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71.
Japan's educational system has some major problems. The most important among these concerns is the basic concept of the educational process and the goal of education. The old concept of public educational systems has become outdated in today's Japanese society, although this concept had supported social and spiritual faith, economic success and selfless devotion to one's country for more than 100 years. Now, Japanese people need a new concept of the educational process and the goal of education for the twenty-first century. The paper proposes a value chain of educational and learning systems aimed at building a network consisting of multiple fields for fostering future human resources.  相似文献   
72.
A new synthesis of software requirements models called pseudo software is proposed with the aim to cut requirements-related errors. Pseudo software achieves this aim by serving as a mediating instrument to empower stakeholders to participate in requirements elicitation and validation through model construction and manipulation, and to provide guidance to the development team to correctly interpret the requirements in the downstream development activities. Pseudo software obtains its traits as a mediating instrument through the choice of requirements information bits and the use of multimodal representations with tool support to integrate the requirements. Using historical data of fifty projects in the enterprise computing domain, pseudo software is shown to effectively cut the requirements-related errors committed by both the customer and the development team.  相似文献   
73.
Rapid growth of the volume of interactive questions available to the students of modern E‐Learning courses placed the problem of personalized guidance on the agenda of E‐Learning researchers. Without proper guidance, students frequently select too simple or too complicated problems and ended either bored or discouraged. This paper explores a specific personalized guidance technology known as adaptive navigation support. We developed JavaGuide, a system, which guides students to appropriate questions in a Java programming course, and investigated the effect of personalized guidance a three‐semester long classroom study. The results of this study confirm the educational and motivational effects of adaptive navigation support.  相似文献   
74.
This study presents the findings from the first-year evaluation of the Round Rock Independent School District’s (ISD) Digital Learning Classroom project, an initiative focused on the improvement of English Language Learners’ (ELL) learning using interactive whiteboard (IWB) technology. An objective of the evaluation was to determine the extent IWB technology could foster performance parity in academic achievement between ELL and regular students, that is, reduce the student achievement gap between these two student groups in 3rd and 5th grade mathematics and reading. These grade levels and subjects were the primary focus of the project because students in grades 3 and 5 that do not pass the state’s standardized assessments in mathematics and reading cannot be promoted to the next grade level and therefore, these are “high stakes” tests for students. A second evaluation objective was to determine whether and the extent to which the Digital Learning Classroom could increase ELL students’ academic learning relative to that of ELL students in traditional classrooms (i.e., without IWBs). Using a quasi-experimental design, the results strongly indicate that IWBs can foster performance parity thereby closing the achievement gap between ELL and regular students while increasing ELL student achievement. Pedagogical implications for teachers of ELL students within the context of Digital Learning Classroom project implementation are presented, as well as recommendations for future study of the Digital Learning Classroom in ELL classroom settings.  相似文献   
75.
76.
With the continually increasing complexity of e-learning environments, there is a need for integrating concepts of cognitive load theory (CLT) with concepts of human–computer interaction (HCI). Basic concepts of both fields were reviewed and contrasted. A literature review was conducted within the literature database “The Guide to Computing Literature,” searching for “cognitive load theory” and “Sweller.” Sixty-five publications contained “cognitive load” in their titles or abstracts. Each publication was checked to see whether it contained the concepts of intrinsic, extraneous, or germane cognitive load. The review showed that CLT concepts have been adopted in HCI. However, the concept of germane cognitive load has attracted less attention up to the present time. Two conceptual models are proposed. The first model divides extraneous cognitive load into load induced by the instructional design and load caused by software usage. The model clarifies the focus of traditional usability principles and of existing instructional design principles derived from CLT. The second model fits CLT concepts into the basic components of user-centered design. The concept of germane cognitive load illustrates that an increase of cognitive load can be desirable when designing e-learning environments. Areas for future interdisciplinary research are sketched.  相似文献   
77.
The development of instructional content using Information Technologies is an expensive, time-consuming and complex process that requires new methodologies. It was in this context that the concept of Learning Objects (LOs) was proposed in order to promote reuse. However, this goal is not yet fully attained and new contributions to increase reuse are still welcome. Besides, if content is conveyed in LOs that are easier to reuse, they must be combined and sequenced in order to build more elaborated and complex content. This paper presents a strategy to deal with these problems based on the definition of small LOs here called Component Objects (COs). These COs are structured and combined according to a conceptual metamodel, which is the basis for the definition of conceptual schemas representing the existing material, including not only content but also practice. This strategy for searching, extracting, and sequencing COs, supports a teacher to better control the implementation of complex content, reducing errors in the authoring process. This approach includes a specification language and an algorithm for semi-automatic sequencing learning content and practice. Finally, a case study that shows the proposed approach and some results of using the algorithm are presented.  相似文献   
78.
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article’s aim is to develop and systematize guidelines for the design of CMPGs. To develop these guidelines we used a three-step process: evaluating an initial implementation of a CMPG and finding its problems; defining guidelines that can help overcome these problems; and redesigning the game based on the guidelines before testing it in a real class scenario to assess how helpful the guidelines were in solving the initial problems.  相似文献   
79.
In a manufacturing system workers are involved in doing the same job or activity repeatedly. Hence, the workers start learning more about the job or activity. Because of the learning, the time to complete the job or activity starts decreasing, which is known as “learning effect”. In this paper, an exponential sum-of-actual-processing-time based learning effect is introduced into single-machine scheduling. By the exponential sum-of-actual-processing-time based learning effect, we mean that the processing time of a job is defined by an exponential function of the sum-of-the-actual-processing-time of the already processed jobs. Under the proposed learning model, we show that under a sufficient condition, the makespan minimization problem, the sum of the θth (θ > 0) power of completion times minimization problem, and some special cases of the total weighted completion time minimization problem and the maximum lateness minimization problem remain polynomially solvable.  相似文献   
80.
There are many factors that influence distance learning especially in higher education where collaborative and communicative discourse is necessary for pursuing knowledge. Social presence, among other factors, is an important concept to be facilitated, developed and sustained in distance higher education as it promotes and supports discourse based learning. This study examines the relationship among demographic and other variables, social presence and learning satisfaction. Results showed demographic variables, such as gender, online learning experience and work status were not significant factors in terms of influencing on either social presence or learning satisfaction. While media integration and instructor’s quality teaching were significant predictors of both social presence and learning satisfaction, interactivity among participants was a predictor of social presence but not of learning satisfaction. Along with the study findings, some implications were discussed for online learning practitioners in higher education setting.  相似文献   
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