专业建设与改革的促进以及分析尚存不足的基础上,提出了应通过加强学习、深入思考和顶层设计以加快推进专业建设与改革,并建议从着力培养复合型人才、加快培养模式改革、推进课程体系与课程设置改革、加强实践教学体系建设、创新课程与师资队伍建设、强化校企合作与产教融合、改进教育教学方式方法、完善质量保证体系等八方面加以实施。  相似文献   
96.
采用文献资料法、问卷调查法、数理统计法、访谈法、逻辑分析法对气排球运动在笔者所在学校开展的有利条件进行研究,探寻气排球运动在高职院校开展的可行性。结果表明:笔者所在学校排球运动氛围良好,领导重视,教职工认识到位,现有体育基础设施较为完备,专业人员能给予技术指导,满足气排球运动开展基本条件。研究成果以期为气排球运动在高职院校更好地开展提供理论与实践依据。  相似文献   
97.
In computer-supported collaborative learning research, studies examining the combined effects of individual level, group level and within-group differences level measures on individual achievement are scarce. The current study addressed this by examining whether individual, group and within-group differences regarding engagement and prior knowledge predict individual achievement. Engagement was operationalised as group members' exhibited activities in the task space (i.e., discussing domain-content) and social space (i.e., regulating ideas, actions and socioemotional processes). Prior knowledge and achievement were operationalised as group members' performance on a domain-related pre-test and post-test, respectively. Data was collected for 95 triads of secondary education students collaborating on a complex business-economics problem. Subsequently, three different multilevel models were tested to examine the combined effect. First a model with the individual level measures (model 1) was tested and in subsequent models the group level measures (model 2) and within-group levels measures (model 3) were added. Findings indicate model 2 showed the best fit; group members' individual engagement in the social space activities as well as the groups' average prior knowledge positively predicts individual achievement. No effects were found for either group members' or groups' engagement in the task space and for the within-group differences.  相似文献   
98.
In this study, we investigated the validity of a stealth assessment of physics understanding in an educational game, as well as the effectiveness of different game-level delivery methods and various in-game supports on learning. Using a game called Physics Playground, we randomly assigned 263 ninth- to eleventh-grade students into four groups: adaptive, linear, free choice and no-treatment control. Each condition had access to the same in-game learning supports during gameplay. Results showed that: (a) the stealth assessment estimates of physics understanding were valid—significantly correlating with the external physics test scores; (b) there was no significant effect of game-level delivery method on students' learning; and (c) physics animations were the most effective (among eight supports tested) in predicting both learning outcome and in-game performance (e.g. number of game levels solved). We included student enjoyment, gender and ethnicity in our analyses as moderators to further investigate the research questions.  相似文献   
99.
Recent years have seen a growing call for inquiry-based learning in science education, and mobile technologies are perceived as increasingly valuable tools to support this approach. However, there is a lack of understanding of mobile technology-supported inquiry-based learning (mIBL) in secondary science education. More evidence-based, nuanced insights are needed into how using mobile technologies might facilitate students' engagement with various levels of inquiry and enhance their science learning. We, therefore, conducted a robust systematic literature review (SLR) of the research articles on mIBL in secondary school science education that have been published from 2000 to 2019. We reviewed and analysed 31 empirical studies (34 articles) to explore the types of mIBL, and the benefits and constraints of mIBL in secondary school science education. The findings of this SLR suggest new research areas for further exploration and provide implications for science teachers' selection, use and design of mIBL approaches in their teaching.  相似文献   
100.
Multimodal data have the potential to explore emerging learning practices that extend human cognitive capacities. A critical issue stretching in many multimodal learning analytics (MLA) systems and studies is the current focus aimed at supporting researchers to model learner behaviours, rather than directly supporting learners. Moreover, many MLA systems are designed and deployed without learners' involvement. We argue that in order to create MLA interfaces that directly support learning, we need to gain an expanded understanding of how multimodal data can support learners' authentic needs. We present a qualitative study in which 40 computer science students were tracked in an authentic learning activity using wearable and static sensors. Our findings outline learners' curated representations about multimodal data and the non-technical challenges in using these data in their learning practice. The paper discusses 10 dimensions that can serve as guidelines for researchers and designers to create effective and ethically aware student-facing MLA innovations.  相似文献   
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