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71.
Using a framework of cognitive, social, and teaching presence, the nature of learning experiences in a three-dimensional virtual world environment (Second Life) and a text-chat learning environment without visuals (TeachNet) were investigated. A mixed method of code frequencies, coherence graphs, interviews, and a survey was used. The results revealed that the TeachNet debates included more cognitive presence codes that indicate higher levels of cognitive processing than in SL debates. The teams were significantly different from each other in the collaboration style for developing arguments and in the ways to use utterances associated with cognitive, social, and teaching presences, and the groups’ collaboration style became more established with more experience with the tasks. The three critical factors–tool, tasks and group cohesion–that affect cognitive, teaching, and social presence are discussed.  相似文献   
72.
Since a large variety of digital games have been used in many fields for educational purposes, their real functions in learning have caught much attention as well. This study first defines learning characteristics of problem-solving digital games and their corresponding cognitive levels, then designs and develops a problem-solving game in accordance to the criteria. Tasks in the game context are inter-related to each other so that players need to critically and creatively think about problem solutions. Learners’ task analyses are performed to observe four elementary learners’ gaming paths, behaviors and cognitive activities, individually and collaboratively. System documentation, video recording, researcher observation, and interviews are conducted to analyze learners’ learning strategies and their cognitive performance during the gaming process.  相似文献   
73.
The use of web-based learning and assessment tools is growing in tertiary institutions around the world. To date, very few papers have reported the development and evaluation of a web-based formative assessment tool for postgraduate students. The aim of the present paper was to report on the development and evaluation of an online formative assessment tool for this student group. The web-based formative assessment tool was evaluated by a sample of undergraduate students, postgraduate students and academic staff within a psychology department in order to determine the suitability and sensitivity of the tool. The results of this pilot test suggest that the development of such a tool is both appropriate and feasible for Masters students studying psychology.  相似文献   
74.
This mixed-methods study investigates the effects of student attitudes and behaviours on the outcomes of learning mathematics with computer tools. A computer tool was used to help students develop the mathematical concept of function. In the whole sample (N = 521), student attitudes could account for a 3.4 point difference in test scores between individuals on a 10-point scale. General attitude towards mathematics positively predicted test scores. However, more able students who were well-disposed towards mathematical computer tools achieved lower scores. Self-reported behaviours were unrelated to test scores. Detailed observation of a small number of students (= 8) revealed that positive attitudes towards mathematics and mathematical computer tools augmented exhibited learning behaviours, and that both a positive attitude to mathematical computer tools and exhibited learning behaviours benefited tool mastery. Although tool mastery and test scores are intimately related, reflective processes appear to mediate this relationship. Promoting learning with mathematical computer tools needs to take several factors into account, including improving student attitudes, raising levels of learning behaviours, and giving sufficient opportunity for constructing new mathematical knowledge within meaningful mathematical discourse.  相似文献   
75.
Learning a second language is very difficult, especially, for the disabled; the disability may be a barrier to learn and to utilize information written in text form. We present the SignMT, Thai sign to Thai machine translation system, which is able to translate from Thai sign language into Thai text. In the translation process, SignMT takes into account the differences between Thai and Thai sign language in terms of both syntax and semantic to ensure the accuracy of translation. SignMT was designed to be not only an automatic interpreter but also a language learning tool. It provides meaning of each word in both text and image forms which is easy to understand by the deaf. The grammar information and the order of the sentence are presented in order to help the deaf in learning Thai, their second language. With SignMT, deaf students are less dependent on a teacher, have more freedom to experiment with their own language, and improve their knowledge and learning skill.  相似文献   
76.
This paper reports the results of a study which aimed to investigate how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning environment. An English curriculum was conducted on a school campus by using a context-aware ubiquitous learning environment called the Handheld English Language Learning Organization (HELLO). HELLO helps students to engage in learning activities based on the ARCS motivation theory, involving various educational strategies, including ubiquitous game-based learning, collaborative learning, and context-aware learning. Two groups of students participated in the learning activities prescribed in a curriculum by separately using ubiquitous game-based learning and non-gaming learning. The curriculum, entitled ‘My Campus’, included three learning activities, namely ‘Campus Environment’, ‘Campus Life’ and ‘Campus Story’. Participants included high school teachers and juniors. During the experiment, tests, a survey, and interviews were conducted for the students. The evaluation results of the learning outcomes and learning motivation demonstrated that incorporating ubiquitous games into the English learning process could achieve a better learning outcomes and motivation than using non-gaming method. They further revealed a positive relationship between learning outcomes and motivation.  相似文献   
77.
Self-testing is a means to check learning effect. Besides time–space restriction, there are many deficiencies in traditional offline self-testing. With the development of information technology, learners can have self-testing on the Internet. Self-testing on Internet, namely, web-based self-testing, overcomes time–space limitation of traditional offline self-testing, but there are still several disadvantages such as monotony and lack of interaction. In the article, a web-based self-testing system with some features of Web 2.0 is designed and implemented, aiming at overcoming the weaknesses of current online self-testing system. Firstly, taking English self-testing as an example, the framework of the system and functions of its main modules is designed according to theories of social learning and constructivism as well as the idea of Web 2.0 and the characteristics of server-side programming. Secondly, in accordance with the design above, a new system is implemented for English learners primarily by using HTML, JavaScript, PHP, and MySQL comprehensively. The role and duty of webmaster are also described briefly. To test the system, some English learners were invited randomly to use it, and feedback information was collected from them after a period of time. It is shown by feedbacks that most learners are satisfied with the system, and the system is of distinct features and favorable practicality compared with other systems, but it still needs to be improved in the design of user interface and some other details. Results in the article demonstrate that the new system can overcome the shortcomings of current systems to some extent.  相似文献   
78.
e-Learning systems are increasingly being adopted by modern enterprises, because of their cost-down effect. However, the extant literature provides little insight into their beneficial consequences. It is expected that a transfer of acquired knowledge, skills and/or work attitudes to jobs will occur through e-learning systems use. This makes e-learning systems a useful tool for improving job outcomes, although this is not well documented. The IS success model, which captures both the human and technological elements of information systems, provides a theoretical basis for linking system use to system task. The current study then examines the relation between e-learning systems use and overall job outcomes based on the model. The data collected from one hundred and ninety-three e-learning system users were analyzed with partial least square (PLS). The results indicate that e-learning systems are perceived as useful and satisfying by employees, and employees’ e-learning systems use is significantly associated with overall job outcomes. In practice, these results provide a basis for establishing a link between an organization’s investment in e-learning and human capital management. They also lend empirical support to the IS success model.  相似文献   
79.
Contrary to popular belief, biologists discovered that worker ants are really not all hardworking. It has been found that in three separate 30-strong colonies of black Japanese ants (Myrmecina nipponica), about 20% of worker ants are diligent, 60% are ordinary, and 20% are lazy. That is called 20:60:20 rule. Though they are lazy, biologists suggested that lazy worker ants could be contributing something to the colony that is yet to be determined. In our last research, we used CHC (cross generational elitist selection, heterogeneous recombination, and cataclysmic mutation) with the worker ants’ rule (WACHC) aiming at solving optimization problems in changing environments. CHC is a nontraditional genetic algorithm (GA) which combines a conservative selection strategy that always preserves the best individuals found so far with a radical (highly disruptive) recombination operator. In our last research, we verified that WACHC performs better than CHC in only one case of fully changing environment. In this paper, we further discuss our proposed WACHC dealing with changing environment problems with varying degree of difficulty, compare our proposal with hypermutation GA which is also proposed for dealing with changing environment problems, and discuss the difference between our proposal and ant colony optimization algorithms.  相似文献   
80.
Learning and knowledge building have become critical competences for people in the knowledge society era. In this paper, we propose a sociolinguistic dialogue model for understanding how learning evolves and how cognitive process is constructed in on-line discussions. The knowledge extracted from this model is used to assess participation behavior, knowledge building and performance. The ultimate purpose is to provide effective feedback, evaluation and monitoring to the discussion process. Seven hundred students from the Open University of Catalonia in Spain participated in this study. Results showed that learning and knowledge building may be greatly enhanced by presenting selected knowledge to learners as for their particular skills exhibited during interaction. In addition, this valuable provision of information is used as a meta cognitive tool for tutors and moderators for monitoring and evaluating the discussion process more conveniently. This contribution presents our conceptual model for interaction management as well as key design guidelines and evaluation results. Implications of this study are remarked and further research directions are proposed.  相似文献   
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