首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   1104篇
  免费   81篇
  国内免费   40篇
电工技术   19篇
综合类   70篇
化学工业   4篇
金属工艺   4篇
机械仪表   3篇
建筑科学   35篇
矿业工程   5篇
能源动力   2篇
轻工业   6篇
水利工程   8篇
武器工业   9篇
无线电   67篇
一般工业技术   71篇
冶金工业   43篇
原子能技术   1篇
自动化技术   878篇
  2024年   6篇
  2023年   15篇
  2022年   17篇
  2021年   30篇
  2020年   33篇
  2019年   35篇
  2018年   36篇
  2017年   36篇
  2016年   55篇
  2015年   51篇
  2014年   84篇
  2013年   89篇
  2012年   77篇
  2011年   81篇
  2010年   67篇
  2009年   63篇
  2008年   94篇
  2007年   55篇
  2006年   51篇
  2005年   33篇
  2004年   31篇
  2003年   24篇
  2002年   32篇
  2001年   18篇
  2000年   17篇
  1999年   10篇
  1998年   11篇
  1997年   6篇
  1996年   13篇
  1995年   8篇
  1994年   4篇
  1993年   5篇
  1992年   6篇
  1991年   4篇
  1988年   2篇
  1986年   3篇
  1985年   1篇
  1984年   3篇
  1983年   2篇
  1982年   2篇
  1981年   3篇
  1980年   1篇
  1979年   1篇
  1978年   1篇
  1977年   3篇
  1972年   1篇
  1968年   1篇
  1964年   1篇
  1956年   1篇
  1955年   1篇
排序方式: 共有1225条查询结果,搜索用时 15 毫秒
991.
The benefits derived from delivering learning content in ways that match the student's learning style have been identified in classroom learning and eLearning. Although there is limited empirical evidence in adaptive Games-Based Learning (GBL), adaptivity has been identified to have the potential to improve learning effectiveness. This paper presents the results of a study to investigate the use of learning styles in GBL particularly in identifying the learning style in GBL including the learning style's fluctuation during the learning process. For the purposes of this study, a game with two game modes was developed: 1) non-adaptivity mode and 2) a mode that had an in-game adaptive system that dynamically and continuously adapted its contents according to the student's interactions in the game. In both modes, the interactions between the participants and the game were recorded in a database. The study was performed with 60 students in Higher Education. The results show that the learning style identified by using a learning style questionnaire is not always consistent with the learning style identified in the game. The results also show the learning style fluctuates during the learning process in GBL although there is a tendency for participants to choose the same learning style as the learning style identified outside the game in the first mission of the game. The number of mistakes committed by participants has been identified to have a strong correlation to the fluctuation. The results contribute to the body of empirical evidence in adaptive GBL particularly in identifying the learning style fluctuation in GBL and the paper provides recommendations on the use of adaptivity in GBL to accommodate this fluctuation.  相似文献   
992.
邱言玲 《电子科技》2015,28(3):72-75
现实活动中存在大量需要由多人合作才能共同完成某项工作的情况。文中研究了在工件加工时相同的情况下,以最小的最大延迟作为加工成本的两人合作博弈问题,每人有一台用于加工工件的机器。建立模型时,不但考虑到合作双方的效率,且充分体现公平性原则,通过确定这批工件的一个恰当划分,将工件分配给两台机器,使得相应的合作收益分配合理,能被双方接受。文中先分析了模型最优解的存在性以及解的个数,并最终采用几个数值算例验证了模型的有效性。  相似文献   
993.
994.
995.
Heuristics can interfere with information processing and hinder decision-making when more systematic processes that might lead to better decisions are ignored. Based on the heuristic-systematic model (HSM) of information processing, a serious training game (called MACBETH) was designed to address and mitigate cognitive biases that interfere with the analysis of evidence and the generation of hypotheses. Two biases are the focus of this paper—fundamental attribution error and confirmation bias. The efficacy of the serious game on knowledge and mitigation of biases was examined using an experiment in which participants (N = 703) either played the MACBETH game or watched an instructional video about the biases. Results demonstrate the game to be more effective than the video at mitigating cognitive biases when explicit training methods are combined with repetitive play. Moreover, explicit instruction within the game provided greater familiarity and knowledge of the biases relative to implicit instruction. Suggestions for game development for purposes of enhancing cognitive processing and bias mitigation based on the MACBETH game design are discussed.  相似文献   
996.
While exertion games-digital games where the outcome is determined by physical exertion-are of growing interest in HCI, we believe the current health and fitness focus in the research of exertion games limits the opportunities this field has to offer. In order to broaden the agenda on exertion games, we link the existing fields of sports and interactive entertainment (arguing these fields have much to offer) by presenting four of our own designs as case studies. Using our experiences with these designs we highlight three key strategies to guide designers in the creation of richer exertion game experiences: designing a temporal trajectory through games with reference to the way exertion changes over time, designing for the inevitable and not necessarily negative effects of pain in exertion games, and designing for the highly socially situated nature of exertion gaming.  相似文献   
997.
While many video game researchers have built scales to tackle the motivations that people have for playing video games, these scales are often limited by their focus on specific game genres or player cultures as well as their lack of behavioral validation. The present research offers a new scale for player motivations and then examines its validity across two distinct gaming genres and cultures, drawing from server-side data combined with survey data of 18,627 players of the Multiplayer Online Battle Arena League of Legends and 18,819 players of the Chinese Massively Multiplayer Online Game Chevalier’s Romance Online 3. Six types of player motivations were found: socializer, completionist, competitor, escapist, story-driven, and smarty-pants. Consistent with previous research on player motivations, this typology offers new insights into why people play video games and how player motivations can be used to infer players’ in-game behaviors.  相似文献   
998.
Through a critical literature review, this article examines the trend in game studies toward studying bodies, both of players and of characters, in communication scholarship. Specifically, first I discuss how the field of rhetoric has gradually become more familiar with studying games. Second, I map rhetorical studies’ involvement in materialism, specifically through the investigation of bodies. Third, I offer an extensive, though not exhaustive, review of how game studies has hitherto approached research regarding bodies. The article concludes by forecasting the future of game bodies and game studies with an eye toward Artificial Intelligence (A.I.) gaming, augmented reality, and virtual reality. This article argues that instead of creating a single, unifying theory of gaming bodies, games scholars should identify themes of bodies in games.  相似文献   
999.
This study investigated the effects of external rewards on fifth graders' motivation, engagement and learning while playing an educational game. We were interested in exploring whether the feedback-rich environment of the game could mitigate the predicted negative effects of external rewards. Data of students' engagement and learning were collected and analyzed at multiple levels. A quasi-experimental design was used to examine the effect of external rewards in one group (n = 50) compared to a control group without such rewards (n = 56). According to the results, the external rewards did not undermine students' motivation (e.g., at proximal and distal levels), however they did not foster disciplinary engagement. On the other hand, students in the reward condition showed significantly larger gains in conceptual understanding (proximal) and non-significantly larger gains in achievement (distal). These results suggest that the predicted negative consequences of external rewards may be addressed in this new generation of learning environments. Future research and contributions of the study are provided.  相似文献   
1000.
The effectiveness of a game-based cognitive training intervention on multiple abilities was assessed in a sample of 39 older adults aged 60–77. The intervention task was chosen based on a cognitive task analysis designed to determine the attentional and multi-modal demands of the game. Improvements on a measure of attention were found for the intervention group compared to controls. Furthermore, for the intervention group only, initial ability scores predicted improvements on both tests of attention and spatial orientation. These results suggest cognitive training may be more effective for those initially lower in ability.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号