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1.
语用学是研究语言的理解和使用的学问。研究的范围包括指示语、   语用学在课文理解中的应用              会话含义、预设等。要使交际取得成功 ,说话者指示语所指信息要清楚 ,交际双方要有共同的语用预设 ,双方还要遵守合作原则  相似文献   
2.
Modeling cooperation among self-interested agents: a critique   总被引:2,自引:0,他引:2  
Herbert Gintis   《Journal of Socio》2004,33(6):695-714
This paper reviews recent attempts to model cooperation in groups of self-interested unrelated individuals. It concludes that no empirically plausible model has been developed, and the economist's quest for an explanation of human prosociality in terms of self-interested agents has not been successful. We show that the equilibrium criteria employed in standard game-theoretic models have no attractive dynamic properties, and the mechanisms deployed in these models are not generally seen in empirical examples of cooperative groups. We also show that these models are not robust to plausible rates of signaling error and mutation. We present an alternative, involving strongly reciprocal agents, that satisfies all the requirements for a dynamically stable model of cooperation.  相似文献   
3.
分别用P_(204),P_(507),PSO—Ⅱ单独萃取混合氯化稀土,得到了萃取稀土的最佳条件,并对P_(204)与PSO—Ⅱ、P_(507)与PSO—Ⅱ,协同萃取稀土元素进行了初步探讨,发现P_(204)与PSO—Ⅱ,P_(507)与PSO—Ⅱ两者在萃取混合氯化稀土的试验条件下,均无协同效应。  相似文献   
4.
This paper demonstrates how a repeated public goods problem may be solved by using Tit-for-Tat (TFT) on the Lindahl point. The general solution is developed; geometric and numerical examples are offered.I wish to thank an anonymous reviewer for very helpful comments on earlier drafts of this paper.  相似文献   
5.
文章主要收集了《突厥语大词典》和《福乐智慧》中的民间竞技与游戏的语言材料,通过古代突厥语民族的赛马、射箭、马球、达瓦孜、投掷等体育竞技与游戏,试图再现他们当时的社会生活概貌。  相似文献   
6.
新课程提倡“自主、合作、探究”学习。首先论述目前对“自主、合作、探究”学习教学模式存在的误解,然后本人就新课程提倡“自主、合作、探究”学习的理解和实践经验做了简述。  相似文献   
7.
鉴于英语教学重心向语言输出和运用能力的转移,学生在课堂上不再是被动的接受者.富兰克林说(1706-1790):告诉我,我会忘记;教给我,我可能记住;让我参与,我才能学会.因此,怎样让学生成为课堂的主体和积极的参与者成为教师关注的话题.本文通过实证研究调查了利用合作学习法提高英语课堂学生参与性的可能性和可行性,对比分析了实验班和控制班课堂参与状况,并对合作学习的实施提出了建设性的建议.  相似文献   
8.
Boundary Spaces     
While shows like The X-Files and 24 have merged conspiracy theories with popular science (fictions), some video games have been pushing the narrative even further. Electronic Art's Majestic game was released in July 2001 and quickly generated media buzz with its unusual multi-modal gameplay. Mixing phone calls, faxes, instant messaging, real and "fake' websites, and email, the game provides a fascinating case of an attempt at new directions for gaming communities. Through story, mode of playing, and use of technology, Majestic highlights the uncertain status of knowledge, community and self in a digital age; at the same time, it allows examination of alternative ways of understanding games' role and purpose in the larger culture. Drawing on intricate storylines involving government conspiracies, techno-bio warfare, murder and global terror, players were asked to solve mysteries in the hopes of preventing a devastating future of domination. Because the game drew in both actual and Majestic-owned/-designed websites, it constantly pushed those playing the game right to borders where simulation collides with " factuality'. Given the wide variety of "legitimate' conspiracy theory, alien encounters and alternative science web pages, users often could not distinguish when they were leaving the game's pages and venturing into " real' World Wide Web sites. Its further use of AOL's instant messenger system, in which gamers spoke not only to bots but to other players, pushed users to evaluate constantly both the status of those they were talking to and the information being provided. Additionally, the game required players to occupy unfamiliar subject positions, ones where agency was attenuated, and which subsequently generated a multi-layered sense of unease among players. This mix of authentic and staged information in conjunction with technologically mediated roles highlights what are often seen as phenomenon endemic to the Internet itself; that is, the destabilization of categories of knowing, relating, and being.  相似文献   
9.
网络环境下的学习模式探索   总被引:1,自引:0,他引:1  
教育模式是教育观念、教育思想、教与学理论的集中体现,网络的出现为学习者提供了适应个性化需求的自主学习的机会,建立满足不同学生需要的网络学习模式,是网络教学的当务之急。  相似文献   
10.
21世纪,合作将成为时代的基本精神。因而,在班级管理中尝试一种合作管理模式,是新时代教育管理领域的具有探索性的改革。  相似文献   
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