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1.
随着现代教育的发展,提升幼儿园教师专业素养已成为促进学前教育发展的必然要求。以探究民办幼儿园教师专业素养为视角,提出通过干预行为提升教师专业素养水平的构想。实验随机选取成都市某民办幼儿园的20名教师为实验组,再选取与其办园环境、办园背景相似的另一所民办幼儿园的20名教师为对照组,对实验园教师的专业理念与师德、专业知识、专业能力3个维度进行干预。实验结果表明:与对照园相比,实验园教师的专业能力提升显著;与实验园实验前后相比,教师在专业知识、专业能力维度及专业素养总体水平方面均有提升。对教师培训的具体建议为:(1)单一与混合相结合的培训方式对提升民办幼儿园教师专业素养总体水平有现实意义;(2)民办幼儿园教师专业知识的提升需理论培训与自主学习相结合;(3)专家"现场诊断-指导式"培训方式对提升民办幼儿园教师专业能力有显著作用。综上,建议民办幼儿园在了解本园教师专业素养水平的基础上,针对教师专业素养的不同方面,分别采取不同的有效培训方式。  相似文献   
2.
本文认为 ,学前教育课程与学校课程一样是属于观念形态的文化 ,它的内容概括了人们为幼儿精心选择和组织的人类社会所积累的社会生活和学习的经验。同时还指出了学前儿童文化传播的途径及应注意的问题  相似文献   
3.
幼儿园办学体制改革是当前幼儿教育的热点问题之一。本文对南通地区幼儿园办学体制的改革进行调查 ,主要就人们对改制的态度与认识、改制的形式与特征、改制过程中出现的问题及幼儿园改制以后的变化等方面进行了分析 ,继而从幼儿成长和事业发展的角度对改制利弊作出结论 ,最后对改制形势下政府对幼儿园的管理提供建议 ,指出要给予政府支持 ,创设社会力量办园的宽松环境 ;成立中介组织 ,促进幼儿教育管理的社会参与 ;健全法津法规 ;制约幼儿园的办园行为 ,落实督导评估 ,保证幼儿园的保教质量  相似文献   
4.
Modeling cooperation among self-interested agents: a critique   总被引:2,自引:0,他引:2  
Herbert Gintis   《Journal of Socio》2004,33(6):695-714
This paper reviews recent attempts to model cooperation in groups of self-interested unrelated individuals. It concludes that no empirically plausible model has been developed, and the economist's quest for an explanation of human prosociality in terms of self-interested agents has not been successful. We show that the equilibrium criteria employed in standard game-theoretic models have no attractive dynamic properties, and the mechanisms deployed in these models are not generally seen in empirical examples of cooperative groups. We also show that these models are not robust to plausible rates of signaling error and mutation. We present an alternative, involving strongly reciprocal agents, that satisfies all the requirements for a dynamically stable model of cooperation.  相似文献   
5.
目前,我国法律对网络游戏虚拟物品未作出明确的权利定性。从本质上看,虚拟物品属于法律规定的财产范畴,符合传统民法上"物"的特性,应被定性为物权的客体,可以通过直接立法和间接立法两种方式来实现对虚拟物品的保护。  相似文献   
6.
This paper demonstrates how a repeated public goods problem may be solved by using Tit-for-Tat (TFT) on the Lindahl point. The general solution is developed; geometric and numerical examples are offered.I wish to thank an anonymous reviewer for very helpful comments on earlier drafts of this paper.  相似文献   
7.
文章主要收集了《突厥语大词典》和《福乐智慧》中的民间竞技与游戏的语言材料,通过古代突厥语民族的赛马、射箭、马球、达瓦孜、投掷等体育竞技与游戏,试图再现他们当时的社会生活概貌。  相似文献   
8.
Boundary Spaces     
While shows like The X-Files and 24 have merged conspiracy theories with popular science (fictions), some video games have been pushing the narrative even further. Electronic Art's Majestic game was released in July 2001 and quickly generated media buzz with its unusual multi-modal gameplay. Mixing phone calls, faxes, instant messaging, real and "fake' websites, and email, the game provides a fascinating case of an attempt at new directions for gaming communities. Through story, mode of playing, and use of technology, Majestic highlights the uncertain status of knowledge, community and self in a digital age; at the same time, it allows examination of alternative ways of understanding games' role and purpose in the larger culture. Drawing on intricate storylines involving government conspiracies, techno-bio warfare, murder and global terror, players were asked to solve mysteries in the hopes of preventing a devastating future of domination. Because the game drew in both actual and Majestic-owned/-designed websites, it constantly pushed those playing the game right to borders where simulation collides with " factuality'. Given the wide variety of "legitimate' conspiracy theory, alien encounters and alternative science web pages, users often could not distinguish when they were leaving the game's pages and venturing into " real' World Wide Web sites. Its further use of AOL's instant messenger system, in which gamers spoke not only to bots but to other players, pushed users to evaluate constantly both the status of those they were talking to and the information being provided. Additionally, the game required players to occupy unfamiliar subject positions, ones where agency was attenuated, and which subsequently generated a multi-layered sense of unease among players. This mix of authentic and staged information in conjunction with technologically mediated roles highlights what are often seen as phenomenon endemic to the Internet itself; that is, the destabilization of categories of knowing, relating, and being.  相似文献   
9.
当前幼儿园建筑作为较高层次的设计,需要对方案解析、功能要求及环境品质等问题做出相应的调整,尤其不能忽略儿童行为及心理的需要,特别是针对其思想、感情和行动的影响方式。幼儿园的建筑设计和环境建设与现代幼儿行为观念的变革一脉相承。由此可见,其建筑学的处理手法蕴涵了从室内到室外可持续发展的行为理念。究其原因是行为学极大地影响了从建筑布局到结构形式的固有组织。幼儿园建筑设计的正确方向应是作为环境文脉的延续,从而使今后的研究更加明确,更具有针对性。  相似文献   
10.
Far-sighted equilibria in 2 × 2, non-cooperative,repeated games   总被引:1,自引:1,他引:0  
Consider a two-person simultaneous-move game in strategic form. Suppose this game is played over and over at discrete points in time. Suppose, furthermore, that communication is not possible, but nevertheless we observe some regularity in the sequence of outcomes. The aim of this paper is to provide an explanation for the question why such regularity might persist for many (i.e., infinite) periods.Each player, when contemplating a deviation, considers a sequential-move game, roughly speaking of the following form: if I change my strategy this period, then in the next my opponent will take his strategy b and afterwards I can switch to my strategy a, but then I am worse off since at that outcome my opponent has no incentive to change anymore, whatever I do. Theoretically, however, there is no end to such reaction chains. In case that deviating by some player gives him less utility in the long run than before deviation, we say that the original regular sequence of outcomes is far-sighted stable for that player. It is a far-sighted equilibrium if it is far-sighted stable for both players.  相似文献   
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