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1.
学习不仅仅是自然科学知识的学习,更是社会科学、民族文化、正确人生观和价值观的形成过程,“课程思政”无疑正是实现该目标的捷径,它是当前高等院校思想政治教育的新模式。如何提升学生解决“复杂工程问题”的能力成为高校开展工程教育和“新工科”的难点和重点,而课程思政正是培养学生解决“复杂工程问题”中所需要的非技术因素的重要途径。“自动控制系统工程设计”是自动化专业高年级学生的一门专业课,当前关于“课程思政”的论述是指导思想居多、实施经验以及案例设计较少,针对该问题以“自动控制系统工程设计”为例,详细给出了“课程思政”教学案例的具体实施过程,对同类课程提供参考。 相似文献
2.
本文主要总结了新冠疫情期间作者的电磁场理论课程在线教学经验。对比分析了录播和直播的优缺点后,选择录播教学方式。基于超星网络教学平台,展示了录播网络教学的具体措施,包括网上答疑和学习效果检查以及在线批改作业等。给出了网络教学可以为线下教学继续使用的方法和手段,为疫情结束后的正常教学提供了新的网络教学补充措施。 相似文献
3.
Engineering simulations have opened several gates for today’s chemical engineers. They are powerful tools to provide technical content as physics-based numerical solvers. Augmented reality (AR) and virtual reality (VR), on the other hand, are already underway to digitize environments in many fields. The combination of AR/VR environments and simulations in engineering education has been attracting widespread interest. Literature has demonstrated a massive amount of digital educational environments in several contexts as being complementary to conventional educational methods. Nevertheless, hosting technical content produced by engineering simulations with educational AR/VR is still challenging and requires expertise from multiple disciplines throughout the technical development. Present work provides a facile and agile methodology for low-cost hardware but content-wise rich AR software development. Inspired by the Covid-19 pandemic, a case study is developed to teach chemical-engineering concepts using a liquid-soap synthesis process. Accordingly, we assess and conclude the digital development process to guide inexperienced developers for the digitalization of teaching content. The present contribution serves as an example of the power of integrating AR/VR with traditional engineering simulations for educational purposes. The digital tool developed in this work is shared in the online version. 相似文献
4.
随着网络建设以及信息化教学方法在高校教学过程中的应用普及,越来越多的高校使用在线巡课系统对教师的教学过程进行跟踪和管理,以便发现课堂教学中的亮点、问题和不足。文章提出的在线巡课系统,基于声源定位的技术,对传统的在线巡课系统做出了改进,解决了已有巡课系统中“只闻其声,不见其人”的问题,能够更直观地跟踪到教师的教学过程,包括教学行为以及师生互动过程,有效提升教务人员巡课效果和体验感受。 相似文献
5.
This paper analyzes the problems existing in the teaching of data structure course, and puts forward the reform from the as-
pects of strengthening basic programming, visualized explanation of abstract theory, combination of C++, Java programming, ratio-
nal use of online platform, and stratification of exercises, aiming at improving students' practical ability, learning interest and self-
confidence. 相似文献
6.
As a solid state joining process, ultrasonic spot welding has been proven to be a promising technique for joining copper alloys. However, challenges still remain in employing ultrasonic spot welding to join copper alloys. This article comprehensively reviews the current state of ultrasonic spot welding of copper alloys with a number of critical issues including materials flow, plastic deformation, temperature distribution, vibration, relative motion, vertical displacement, interface friction coefficient, online monitoring technique, coupled with the macrostructure and microstructure, the mechanical properties and electrical conductivity. In addition, the future trends in this field are provided. 相似文献
7.
现今国内的数字集群网络发展存在局限性、差异性,还远没有达到“网”状分布的程度,因此,共网数字集群发展空间巨大、前景广阔。通过列举共网数字集群系统在龙嘉国际机场和长春雷锋车队的成功应用案例,探讨了我国共网数字集群系统应用的可行性和必要性。 相似文献
8.
Ming-Puu Chen Asta Y. Z. Lord Yu-Yao Cheng Ku-Chou Tai Wen-Harn Pan 《Journal of Computer Assisted Learning》2020,36(3):383-396
Reflective judgement is crucial for medical-related practitioners in dealing with controversial issues. However, the conformity phenomenon is likely to occur and interfere with reflective judgement learning during interactive activities. Effective strategies are required to moderate the conformity behaviour tendency (CBT) and improve reflective judgement performance (RJP). This study demonstrates two significant results: (a) Compared with the guided self-reflection learning strategy, the online collective reflection (OCR) learning strategy effectively weakened the learners' general CBT while dealing with professional controversial issues; and (b) a significantly negative correlation between the RJP achieved and the change of CBT in online environment was detected in the OCR group. The implications and potential applications in higher education were discussed. Further studies are needed to confirm the long-term effects and the extending application to other professional studies. 相似文献
9.
Many argue that digital technologies have the potential to enhance the teaching and learning of mathematics. However, the availability of technology is not sufficient to realise this potential. The study reported takes a detailed approach to investigate the utility of the particular offerings of the available technologies in the teaching and learning of a specific area of mathematics, functions. Sixteen affordances identified in the data are described. The complexity of the process involved in resolving a situation where particular affordances would be useful so as they are perceived and enacted is detailed. Finally, a grounded theory framework arising from the data analysis from this study that can be used to explain, predict and guide action in other digital environments is presented. 相似文献
10.
ABSTRACT The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style. 相似文献