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61.
Weber  Michael 《Philosophical Studies》2003,116(2):171-181
Philosophical Studies -  相似文献   
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Modeling the learner is a central aspect of intelligent tutoring systems and knowledge-based help systems that support learners in complex problem-solving domains. In this article, the episodic learner model ELM is introduced as a hybrid system that analyses novices' solutions to programming tasks based on both rule-based and case-based reasoning. ELM behaves like to a human tutor. Initially, ELM is able to analyze problem solutions based only on its domain knowledge. With increasing knowledge about a particular learner captured in a dynamic episodic case base, it adapts to the learner's individual problem-solving behavior. Two simulation studies were performed to validate the system. The first study shows that the system can learn which rules are applied successfully to diagnose code produced by programmers and that using this information reduces the computational effort of diagnoses. Using information from the episodic learner model additionally speeds up the diagnostic process. The second study shows that ELM is able to predict individual solutions. Finally, correspondences and differences to related systems are discussed.  相似文献   
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The present study was designed to examine the relationships between students’ character strengths, school-related affect, positive school functioning (i.e., motivation to learn, interest, and engagement at class), and school achievement following the “engine model of well-being” that is focusing on inputs (e.g., personality traits), processes (e.g., moods, emotions), and outcomes (e.g., engagement, accomplishments) within the context of well-being research. A sample of 196 children completed the Values in Action Inventory of Strengths for Youth, which assesses 24 character strengths, and the PANAS-C that assesses school-related positive and negative affect. Additionally, homeroom teachers rated students’ positive school functioning (i.e., motivation, engagement, and interest at school) and their overall school achievement. The character strengths of zest, love of learning, perseverance, and social intelligence showed the strongest positive correlations with school-related positive affect. Teamwork, hope, self-regulation, and love were substantially negatively correlated with school-related negative affect. Certain character strengths showed positive relationships with positive school functioning and overall school achievement. A path model, testing the “engine model of well-being”, found—additionally to direct effects—indirect relationships between character strengths and positive school functioning (through school-related positive affect), which in turn leads to higher school achievement. The presented findings show character strengths as meaningful resources in the schooling context. Character strengths emerge to be crucial for students to experience school-related positive affect, which in turn supports students’ positive school functioning and their overall school achievement. The results demonstrate the complex interplay between students’ personality traits, affect, school functioning, and achievement at school.  相似文献   
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Ralph Weber 《Dao》2014,13(2):151-171
Comparison is fundamental to the practice and subject-matter of philosophy, but has received scant attention by philosophers. This is even so in “comparative philosophy,” which literally distinguishes itself from other philosophy by being “comparative.” In this article, the need for a philosophy of comparison is suggested. What we compare with what, and in what respect it is done, poses a series of intriguing and intricate questions. In Part One, I offer a problematization of the tertium comparationis (the third of comparison) by examining conceptualizations of similarity, family resemblance, and analogy, which it is sometimes argued can do without a tertium comparationis. In Part Two, I argue that a third of comparison is already required to determine what is to be compared, and insofar as that determination precedes the comparison that tertium may be called “pre-comparative.” This leads me to argue against incomparability and to show how anything can indeed be compared to anything. In Part Three, I relate my arguments to what is today commonly labelled “comparative philosophy.” Finally, I raise some questions of ontology and politics in order to demonstrate the relevance of a philosophy of comparison.  相似文献   
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Bystanders observing a cyberbullying incident do not always intervene in favor of the victim. We argue that gender stereotypic perceptions of female versus male victims contribute to the differential reactions of bystanders to cyberbullying incidents. Results of a scenario-based experiment show that participants with moderate or high levels of sexist attitudes are more empathic toward a female victim of workplace cyberbullying. Consequently, a female victim is more likely to receive help. Female victims are less likely to be attributed blame if the perpetrator is male. The results imply that male victims of cyberbullying are marginalized by their social environment.  相似文献   
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Statements supported mostly by correlational and cross-sectional studies suggest that playing violent video games can cause emotional desensitization. A longitudinal experiment examined a) whether repeated violent game play leads to emotional desensitization and b) whether desensitization generalizes to other play and real-life experiences. Participants played alternative versions of the same violent game for the first four days; on these days, the character role was varied between-subjects to be moral (United Nations soldier) or immoral (terrorist soldier). On Day 5, all participants played a novel game as a terrorist. Results indicate two things. First, habituation occurs over repeated game play: Repeated exposure decreased the ability of the original game to elicit guilt. Second, the decreased ability to elicit guilt can generalize to other game-play experiences: Guilt elicited by the novel game on Day 5 was reduced for the immoral character condition compared to the moral character condition. The current study provides causal, longitudinal evidence regarding the potential for video game play to lead to emotional desensitization with regard to future video game-play experiences.  相似文献   
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