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111.
From the perspective of self-determination theory, this study investigated the motivations for children’s Internet use by examining how basic psychological need satisfaction, perceived online and perceived in daily real life, affects children’s Internet use outcomes. A total of 637 elementary school students from China took participated in this study. The results from structural equation modeling showed that need satisfaction perceived online predicted higher levels of Internet use and more positive affect experienced online, whereas need satisfaction perceived in daily real life predicted less time spent online, less negative affect, and more positive affect. Both inherent properties of the experiences provided by the Internet and children’s social backgrounds contribute to Internet use outcomes. This study supports self-determination theory in explaining children’s Internet use motivations. Implications for efforts to encourage appropriate Internet use and directions for future research are discussed.  相似文献   
112.
Massively multiplayer online role-playing games (MMORPGs) are video games in which players create an avatar that evolves and interacts with other avatars in a persistent virtual world. Motivations to play MMORPGs are heterogeneous (e.g. achievement, socialisation, immersion in virtual worlds). This study investigates in detail the relationships between self-reported motives and actual in-game behaviours. We recruited a sample of 690 World of Warcraft players (the most popular MMORPG) who agreed to have their avatar monitored for 8 months. Participants completed an initial online survey about their motives to play. Their actual in-game behaviours were measured through the game’s official database (the Armory website). Results showed specific associations between motives and in-game behaviours. Moreover, longitudinal analyses revealed that teamwork- and competition-oriented motives are the most accurate predictors of fast progression in the game. In addition, although specific associations exist between problematic use and certain motives (e.g. advancement, escapism), longitudinal analyses showed that high involvement in the game is not necessarily associated with a negative impact upon daily living.  相似文献   
113.
In order to satisfy need for enhanced user affinity for robots, we are attempting to give robots a “consciousness” such as that identified in humans and animals. We developed software to control a robot’s actions including emotion by introducing the evaluation function of action choice into the hierarchical structure model. This connected the robot’s consciousness with the robot’s action. We named the process Consciousness-based Architecture (CBA). However, it is difficult to change the consciousness of the robot only using this CBA model. In order to induce and change autonomously consciousness and action for the robot, some motivation is required. Therefore, a motivation model has been developed to induce and change autonomously, and is combined with CBA. To inspect CBA including the motivation model, a robot arm (Conbe-I) has been developed with a small Web camera built into the fingers. CBA was installed on this Conbe-I, and the autonomous actions performed to catch an object were inspected. A motivation model of the robot was devised to describe interests for the aim thing of the robot and the desire of the robot. To build this motivation model, we studied the action of dopamine, which added activity to the robot, in conjunction with the incentive to do an action. In this paper described about the expression of the emotion by a robot incorporated this motivation model in Conbe-I. This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January 31–February 2, 2008  相似文献   
114.
A survey was corrducted of unionized construction workers in a major midwestern city to collect data on their perceptions of the motivational climate in their jobs. The framework for the collection and analysis of the data was the expectancy model of worker motivation and performance. The findings indicated that the motivational climate is very poor. Contractors rely more on punishment and discipline than they do positive rewards. Little is done to encourage good performance. Discipline is used to discourage poor performance. Contractors provide little in the way of rewards, even when they are not prohibited from providing a variety of rewards by their labor agreements. The workers surveyed reported very little incentive to be highly productive.  相似文献   
115.
本文在Krashen的情感过滤假说、Brown的认知和情感教学原则及Maslow的人类需要层次理论的基础上,提出了情感因素和艺术类专业公外英语教学的相互作用的观点,阐释了情感因素的内涵、分析了语言焦虑、学习动机、态度和自信心对外语学习及教学的影响,探索其符合教学理论的策略。  相似文献   
116.
Decrease in student satisfaction and motivation in flipped classroom (FC) model of instruction is among frequently observed problems. And these problems could reduce the efficiency of FC model. It is believed that the problems related to student satisfaction and motivation in FC model of instruction are related to the e-learning readiness of the students. The purpose of the current study was to explore the impact of the e-learning readiness of the students on student satisfaction and motivation in FC model of instruction. The study was carried out with 236 undergraduate students taking Computing I class taught using FC model of instruction. Data were collected from three self-report instruments: E-learning Readiness Scale (subscales: ‘computer self-efficacy’, ‘internet self-efficacy’, ‘online communication self-efficacy’, ‘self-directed learning’, ‘learner control’ and ‘motivation towards e-learning’), Satisfaction Scale and Motivated Strategies for Learning Questionnaire. The path analyses with structural equation modelling (SEM) further verified that students' e-learning readiness were related to their satisfaction and motivation while undertaking academic tasks in FC model of instruction. The results of the study indicated that students' e-learning readiness was a significant predictor of their satisfaction and motivation in FC model of instruction. Findings were presented and discussed for future studies and applications.  相似文献   
117.
Health literacy rates among American and European adults remain low, with almost half of adults having only basic levels in 2012. In this digital era, the Internet has been recognized as an important medium for improving health literacy. However, little is known about the mechanisms that underlie its impact on health literacy. With a general basis in the Cognitive Mediation Model, this study empirically tested a model that included motivation for health-related Internet use, health-related Internet use, perceived health information overload, and health literacy. Structural equation modeling was used to analyze the US-based Health Information National Trends Survey (HINTS) 2013 dataset. The results support for all the paths in our posited model. The effects of motivation for health-related Internet use on health literacy were completely mediated by health-related Internet use and perceived health information overload. The findings extend the Cognitive Mediation Model to the context of health literacy and provide significant implications for the design and dissemination of online health information. Recommendations are made for future research, including further validation of the five-item scale of health literacy.  相似文献   
118.
We sought to gain understanding of voluntary developers’ involvement in open source software (OSS) projects. Data were collected from voluntary developers working on open source projects. Our findings indicated that a voluntary developer's involvement was very important to his or her performance and that involvement was dependent on individual motivations (personal software needs, reputation and skills gaining expectation, enjoyment in open source coding) and project community factors (leadership effectiveness, interpersonal relationship, community ideology). Our work contributes theoretically and empirically to the body of OSS research and has practical implications for OSS project management.  相似文献   
119.
Motivation and pressure are considered two factors impacting vocational senior high school student learning. New communication technology, especially mobile communication technology, is supposed to be effective in encouraging interaction between the student and the instructor and improving learning efficiency. Social presence and information richness theory was applied to analyze the media and their impacts on the instruction process firstly. Then the author observed firstly the impact of using individual communication technologies – namely Short Message Service (SMS), email, and online forum – on student learning motivation, pressure, and performance, based on a comparative investigation of 176 students. Then the impacts of using combination of mobile and Internet communication technology – SMS + email, SMS + online forum – were examined with another experiment of 45 students. The result showed that instant messaging helps bonding the two roles – student and instructor – in the instruction process effectively. When combined with Internet communication media, it can significantly increase student extrinsic motivation without causing higher pressure. Additionally, communication media demanding public expression rather than private dialogue should be adopted with careful consideration, since they may raise student pressure.  相似文献   
120.
为了提高《计算机基础知识》的课堂教学质量,教师必须关注教学策略的设计和运用。要采取多种教学手段,为学生提供多样化的教学平台,激发他们的求知欲望,保持恒久的学习兴趣和动力;培养他们主动求知和渴望创造的学习品质,让他们获得成功的体验,提高学生的学习效能。  相似文献   
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