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1.
The Next Generation Science Standards (NGSS) emphasize authentic scientific practices such as developing models and constructing explanations of phenomena. However, research documents how students struggle to explain observable phenomena with molecular-level behaviors with current classroom experiences. For example, physical laboratory experiences in science enable students to interact with observable scientific phenomena, but students often fail to make connections to underlying molecular-level behaviors. Virtual laboratory experiences and computer-based visualizations enable students to interact with unobservable scientific concepts, but students can have difficulties connecting to actual instantiations of the observed phenomenon. This paper investigates how combining physical and virtual experiences into augmented virtual science laboratories can help students build upon intuitive ideas and develop molecular-level explanations of macroscopic phenomena. Specifically, this study uses the Frame, a sensor-augmented virtual lab that uses sensors as physical inputs to control scientific simulations. Eighth-grade students (N = 45) engaged in a Frame lab focused on the properties of gas. Results demonstrate that students using the Frame lab made progress developing molecular-level explanations of gas behavior and refining alternative and partial ideas into normative ideas about gases. This study offers insights for how augmented virtual labs can be designed to enhance science learning and encourage scientific practices as called for in the NGSS.  相似文献   
2.
The purpose of this study was to examine the effects of multimedia strategies for instructional techniques and practice on non-native novices' Chinese character learning performance and cognitive load. Two types of multimedia instructional presentations – radical-highlighted and stroke-pronunciation – and two types of practice – visual cue and voice cue – were implemented. Participants were 81 non-native novices randomly assigned to one of the four experimental groups, namely radical-highlighted visual-cue, radical-highlighted voice-cue, stroke-pronunciation visual-cue and stroke-pronunciation voice-cue. An Internet-based e-learning course on the basis of Chinese characters was implemented and delivered as experimental instruction using a Moodle platform. The results show that, for non-native novices, the stroke-pronunciation (SP) strategy of showing strokes with pronunciations is better than the radical-highlighted (RH) strategy, enabling the novices to achieve better performance in identifying Chinese radicals. The significant two-way interactions suggest that (1) the SP presentation should be delivered with the voice-cue (VoC) practice to elicit better performance in writing and in identifying characters and strokes, and (2) the RH presentation should be delivered with visual-cue (ViC) practice to elicit better performance in character writing. Furthermore, participants showed similar levels of perceived cognitive load toward the stroke-based task and the radical-based task. However, when the SP presentation was delivered with the VoC practice, participants revealed lower perceived cognitive load toward the writing task.  相似文献   
3.
This paper reports on situations in which children engage with mobile apps to better understand how they learn through such interaction. The following two research questions were postulated to address the research purpose: i) What are the conditions that engage children with mobile apps? ii) How does learning take place during children's engagement with mobile apps? The study was carried out using a qualitative approach by observing young children's interactions when using mobile apps. A total of 18 pre-schoolers aged 4–6 years participated in the study. The observation sessions were video-recorded to unobtrusively observe the participants' interactions with 20 selected mobile apps. The data were analysed using a thematic approach to examining children's emergent behaviours when engaging with mobile apps to identify, generate code, and produce themes. The findings demonstrated three prominent conditions of children's learning engagement: collective sensory skill, emotional expression, and verbal expression. It is evident from the study that learning in this environment takes place through cognitive, psychomotor-based, and affective means. This study provides significant insight on how young children engage with mobile apps to articulate their design implications as well as general guidelines for selecting quality mobile apps to encourage engagement in home, classroom, and library use.  相似文献   
4.
Implementing instructional interventions to accommodate learner differences has received considerable attention. Among these individual difference variables, the empirical evidence regarding the pedagogical value of learning styles has been questioned, but the research on the issue continues. Recent developments in Web-based implementations have led scholars to reconsider the learning style research in adaptive systems. The current study involved a content analysis of recent studies on adaptive educational hypermedia (AEH) which addressed learning styles. After an extensive search on electronic databases, seventy studies were selected and exposed to a document analysis. Study features were classified under several themes such as the research purposes, methodology, features of adaptive interventions and student modeling, and findings. The analysis revealed that the majority of studies proposed a framework or model for adaptivity whereas few studies addressed the effectiveness of learning style-based AEH. Scales were used for learning style identification more than automatic student modeling. One third of the studies provided a framework without empirical evaluation with students. Findings on concrete learning outcomes were not strong enough; however, several studies revealed that suggested models influenced student satisfaction and success. Current trends, potential research gaps and implications were discussed.  相似文献   
5.
Video games are often regarded as promising teaching and learning tools for the 21st century. One of the main arguments is that video games are appealing to contemporary students. However, there are indications that video game acceptance cannot be taken for granted. In this study, a path model to examine and predict student acceptance of video games is proposed, and empirically tested by involving 858 secondary school students. The results show that students’ preference for using video games in the classroom is affected directly by a number of factors: the perceptions of students regarding the usefulness, ease of use, learning opportunities, and personal experience with video games in general. Gender effects are found as well, but appear to be mediated by experience and ease of use.  相似文献   
6.
Nowadays, the application of Web mining techniques in e-learning and Web-based adaptive educational systems is increasing exponentially. In this paper, we propose an advanced architecture for a personalization system to facilitate Web mining. A specific Web mining tool is developed and a recommender engine is integrated into the AHA! system in order to help the instructor to carry out the whole Web mining process. Our objective is to be able to recommend to a student the most appropriate links/Web pages within the AHA! system to visit next. Several experiments are carried out with real data provided by Eindhoven University of Technology students in order to test both the architecture proposed and the algorithms used. Finally, we have also described the meaning of several recommendations, starting from the rules discovered by the Web mining algorithms.  相似文献   
7.
University classes in Mathematics are traditionally perceived to be uninspiring and devoid of active student–lecturer communication. Large undergraduate classes further compound the difficulty of engaging students and enabling viable student–lecturer feedback. At the Mathematics Education Centre, Loughborough University, some staff members have been using electronic voting systems (EVS) to enliven the classroom and enable large numbers of students to respond to questions in real time during class. In this paper, we present an evaluation case study, based on student perceptions, of the impact of EVS use on student learning and engagement. The results show that majority of students are hugely positive about the usefulness and overall advantageousness of EVS use in classes. Results also show that EVS use does increase the likelihood of students participating and engaging in class, as even students who do not view EVS as being particularly useful stated that they are more likely to participate in classes where EVS are used than otherwise. However, there seems to be no correlation between EVS use and improvement (or otherwise) in student grades.  相似文献   
8.
9.
E-learning technologies have developed greatly in recent years, with considerable success. However, there is increasing evidence that web-based learning is not reaching the social sectors which are more reluctant to contact with the new technologies, thus leading to inequalities in the access to education and knowledge in the Information Society. By hiding the intricacies of computers behind the familiarity of household equipment, Interactive Digital TV (IDTV) is considered to play a key role in addressing this problem, and the term t-learning has been recently coined to mean TV-based interactive learning.  相似文献   
10.
The interactivity effect in multimedia learning   总被引:4,自引:1,他引:3  
  相似文献   
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