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1.
An advanced learning system for interactive simulation of patient cases (ISP) is described. The system was designed to meet specific pedagogical needs where student activation and problem orientation were two of the key issues. The system includes features such as video based illness history-taking function using free text input, highly interactive physiological examination procedures, extensive laboratory tests and detailed user feedback. The system was constructed mainly in Authorware Professional, starting more than 10 years ago, and it is now available in refined versions in different languages. Twelve pedagogical and three technical features were initially defined for the project. All of these aims were fulfilled. The ISP system has been successfully used in education, and in international collaboration, including three applicability field tests. The system is also a powerful research tool for studying for instance medical decision-making.  相似文献   
2.
CoMEdiA is a groupware tool which enables co-authors to cooperatively produce hypermedia documents.CoMEdiA allows co-authors to communicate their ideas,drafts,guidelines,constraints and annotations to other co-authors.In uses a mix of communication patterns,media and document organization to enable co-authors to keep on exchanging information(remotely or face-to-face),improving passages and modifying notes until a final document is achieved.We did not concentrate on th depth but on the breath of the features.Our efforts were on integrating and corrdinating concepts from collaboration,multimedia and hyper organization rather than on making a specialized system in any of them.We began with the text medium and are now including bitmaps and raster images.Later sound and video will also be integrated.In this paper we describe and sustain the available capacites.  相似文献   
3.
The interactivity effect in multimedia learning   总被引:4,自引:1,他引:3  
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4.
This two‐group, pretest‐posttest, quasi‐experimental study compared secondary students' learning of Algebra II materials over a 4‐week period when identical instruction by the same teacher was delivered through either embedded blended learning (treatment group; n = 32) or a live‐lecture classroom (control group; n = 24). For both groups, instruction was delivered in a normal classroom setting. A math test and a student survey were used to measure students' learning of Algebra II and satisfaction with the instruction. Students in the treatment group showed significantly greater gains in Algebra II test scores and evaluated their learning experiences significantly more positively than did the control group. The great majority (80%) of students in the treatment group preferred the embedded blended learning over traditional live lectures for future learning of math. Students' responses to open‐ended survey questions suggested that students in the treatment group appreciated the: (a) ability to control the pace of instruction; (b) new role of the classroom teacher; (c) lack of distraction in the blended learning environment; and (d) accessibility of the embedded multimedia lessons outside the classroom. This study suggests that screen‐capture instructional technology can be used towards establishing a teacher‐based, embedded blended learning environment within a secondary algebraic classroom.  相似文献   
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6.
From an anthropological viewpoint, “accessibility” is not so much a technological and design project as it is a cultural construction, a cognitive schema through which graphic designers and technologists imagine audiences and create appropriate graphic designs that will be “accessible” to that audience. The ethnographer's task is the specification of key actors, institutions and discourses active in the making and remaking of accessibility in a given context. In this article, we examine how Egyptian Web producers at the turn of millennium (1999–2001) sought to design Web portals that would allow the “typical” Egyptian to easily access the World Wide Web. We argue, first, that Egyptian Web producers are deeply influenced by national and international discourses that frame IT as a national mission for socioeconomic development. Second, we found that in the absence of clear definitions of the Web audience, Web producers imagined a “typical” Egyptian that contradicted their own experiences of users of the Web. Finally, we found that Egyptian Web producers largely borrowed pre-existing models, using design elements to “inflect” their sites with an Egyptian motif. However, the conceptual models of access and related design strategies created by Egyptian Web producers were out of touch with Egyptian social realities, contributing to a collapse of most Web portal projects.  相似文献   
7.
Fengfeng Ke   《Computers & Education》2008,51(4):1609-1620
Employing mixed-method approach, this case study examined the in situ use of educational computer games in a summer math program to facilitate 4th and 5th graders’ cognitive math achievement, metacognitive awareness, and positive attitudes toward math learning. The results indicated that students developed more positive attitudes toward math learning through five-week computer math gaming, but there was no significant effect of computer gaming on students’ cognitive test performance or metacognitive awareness development. The in-field observation and students’ think-aloud protocol informed that not every computer math drill game would engage children in committed learning. The study findings have highlighted the value of situating learning activities within the game story, making games pleasantly challenging, scaffolding reflections, and designing suitable off-computer activities.  相似文献   
8.
In the past, the term e-learning referred to any method of learning that used electronic delivery methods. With the advent of the Internet however, e-learning has evolved and the term is now most commonly used to refer to online courses. A multitude of systems are now available to manage and deliver learning content online. While these have proved popular, they are often single-user learning environments which provide little in the way of interaction or stimulation for the student. As the concept of lifelong learning now becomes a reality and thus more and more people are partaking in online courses, researchers are constantly exploring innovative techniques to motivate online students and enhance the e-learning experience. This article presents our research in this area and the resulting development of CLEV-R, a Collaborative Learning Environment with Virtual Reality. This web-based system uses Virtual Reality (VR) and multimedia and provides communication tools to support collaboration among students. In this article, we describe the features of CLEV-R, its adaptation for mobile devices and present the findings from an initial evaluation.  相似文献   
9.
Euline   《Computers & Education》2008,51(4):1553-1568
This paper analyses the process of multimedia integration in English language classrooms equipped with interactive whiteboard (IWB) technology, and offers insights into the theoretical underpinnings of multimedia use in language learning from the perspective of cognitive learning theory. The data discussed here are drawn from a study carried out as part of a PhD research programme at Lancaster University (UK). The study was conducted within an interpretative research paradigm, and data were collected and analysed according to a qualitative approach. In the first part, the paper discusses some perceived pedagogical benefits of adopting a multimedia-oriented approach in the IWB-based classroom. Secondly, it discusses a variety of potential problems related to the use of multimedia resources in the language classroom in question. Finally, the paper draws upon the literature on multimedia learning to address the potential pedagogical implications of these research findings.  相似文献   
10.
The explosive growth of the Internet has made the knowledge and skills for creating Web pages into general subjects that all students should learn. It is now common to teach the technical side of the production of Web pages and many teaching materials have been developed. However teaching the aesthetic side of Web page design has been neglected, and students not in art or design majors are normally confronted with difficulties when they do expressive design of Web pages.  相似文献   
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