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31.
以加强医学本科教育,培养具备较高素质和较强岗位胜任力的医学专业人才为目的,紧紧围绕医学生岗位胜任力这个中心,契合学校医学人才培养目标,进行临床医学专业本科课堂教学改革的探索和研究。通过提高思想认识,发现存在的问题,更新教学理念,改进教学手段,整合利用资源,合理应用信息化教学手段、调整教学评价体系等一系列措施,以突出素质和能力培养为抓手,以期达到提高课堂教学效率,提升教师教学能力,激发学生自主学习能力和拓宽学生国际视野的结果,对全面提高临床医学教学质量、打造具有区域特色的高水平本科教育、全面提高医学人才培养水平有着重要意义。 相似文献
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为了提高教学质量,学院从课堂教学入手,建立了听课制度,定期开展听课评比活动,有效促进了教师对课堂教学的重视,提高了教学质量。 相似文献
34.
“钉钉”线上教学是基于教育部门引领下的“互联网+教育”新模式,具有其他线上教学方式所没有的独特优势。全球新冠肺炎疫情背景下,安徽医科大学针对来华留学生开展了“钉钉”课堂线上教学实践。本文从“钉钉”课堂在留学生人体寄生虫学课程教学中的实践着手,总结“钉钉”课堂的优势及问题,提出线上教学建议,以期为来华留学生人体寄生虫学课程线上教学提供参考。 相似文献
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《Gerontology & geriatrics education》2013,34(1-2):49-66
Abstract Instructional technology used effectively can enhance significantly what we do in the classroom. Used thoughtlessly, it can confuse and annoy the student. This article presents a series of specific examples and caveats while exploring the creation and use of electronic resources in a variety of classes. The electronic resources covered in this article include Web pages, virtual reality (specifically, a MOO), and interactive exercises. While examples are drawn primarily from the author's experience teaching Classics, the lessons learned apply to all fields. The article concludes with a case study of how to develop materials for a class on the story of Baucis and Philemon from Ovid's Metamorphoses. 相似文献
36.
《Journal of Children and Media》2013,7(4):452-471
ABSTRACTDespite the prevalence of educational apps for children, there is little evidence of their effectiveness for learning. Here, children were asked to learn ten new words in a narrative mobile game that requires children use knowledge of word meanings to advance the game. Study 1 used a lab-based between-subjects design with middle-SES 4-year-olds and used a receptive vocabulary test to examine whether children learned the game’s words. Children who played the game answered more questions correctly than children who did not play the game. Study 2 used a within-subjects design with low-SES preschoolers who played the game four times as part of a larger classroom intervention. Children showed evidence of learning on both a receptive and an expressive vocabulary measure. The difference between pre- and post-test scores was significantly larger for target words than for five non-exposure control words. Results show that both middle-SES children in the lab and low-SES children in the classroom learned new vocabulary from an interactive mobile game, suggesting that developmentally-appropriate mobile games show promise for vocabulary learning. 相似文献
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Greg L Alston Donald S. Nuzum Angela Pegram John Brock Harris 《American journal of pharmaceutical education》2015,79(10)
Objective. To compare student-perceived utility of two types of score reports.Methods. Assessment standards were followed to create a new examination score report for pharmacotherapy coursework. Student examination scores were returned using the traditional score report, the utility of which students rated along 9 dimensions. A mastery score report was also distributed, and students rated it on the same 9 dimensions. The ratings were compared to determine which the students perceived as more useful.Results. The students rated the mastery score report significantly better on each of the 9 dimensions and in aggregate.Conclusion. Pharmacy students perceived the mastery score report as more useful in helping them improve their achievement of educational outcomes. 相似文献
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为解决传统口腔组织病理学实验教学中存在的问题,提高实验教学效果,提出了基于微课的翻转课堂教学模式,并将其应用于口腔病理实验教学中,最后对教学效果进行评估、分析以及总结。指出基于微课的翻转课堂教学模式有利于培养学生独立思考和解决具体问题的临床思维能力,是提升口腔组织病理学实验教学效果的一种有效方法。 相似文献
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C 语言程序设计课程是计算机编程语言的入门课程,是学生学习计算机的基础,对于培养学生的思维方式以及分析问题、解决问题的能力有着非常重要的作用。文章依据 C 语言课程特点以及翻转课堂的相关理论,提出了基于翻转课堂理念的 C 语言课程的教学模式,并以“指针变量作函数参数”为例进行了具体的课程设计,与传统课堂相比,该文提出的模式旨在提高 C 语言课程的学习效果。 相似文献