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排序方式: 共有507条查询结果,搜索用时 322 毫秒
1.
沙水游戏包括玩沙游戏、玩水游戏、沙水结合的游戏。沙水游戏在幼儿科学教育中的价值主要体现在激发幼儿对自然界的好奇心,培养其专注度;激发其探究欲望,培养其探究能力;积累科学经验和感性认识,促进科学认知发展;帮助建立正确的科学前概念等方面。因此,应该积极利用沙水游戏来开展幼儿科学教育。  相似文献   
2.
在实际中,消费者购买耐用品时均同时获得厂商提供的质保服务,由于产品质保服务影响着消费者的产品使用效用,因此耐用品定价、质保期和产品质保服务投入是影响厂商利润的主要因素。考虑双寡头市场环境下,建立微分博弈模型讨论单位产品质保服务投入和产品质保期对双寡头厂商均衡价格的影响。结论表明双寡头厂商的单位产品质保服务投入越高、质保期越长,均衡价格越高;但单位产品保服务投入与质保服务对消费者效用影响系数的关系影响着竞争对手在均衡价格的变化趋势;劣势的低质量厂商可以通过增加单位产品质保服务投入策略或延长质保期的策略实现在均衡下与高质量厂商以同等价格销售耐用品,但劣势厂商增加单位产品质保服务投入策略要优于延长质保期策略。最后,利用数值分析进一步验证了所得结论的有效性。  相似文献   
3.
在数据包络分析中,大量的交叉效率模型已被提出。然而选择不同的目标模型将实现不一样的交叉效率评价。本文基于针对单个决策单元实施的对抗型和仁慈型两个交叉效率模型,用合作博弈方法来研究交叉效率模型的选取,并利用Shapley值对决策单元进行排序。最后通过实例分析显示该排序方法充分利用了最小交叉效率和最大交叉效率的信息完全排序了所有决策单元,具有一定的综合性和合理性。  相似文献   
4.
将戏剧游戏运用于故事剧主题活动的组织与指导过程中,应根据主题推进的不同阶段进行灵活选用。在故事剧主题开展的情节与角色熟悉阶段,可选用节奏步行、大风吹、雕像师、十级音量、yes/no等游戏;在情节与造型拓展阶段,可选用情绪体验馆、动作传真机、身体作画和拼合物件等游戏;在升华表演与情感阶段,可采用抛球说心声、松鼠与树、记忆相册等戏剧游戏。  相似文献   
5.
现如今大多数幼儿园将表演游戏融入区域活动中,作为表演区游戏开展活动之一,这一转变,在实践层面上有许多值得研究的问题。文章通过对某幼儿园大班表演区游戏的观察研究发现,表演区游戏在开展中存在场所设置不合理、材料投放单一高控、游戏参与积极性低等问题。为此提出相应的解决对策:游戏前准备适宜的场地、丰富的内容、多样的材料;游戏中细心观察,适时引导,指导过程中注意重游戏轻表演;游戏后共同分享交流,解决游戏中出现的问题,以此更好地发挥表演区游戏的实际效用。  相似文献   
6.
Global guidelines for physical activity are not being met by most of the world’s youths, adults, and older adults. Family and friends who engage in physical activity across generations derive emotional, social, cognitive, and physical benefits from their interaction. Youths depend on adult assistance to travel long distances, adults are encumbered with obligations to work, and older adults often live more than 200 miles from their extended families. Intergenerational physical activity is difficult because generations are distant and lead busy lifestyles. Remotely played exergames can connect family and friends for intergenerational physical activity. Internet exergaming can help to make physical activity convenient and enjoyable as well as eliminate the effect of distance on playing with family and friends.  相似文献   
7.
This paper investigates the impact of cognitive abilities and preferences on behavior in games. We first measure subjects’ logical abilities and social preferences and then evaluate their influence on behavior in strategic-form games. For this purpose, we estimate how logical abilities and preferences relate to the probability of a subject being of a specific behavioral type. We find that better logical abilities increase the likelihood of sophisticated behavior. This shift is stronger for subjects who are classified as “selfish”. However, not even the most logically able, selfish subjects are identified as Nash types.  相似文献   
8.
We propose a competing risks approach to analyse customer behaviours in freemium products and services. The event of interest is when a customer starts to pay for additional features or functionalities. The observation of such an event may be preempted by an event where the customer quits using the product before paying and consuming the additional features or functionalities. One such freemium service is the online game category. The Fine-Gray regression model was implemented for an online game player activity data to study how covariates affect the paying hazard. Some covariates are hypothesized to have different discrete effects at multiple change points. We extend the model to allow for possible change points in the analysis.  相似文献   
9.
The purpose of this study was to explore the association between problem gambling (PG) and participation in different forms of gambling in order to elucidate relationships between PG, gambling involvement and gambling intensity. Using data from the first wave of the Swedish Longitudinal Gambling Study (Swelogs) (n = 4,991), the study tested four hypotheses, namely that (1) some forms of gambling are more closely associated with PG than other forms; (2) high gambling involvement is associated with PG; (3) gambling involvement is positively associated with the intensity of gambling; and (4) the relationship between gambling involvement and PG is influenced by the specific forms of gambling in which individuals participate. All four hypotheses were supported. More specifically, the study found that while many PGs regularly participate in multiple forms of gambling, half of PGs participate regularly in only one or two forms of gambling. The study concluded that some forms of gambling are more closely associated with problem gambling than other forms, and that gambling policy and regulation, as well as the development of responsible gambling initiatives, should focus on these forms.  相似文献   
10.
We experimentally investigate a finitely repeated public goods game setting where, in each round, access to sanctioning power is exclusively awarded to one single player per group. We show that our central ‘Top Contributors as Punishers’ institution – a mechanism by which a player needs to be the highest contributor in her group in order to earn the right to sanction others – is extremely effective in raising cooperation and welfare due to turnover in the top contributor role and to top contributors’ willingness to substantially sanction others. Our findings yield implications for the design of mechanisms intended to foster cooperation in social dilemma environments.  相似文献   
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