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1.
Simon J. Roberts James R. Rudd Matthew J. Reeves 《Journal of sports sciences》2020,38(11-12):1454-1464
ABSTRACT The present study examined the efficacy of a coaching curriculum, based on non-linear pedagogy, on improving attacking players’ individual learning objectives (ILOs) in elite-youth football. Participants included 22 attacking players (i.e., centre-forwards, wide-players and attacking midfield players) from a professional football academy in England. The players were randomly appointed to both control (CON) and intervention (INT) periods following baseline measures. The INT (non-linear) and CON (linear) periods were both designed to support the ILOs provided to each player as part of the elite player performance plan. The study adopted a randomised cross-over design and ILOs considered important for attacking players (i.e., strong foot finishing, weak foot finishing, 1-v-1 and decision-making) were evaluated using the Loughborough Shooting Skill Test. The results showed significant differences for INT in 1-v-1 (P< 0.02) and decision-making (P< 0.01). However, there were no significant differences for strong foot finishing, weak foot finishing or time taken. These results support non-linear pedagogy in developing 1-v-1 game play and decision-making but not for technical shooting proficiency. 相似文献
2.
Susan A. Gelman Nicole Cuneo Sanika Kulkarni Sarah Snay Steven O. Roberts 《Child development》2021,92(5):1769-1784
A “digital revolution” has introduced new privacy violations concerning access to information stored on electronic devices. The present two studies assessed how U.S. children ages 5–17 and adults (N = 416; 55% female; 67% white) evaluated those accessing digital information belonging to someone else, either location data (Study 1) or digital photos (Study 2). The trustworthiness of the tracker (Studies 1 and 2) and the privacy of the information (Study 2) were manipulated. At all ages, evaluations were more negative when the tracker was less trustworthy, and when information was private. However, younger children were substantially more positive overall about digital tracking than older participants. These results, yielding primarily medium-to-large effect sizes, suggest that with age, children increasingly appreciate digital privacy considerations. 相似文献
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Roberts P 《Endeavour》2011,35(4):142-150
In 1911-1912 Roald Amundsen and Robert Falcon Scott led rival parties in a race to the geographic South Pole. While both parties reached the Pole--Amundsen first--Scott's men died on the return journey. Amundsen became a Norwegian icon through his record-setting travels; Scott became a symbol of courage and devotion to science. The memory of each was invoked at various points during the twentieth century in the context of contemporary Antarctic events. Scott's status as a scientific figure was central to the Scott Polar Research Institute, while Amundsen's lack of scientific legacy became a way for British polar explorers to differentiate themselves from Norwegian contemporaries during the interwar years. After 1945 Scott and Amundsen were again invoked as exemplars of national polar achievement, even as the rise of large-scale science on the continent overshadowed past British and Norwegian achievements. In the present Amundsen and Scott remain wedded to particular values, focused respectively on national achievement and sacrifice in the name of science, while their race has become secondary. 相似文献
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Based on quantitative data from the Norwegian Statistisk Sentralbyrå (Statistics Norway) study of Mosjon, Friluftsliv og Kulturaktiviteter, this paper explores trends in Norwegians' participation in sports, with a focus on young people. Norway boasts particularly high levels of sports participation as well as sports club membership and young Norwegians are the quintessential sporting omnivores. Among other things, the Statistics Norway study reveals substantial increases in participation (among young people and females especially) during the period 1997–2007, a shift in the peak of participation to the late teenage years, a relatively high level of lifelong participants, a re-bound effect in the post-child rearing years and a growth in lifestyle sports. Young Norwegians grow up in a socio-economic context of relative equality between the sexes and high standards of living. An abundance of natural and artificial outdoor and indoor sporting facilities alongside a well-established voluntary sports club sector and an elementary school system that emphasizes physical exercise and recreation, as well as high levels of parental involvement, add to the favourable socio-economic conditions to create seemingly optimal circumstances for sports participation. All these reinforce the sporting and physical recreation cultures deeply embedded in Norwegian society and embodied by the very many middle-class parents in a country which, for the time being at least, remains relatively young in demographic terms. In terms of lessons to be learned for policy towards sports and physical education beyond Norway, there may be grounds for some optimism around parental involvement in children's sport as well as the potential appeal of lifestyle sports. That said, it is likely to be the greater socio-economic equalities in Scandinavian countries such as Norway that make them unrealistic benchmarks for sports participation elsewhere. 相似文献
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Development of early math skill depends on a prerequisite level of cognitive development. Identification of specific cognitive skills that are important for math development may not only inform instructional approaches but also inform assessment approaches to identifying children with specific learning problems in math. This study investigated the specific cognitive correlates of math problem solving across early grade levels (1–4) while controlling for basic calculation skills. As expected, basic calculation skill was a significant predictor of math problem solving across the entire sample. However, the addition of cognitive measures almost doubled the variance explained (R2 = .61). Additionally, only select cognitive variables contributed to the prediction of math problem solving, and these variables change in importance as children develop higher‐level math skills. Results are discussed within a developmental model, which emphasizes the increasing importance of abstract code representations required in higher levels of math performance. 相似文献
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Online surveys are increasingly used in educational research, yet little attention has focused on ethical issues associated with their use in educational settings. Here, we draw on the broader literature to discuss 5 key ethical issues in the context of educational survey research: dual teacher/researcher roles; informed consent; use of incentives; privacy, anonymity, and confidentiality; and data quality. We illustrate methods of addressing these issues with our experiences conducing online surveys in educational contexts. Moving beyond the procedural ethics approach commonly adopted in quantitative educational research, we recommend adopting a situated/process ethics approach to identify and respond to ethical issues that may arise during the conduct, analysis, and reporting of online survey research. The benefits of online surveying in comparison to traditional survey methods are highlighted, including the potential for online surveys to provide ethically defensible methods of conducting research that would not be feasible in offline education research settings. 相似文献
9.
Chih-Hsiung Tu Cherng-Jyh Yen Laura Sujo-Montes Gayle A. Roberts 《Educational Media International》2015,52(3):155-172
Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks. Effective gamification design should understand the game personalities of learners, social engagement styles, and intrinsic- and extrinsic-motivated user styles initially and evaluate and select appropriate game mechanics, game dynamics, to create ideal gamification instructions. The research question this study investigated is: How will four types of gaming personalities (i.e. Explorer, Socialiser, Killer and Achiever) predict the level of game dynamics in online discussion environments? This study concluded that examining how gaming personalities relate to game dynamics in a gamified online discussion instruction is not sufficient to design effective gamification. It suggests future studies in game instructions should focus on the relationships between game dynamics, gamification contexts, gaming personalities or preferences, dynamic gaming engagement styles, etc. 相似文献
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