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31.
通过对Excel进行适当的设置,函数合理应用以及结合VBA编程,针对对口中职招生考试的实际情况,设计完成了一个界面友好、使用方便、高效的绿色电子答题平台.重点对Excel数据安全作了阐述和设计,在实际应用中取得了较好的效果. 相似文献
32.
锈蚀损伤混凝土管桩水平承载性状时变分析 总被引:1,自引:1,他引:0
为研究锈蚀损伤混凝土管桩的水平承载性状,依据Fick第二定律,建立了氯离子在混凝土管桩中的扩散方程,并结合初始和边界条件,得到扩散方程的解析解.依据厚壁圆筒模型,推导了钢筋混凝土管桩保护层锈胀开裂时的钢筋临界锈蚀深度.基于Faraday定律,对钢筋混凝土管桩保护层锈胀开裂时间进行了预测.并在此基础上,通过引入桩身抗弯刚度折减系数对海洋环境下锈蚀损伤钢筋混凝土管桩的桩身抗弯刚度的衰减规律进行了探讨,进而对海洋环境下锈蚀损伤钢筋混凝土管桩的水平承载性状的时变特性进行了分析.结果表明:海洋环境中氯离子侵蚀引起的钢筋锈蚀对钢筋混凝土管桩的水平承载性状有明显影响.随着暴露时间的延长,桩身抗弯刚度呈非线性衰减,桩身水平位移和桩身负剪力最大值逐渐增大,桩身弯矩逐渐减小. 相似文献
33.
为了提高DBSCAN及其改进算法在噪声点分布密集环境下的噪声点识别率,通过结合PageRank算法思想及噪声数据分布密集的特点,构造簇间投票映射函数,提出了簇间投票噪声点识别算法-NoiseRank 。实验结果表明,在噪声点分布密集环境下,NoiseRank算法比DBSCAN算法具有更高的噪声点识别率。 相似文献
34.
李玲 《江汉石油职工大学学报》2014,(1):100-101,107
合唱活动是校园里最活跃、最具广泛群众基础的校园文化活动表现形式之一。合唱活动有助于校风建设,特别是能培育师生的集体主义情感和增进师生友谊;合唱活动有助于教风建设,特别是能加强教师师德修养,促使教师更加敬业;合唱活动有助于学风建设,特别是能促进学生明确学习目的,激发学生的爱国热情和学习热情,还能提高学生的综合能力。 相似文献
35.
A flowchart‐based intelligent tutoring system for improving problem‐solving skills of novice programmers
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D. Hooshyar R.B. Ahmad M. Yousefi F.D. Yusop S.‐J. Horng 《Journal of Computer Assisted Learning》2015,31(4):345-361
Intelligent tutoring and personalization are considered as the two most important factors in the research of learning systems and environments. An effective tool that can be used to improve problem‐solving ability is an Intelligent Tutoring System which is capable of mimicking a human tutor's actions in implementing a one‐to‐one personalized and adaptive teaching. In this paper, a novel Flowchart‐based Intelligent Tutoring System (FITS) is proposed benefiting from Bayesian networks for the process of decision making so as to aid students in problem‐solving activities and learning computer programming. FITS not only takes full advantage of Bayesian networks, but also benefits from a multi‐agent system using an automatic text‐to‐flowchart conversion approach for engaging novice programmers in flowchart development with the aim of improving their problem‐solving skills. In the end, in order to investigate the efficacy of FITS in problem‐solving ability acquisition, a quasi‐experimental design was adopted by this research. According to the results, students in the FITS group experienced better improvement in their problem‐solving abilities than those in the control group. Moreover, with regard to the improvement of a user's problem‐solving ability, FITS has shown to be considerably effective for students with different levels of prior knowledge, especially for those with a lower level of prior knowledge. 相似文献
36.
Heath education is an important component of the curriculum for fostering children's correct health knowledge and good daily life habits. However, educators have indicated that most children might fail to realize the importance and meaning of health education content owing to the lack of authentic scenarios and daily life experience. With the advancement of computer technologies, researchers have tried to develop multimedia learning content in order to improve students' learning performance. Among various technology-enhanced learning alternatives, digital game-based learning has been recognized as a highly potential approach to motivating students. However, several previous studies have indicated that, without properly incorporating learning content into game scenarios, the effectiveness of digital game-based learning might not be as good as expected in comparison with conventional technology-enhanced learning. In this study, a contextual digital game was developed for improving students' learning performance in an elementary school health education course. A quasi experiment was conducted to evaluate the effectiveness of the proposed approach by situating the experimental group in the game-based learning scenario and the control group to learn with conventional e-books. The experimental results showed that the proposed approach not only improved the students' learning motivation, but also their learning achievement and problem-solving competences. Moreover, the significant two-way interaction suggested that the contextual game-based learning approach benefited the higher motivation students more than the lower motivation ones in terms of the advanced knowledge, showing the importance and potential of applying contextual games to health education activities. 相似文献
37.
Gamification, the application of game elements to non-game settings, continues to grow in popularity as a method to increase student engagement in the classroom. We tested students across two courses, measuring their motivation, social comparison, effort, satisfaction, learner empowerment, and academic performance at four points during a 16-week semester. One course received a gamified curriculum, featuring a leaderboard and badges, whereas the other course received the same curriculum without the gamified elements. Our results found that students in the gamified course showed less motivation, satisfaction, and empowerment over time than those in the non-gamified class. The effect of course type on students' final exam scores was mediated by students' levels of intrinsic motivation, with students in the gamified course showing less motivation and lower final exam scores than the non-gamified class. This suggests that some care should be taken when applying certain gamification mechanics to educational settings. 相似文献
38.
网络协议是网络通信中一系列标准的集合,未知协议的识别和分析对网络监管、保障网络安全具有重大意义。协议识别技术多种多样,但大都不适用于二进制的协议识别。在此针对现有的协议识别技术的局限性,提出了一种在双方单协议通信环境下的多种类型二进制数据帧的协议识别方法。该方法首先利用n-gram技术对数据帧进行分割,然后利用无监督的特征选择算法提取特征串集合,从而利用聚类算法实现协议消息的识别。最后在ICMP上对该方法进行评估,消息识别的准确率和召回率均可达到90%以上。 相似文献
39.
学籍档案管理是高校教育教学的重要组成内容。通过分析学籍档案的形成规律和特点,力图运用档案管理系统,借助信息技术和网络技术,利用著录模板设置和数据导入功能,构建现代化学籍档案管理模式。促使学籍档案归档科学、管理规范、利用充分,实现归档部门负责信息的真实性、完整性,档案部门确保信息的安全性、有效性,更好地为高校、个人以及社会服务。 相似文献
40.
徐学辉 《计算机光盘软件与应用》2011,(16)
本课题研究的主要目的是要开发出适合当前中职学校“计算机应用能力训练”的校本教材。以“必需、够用”为原则,以“夯实基础”为出发点和主要依据,采取边研究、边实施,边开发、边实践的方法,使研究与实践有机地融为一体,从而寻找一条实施计算机应用基础校本教学的有效途径。 相似文献