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1.
Social media-based screening is a well-known practice to both recruiters and job seekers. Little is known, however, about how job seekers present themselves on social media, i.e. ‘self-disclosure’, for employment purposes. This study builds on the theories of hyperpersonal computer-mediated communication, self-efficacy and social exchange to examine job seekers’ professional online image concerns, social media self-efficacy, and perceptions of social media effectiveness in the job search as predictors of inappropriate and career-oriented self-disclosures on these media. Findings from a sample of 3374 Italian respondents showed that career-oriented self-disclosure was predicted by all three factors, whereas inappropriate self-disclosure was only predicted by social media self-efficacy. Furthermore, the relationship between professional online image concerns and inappropriate self-disclosure was moderated by age, education and work experience, but not by gender. Theoretical and practical implications are discussed, and directions for future research are suggested.  相似文献   
2.
It is well established in the psychology literature that personality predicts performance to some degree. However, personality neither solely nor directly predicts outcomes. Rather, performance and outcomes unfold through context-specific mediating constructs. This study identified two constructs that mediate the relationship between proactivity and perceived control of time in e-mail use and tested the model with data from 251 knowledge workers. The results show that proactivity predicts the perceived control of time in e-mail use through both e-mail-specific time management behavior and e-mail self-efficacy. Further, greater e-mail self-efficacy leads to improved e-mail-specific time management behavior.  相似文献   
3.
本文主要分析了信息技术教学中干涉学生自我效能感的因素,并且提出了在信息技术教学中建立和培养学生自我效能感具体的方法与措施。  相似文献   
4.
The purpose of this study was to examine individual differences in the effectiveness of learning objects in secondary school classrooms. Specifically, gender, age, grade, subject area, and computer comfort (self-efficacy) were examined in 850 students. Effectiveness was measured in terms of student attitude (learning, quality, and engagement) and student performance. No gender differences were observed between males and females with respect to student attitudes or performance. Age was significantly correlated with student attitudes and performance, however correlation coefficients were small. Grade 12 students were more positive about learning objects and performed better than grade 9 and 10 students. Science students had significantly more positive attitudes and performed better than mathematics students. Finally, students who were more comfortable about computers, appreciated learning objects more than their less confident peers, however performance was unaffected.  相似文献   
5.
Virtual Reality (VR)-based training has gained attention from the scientific community in the Architecture, Engineering, and Construction (AEC) industry as a cost-effective and safe method that eliminates the safety risks that may impose on workers during the training compared to traditional training methods (e.g., in-person hands-on training, apprenticeship). Although researchers have developed VR-based training for construction workers, some have recruited students rather than workers to understand the effect of their VR-based training. However, students are different from construction workers in many ways, which can threaten the validity of such studies. Hence, research is needed to investigate the extent to which the findings of a VR-based training study are contingent on whether students or construction workers were used as the study sample. This paper strives to compare the effectiveness of VR-based training on university students’ and construction workers’ knowledge acquisition, trust in the robot, and robot operation self-efficacy in remote operation of a construction robot. Twenty-five construction workers and twenty-five graduate construction engineering students were recruited to complete a VR-based training for remote operating a demolition robot. We used quantitative analyses to answer our research questions. Our study shows that the results are dependent on the target sample in that students gained more knowledge, whereas construction workers gained more trust in the robot and more self-efficacy in robot operation. These findings suggest that the effectiveness of VR-based training on students may not necessarily associate with its effectiveness on construction workers.  相似文献   
6.
Technology has become an integral part of the world in which we live. Today's undergraduate college students have extensive exposure to technology in all aspects of their lives, so educators would expect all students to be technologically proficient. However many people do not easily gain proficiency with computer technologies. The ability to master a skill can be examined as self-efficacy. Self-efficacy provides a mechanism to explain individual behavior and may be defined as a person's perceived capability to perform a behavior.  相似文献   
7.
In this paper, we explored the relationship between self-efficacy, Information and Communication Technology (ICT) user profiles, and gender. Self-efficacy is an important theoretical and empirical concept to identify and describe how students perceive their own ability to solve a task. ICT user profiles were developed as an empirical framework to identify and categorize students based on how frequent they use ICT. In this paper, we have chosen six ICT user profiles in order to distinguish between leisure activities and school activities. Each ICT user-profile was computed by combining two dimensions (frequency of ICT use for leisure purposes and frequency of ICT use for school purposes). We tried to identify how students’ perception of their ability to solve a task is related to both their gender and how frequently they use ICT. The results showed that student’s self-efficacy varied between the ICT user profiles. The findings showed how an increased level of self-efficacy in ICT High-level tasks is related to both an increased level of leisure use and with an increased level of educational use. Further, our findings provided evidence in support of positive relationships (for both males and the females) between Self-efficacy in ICT and the ICT user profiles.  相似文献   
8.
This study examined the question, ‘What is the impact of a digital math intervention on secondary ELL students’ mathematical capabilities and perceptions of their future possibilities?’ The hypothesis was that through its direct effect on increasing students’ math ability and its indirect effect on increasing students’ perceived math self-efficacy, the digital intervention affects students’ perceptions of their functionings and future possibilities. A path analysis, with qualitative data nested into the design, was used to analyze the conceptualized relationships. The study was conducted with 50 ninth-and-10th-grade Hispanic students in a Colorado high school, over 6 months. The primary finding was that through its direct effect on increasing students’ math ability and its indirect effect on increasing students’ perceived math self-efficacy, the digital intervention improved students’ perceptions of their functionings and future possibilities. What this study specifically underscores is the importance of taking a coherent and purposeful approach toward the design of digital student-directed educational technology, especially for ELL students who may have specific learning needs.  相似文献   
9.
A number of studies have examined virtual worlds, which can facilitate knowledge sharing, education, and enjoyment, among others. However, no study has provided an insightful research model for evaluating virtual worlds. This study suggests that users’ identification with virtual communities and avatars plays a critical role in the construction of attractive virtual worlds. The proposed model measures the level of the user’s identification with virtual communities, through which the user builds his or her trust in other community members. In addition, the study suggests that users’ identification with avatars is an important element of their satisfaction with virtual worlds. The results indicate that users’ identification with virtual communities as well as avatars can enhance their efficacy and trust and thus facilitate their sustained use of virtual services. The results have important theoretical and practical implications.  相似文献   
10.
The proliferation of the online business transaction has led to a large number of incidents of identity theft, which have incurred expensive costs to consumers and e-commerce industries. Fighting identity theft is important for both online business and consumers. Although the practical significance of fighting identity theft has been of great interest, empirical studies on identity theft are very limited. Drawing upon coping behavior theories, this study examines two types of coping behaviors to fight identity theft (i.e., conventional coping and technological coping). Following structural equation modeling approach, we test the model using data collected from 117 subjects through a survey. The results reveal that both conventional coping and technological coping are effective to defend against identity theft. Technological coping is determined by an individual's conventional coping, self-efficacy, perceived effectiveness of coping, and social influence. This study presents a timely empirical study on identity theft, and provides valuable insights for consumers, government agencies, and e-commerce industries.  相似文献   
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