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   3123篇
  免费   282篇
  国内免费   197篇
电工技术   66篇
综合类   183篇
化学工业   68篇
金属工艺   61篇
机械仪表   88篇
建筑科学   128篇
矿业工程   10篇
能源动力   56篇
轻工业   17篇
水利工程   7篇
石油天然气   5篇
无线电   307篇
一般工业技术   71篇
冶金工业   45篇
原子能技术   6篇
自动化技术   2484篇
  2024年   83篇
  2023年   82篇
  2022年   118篇
  2021年   173篇
  2020年   125篇
  2019年   101篇
  2018年   97篇
  2017年   76篇
  2016年   126篇
  2015年   111篇
  2014年   193篇
  2013年   195篇
  2012年   198篇
  2011年   253篇
  2010年   171篇
  2009年   194篇
  2008年   174篇
  2007年   182篇
  2006年   126篇
  2005年   99篇
  2004年   68篇
  2003年   92篇
  2002年   91篇
  2001年   67篇
  2000年   54篇
  1999年   48篇
  1998年   60篇
  1997年   40篇
  1996年   38篇
  1995年   31篇
  1994年   13篇
  1993年   23篇
  1992年   19篇
  1991年   11篇
  1990年   14篇
  1989年   8篇
  1988年   5篇
  1987年   8篇
  1986年   4篇
  1985年   2篇
  1984年   2篇
  1983年   4篇
  1982年   5篇
  1981年   2篇
  1980年   4篇
  1978年   4篇
  1977年   2篇
  1976年   2篇
  1973年   1篇
  1970年   1篇
排序方式: 共有3602条查询结果,搜索用时 15 毫秒
41.
Understanding and analysing activity and learning in virtual communities   总被引:1,自引:0,他引:1  
Abstract  The purpose of this study is to provide a preliminary framework to observe, analyse and evaluate both activity and learning in virtual communities. So various types of virtual communities will be studied by examining their relationship to socialisation and learning. After a presentation of the main ideas of Wenger's social learning theory, the principal components of the social context of the emergence and evolution of virtual communities will be described. It will show how taking this context into account enables the definition of four principal types of virtual communities: community of interest, goal-oriented community of interest, learners' community and community of practice and describe how the activity of these communities develops according to the goals they set for themselves and to the strategies they adopt to reach them. For each type of virtual community, an attempt will be made to determine the process of negotiation of meaning at the base of learning, and to describe the learning performed in terms of participation and reification processes.  相似文献   
42.
Designing mobile technologies to support co-present collaboration   总被引:1,自引:0,他引:1  
Mobile technologies offer new opportunities for childrens educational activities in that they can be used across different locations and times. Naturally, some instances of mobile technology use will necessitate, or be enhanced by, the sharing of information. Social interaction is important for sharing ideas, constructing and shaping understanding and fundamental for educational development. However the physical size of mobile technologies presents interesting challenges when designing for collaborative activities. When designing mobile technologies the importance of collaborative tasks has often been overlooked. The replacement of low-tech artefacts with digital devices, for supporting multiple users, can inhibit the shareability of information. We present three projects where mobile technologies have been used as part of a larger mixed reality experience. Novel technologies were used to support childrens collaborative activities in storytelling, an adventure game and during an outdoor field trip. Interaction with mobile devices within each project is reviewed and the authors highlight important considerations for their design and use across multiple contexts.  相似文献   
43.
How to teach flexible thinking and learning skills, particularly creativity and the skill of “learning to learn,” is a key concern for CSCL in the context of the emerging Networked Society. The currently dominant paradigms for supporting pedagogical design within CSCL, including socio-cultural theory, are limited in the support that they can offer to the project of teaching general thinking skills. This paper uses critical literature review, conceptual analysis, and evidence from case studies to argue for the value of a dialogic interpretative framework that links the goal of teaching thinking with the method of CSCL. The evidence reviewed suggests that dialogue is itself the primary thinking skill from which all others are derived. It is argued from this that dialogic theory offers a possible solution to the problem of how to conceptualize general thinking skills for CSCL: this is that teaching dialogue as an end in itself promotes the learning of general thinking skills. Implications of the proposed framework for pedagogical design are brought out through case studies illustrating the use of CSCL to broaden and deepen dialogic spaces of reflection.  相似文献   
44.
本文介绍了基於系统集的通用智能控制器的设计思想。作为示例,我们对一类具有相同特征与约束的系统集给出了基於稳态映照记忆模型的自学习算法,证明了它的可学习性与收敛性,在不同的对象上验证了它的通用性。  相似文献   
45.
Most work on adaptive agents have a simple, single layerarchitecture. However, most agent architectures support three levels ofknowledge and control: a reflex level for reactive responses, a deliberatelevel for goal-driven behavior, and a reflective layer for deliberateplanning and problem decomposition. In this paper we explore agentsimplemented in Soar that behave and learn at the deliberate and reflectivelevels. These levels enhance not only behavior, but also adaptation. Theagents use a combination of analytic and empirical learning, drawing from avariety of sources of knowledge to adapt to their environment. We hypothesize that complete, adaptive agents must be able to learn across all three levels.  相似文献   
46.
独立学院计算机基础课程教学多会出现学生学习兴趣不浓的问题,结合计算机基础的课程特点,分析目前计算机基础教学的现状,阐述学生学习兴趣不浓的原因,经教学实践提出增强学生学习兴趣的若干方法,为提高学生计算机基础课程学习兴趣提供新的思路。  相似文献   
47.
There are many factors that influence distance learning especially in higher education where collaborative and communicative discourse is necessary for pursuing knowledge. Social presence, among other factors, is an important concept to be facilitated, developed and sustained in distance higher education as it promotes and supports discourse based learning. This study examines the relationship among demographic and other variables, social presence and learning satisfaction. Results showed demographic variables, such as gender, online learning experience and work status were not significant factors in terms of influencing on either social presence or learning satisfaction. While media integration and instructor’s quality teaching were significant predictors of both social presence and learning satisfaction, interactivity among participants was a predictor of social presence but not of learning satisfaction. Along with the study findings, some implications were discussed for online learning practitioners in higher education setting.  相似文献   
48.
Iterative Learning Control (ILC) is a control strategy to improve the performance of digital batch repetitive processes. Due to its digital implementation, discrete time ILC approaches do not guarantee good intersample behavior. In fact, common discrete time ILC approaches may deteriorate the intersample behavior, thereby reducing the performance of the sampled-data system. In this paper, a generally applicable multirate ILC approach is presented that enables to balance the at-sample performance and the intersample behavior. Furthermore, key theoretical issues regarding multirate systems are addressed, including the time-varying nature of the multirate ILC setup. The proposed multirate ILC approach is shown to outperform discrete time ILC in realistic simulation examples.  相似文献   
49.
Rapid growth of the volume of interactive questions available to the students of modern E‐Learning courses placed the problem of personalized guidance on the agenda of E‐Learning researchers. Without proper guidance, students frequently select too simple or too complicated problems and ended either bored or discouraged. This paper explores a specific personalized guidance technology known as adaptive navigation support. We developed JavaGuide, a system, which guides students to appropriate questions in a Java programming course, and investigated the effect of personalized guidance a three‐semester long classroom study. The results of this study confirm the educational and motivational effects of adaptive navigation support.  相似文献   
50.
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   
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