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   16430篇
  免费   524篇
  国内免费   255篇
电工技术   133篇
技术理论   4篇
综合类   6665篇
化学工业   877篇
金属工艺   421篇
机械仪表   561篇
建筑科学   2094篇
矿业工程   87篇
能源动力   36篇
轻工业   236篇
水利工程   127篇
石油天然气   64篇
武器工业   3篇
无线电   813篇
一般工业技术   606篇
冶金工业   1200篇
原子能技术   15篇
自动化技术   3267篇
  2024年   45篇
  2023年   168篇
  2022年   251篇
  2021年   388篇
  2020年   295篇
  2019年   228篇
  2018年   173篇
  2017年   156篇
  2016年   265篇
  2015年   402篇
  2014年   1013篇
  2013年   805篇
  2012年   1028篇
  2011年   1257篇
  2010年   1278篇
  2009年   1291篇
  2008年   1122篇
  2007年   1033篇
  2006年   1043篇
  2005年   881篇
  2004年   795篇
  2003年   866篇
  2002年   725篇
  2001年   390篇
  2000年   388篇
  1999年   234篇
  1998年   104篇
  1997年   63篇
  1996年   48篇
  1995年   43篇
  1994年   38篇
  1993年   21篇
  1992年   23篇
  1991年   20篇
  1990年   19篇
  1989年   17篇
  1988年   30篇
  1987年   23篇
  1986年   15篇
  1985年   10篇
  1984年   12篇
  1982年   16篇
  1979年   9篇
  1964年   10篇
  1963年   9篇
  1958年   10篇
  1957年   19篇
  1956年   8篇
  1955年   19篇
  1954年   12篇
排序方式: 共有10000条查询结果,搜索用时 15 毫秒
81.
为促进学校学位与研究生教育信息管理水平,在MVC设计模式基础上结合EF(ADO.NET Entity Framework)框架和Ajax技术,探讨学位与研究生教育信息管理系统的设计与实现。系统包括用户管理、学籍管理、课程管理、成绩管理、奖学金管理、导师管理、双盲评审管理和学位信息管理8个模块,具有较好的可用性、稳定性和可扩展性。  相似文献   
82.
从学生学习计算机编程时能力的重要性出发,介绍了教师在进行编程教学时必须注重学生几种能力的培养,并阐述了教学过程中可以采用的几种教学方法。  相似文献   
83.
针对校园电子商务的产生和发展进行了阐述,对校园电子商务的功能模块进行设计和描述,提出了校园电子商务带来的影响,并探讨了校园电子商务在信用、物流、市场规划、管理模式、安全支付等方面存在的问题。  相似文献   
84.
开源软件因其源代码开放、免费、易于定制等特性,非常适合教育信息化领域的需求。文章阐述了开源软件的概念及特征,分析了开源软件在国内外教育领域中的研究与应用现状,最后提出了开源软件在我国教育信息化领域中的应用策略。  相似文献   
85.
黄玲娜 《计算机时代》2012,(11):64-65,68
学生毕业之后仍然需要知识更新和继续提高,而为他们提供培训机会的大多是社会办学机构,因此,高职院校有必要建立网络继续教育系统为毕业生提供继续学习、更新知识的平台。利用ASP技术、网络技术、网站开发技术等能快速开发这样一个系统平台,为学生提供继续学习机会的同时,提高学校自身的竞争力。  相似文献   
86.
新时代的治水方针和水利工程补短板、水利行业强监管的水利改革发展总基调对水利科技人才培养提出了多样化的需求。为适应需求,在列举专业认证对水利类专业建设与改革的促进以及分析尚存不足的基础上,提出了应通过加强学习、深入思考和顶层设计以加快推进专业建设与改革,并建议从着力培养复合型人才、加快培养模式改革、推进课程体系与课程设置改革、加强实践教学体系建设、创新课程与师资队伍建设、强化校企合作与产教融合、改进教育教学方式方法、完善质量保证体系等八方面加以实施。  相似文献   
87.
In computer-supported collaborative learning research, studies examining the combined effects of individual level, group level and within-group differences level measures on individual achievement are scarce. The current study addressed this by examining whether individual, group and within-group differences regarding engagement and prior knowledge predict individual achievement. Engagement was operationalised as group members' exhibited activities in the task space (i.e., discussing domain-content) and social space (i.e., regulating ideas, actions and socioemotional processes). Prior knowledge and achievement were operationalised as group members' performance on a domain-related pre-test and post-test, respectively. Data was collected for 95 triads of secondary education students collaborating on a complex business-economics problem. Subsequently, three different multilevel models were tested to examine the combined effect. First a model with the individual level measures (model 1) was tested and in subsequent models the group level measures (model 2) and within-group levels measures (model 3) were added. Findings indicate model 2 showed the best fit; group members' individual engagement in the social space activities as well as the groups' average prior knowledge positively predicts individual achievement. No effects were found for either group members' or groups' engagement in the task space and for the within-group differences.  相似文献   
88.
In this study, we investigated the validity of a stealth assessment of physics understanding in an educational game, as well as the effectiveness of different game-level delivery methods and various in-game supports on learning. Using a game called Physics Playground, we randomly assigned 263 ninth- to eleventh-grade students into four groups: adaptive, linear, free choice and no-treatment control. Each condition had access to the same in-game learning supports during gameplay. Results showed that: (a) the stealth assessment estimates of physics understanding were valid—significantly correlating with the external physics test scores; (b) there was no significant effect of game-level delivery method on students' learning; and (c) physics animations were the most effective (among eight supports tested) in predicting both learning outcome and in-game performance (e.g. number of game levels solved). We included student enjoyment, gender and ethnicity in our analyses as moderators to further investigate the research questions.  相似文献   
89.
Recent years have seen a growing call for inquiry-based learning in science education, and mobile technologies are perceived as increasingly valuable tools to support this approach. However, there is a lack of understanding of mobile technology-supported inquiry-based learning (mIBL) in secondary science education. More evidence-based, nuanced insights are needed into how using mobile technologies might facilitate students' engagement with various levels of inquiry and enhance their science learning. We, therefore, conducted a robust systematic literature review (SLR) of the research articles on mIBL in secondary school science education that have been published from 2000 to 2019. We reviewed and analysed 31 empirical studies (34 articles) to explore the types of mIBL, and the benefits and constraints of mIBL in secondary school science education. The findings of this SLR suggest new research areas for further exploration and provide implications for science teachers' selection, use and design of mIBL approaches in their teaching.  相似文献   
90.
Multimodal data have the potential to explore emerging learning practices that extend human cognitive capacities. A critical issue stretching in many multimodal learning analytics (MLA) systems and studies is the current focus aimed at supporting researchers to model learner behaviours, rather than directly supporting learners. Moreover, many MLA systems are designed and deployed without learners' involvement. We argue that in order to create MLA interfaces that directly support learning, we need to gain an expanded understanding of how multimodal data can support learners' authentic needs. We present a qualitative study in which 40 computer science students were tracked in an authentic learning activity using wearable and static sensors. Our findings outline learners' curated representations about multimodal data and the non-technical challenges in using these data in their learning practice. The paper discusses 10 dimensions that can serve as guidelines for researchers and designers to create effective and ethically aware student-facing MLA innovations.  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