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931.
The CCR model by Charnes et al. (Eur J Oper Res 2:429–444, 1978) together with the BCC model by Banker et al. (Manag Sci 30:1078–1091, 1984) are the most popular approaches of measuring efficiency among a group of decision making units, DMUs, in data envelopment analysis, DEA. The right choice of a DEA model—CCR or BCC—often, if not always, is a difficult decision. To evaluate a DMU’s efficiency for both models might be helpful, but it does not always capture the essential issues at stake. In this paper we propose a comparative analysis of both concepts: How does activity scaling under constant BCC-efficiency influence CCR-efficiency. And inversely, how does BCC-efficiency behave when activity scaling under constant CCR-efficiency is applied. Such findings of mutual effects improve a DMU’s ability to reassess upsizing and downsizing of activities. Moreover, it allows for exact calculations of the resulting economic effects, and these effects give new insights beyond classical DEA. Finally, scale efficiency turns out to be the ideal concept to control these activity changes, rather than just CCR- or BCC-efficiency. We use a little numerical example to emphasize advantages of the new concept and sketch the new findings for a theater scenery.  相似文献   
932.
Looking at the articles and books published in German and English it becomes obvious that intercultural coaching has become a field of expertise just as leadership or conflict coaching. However, the developments in the scholarly debate about intercultural and cross-cultural communication have not expanded into coaching. To avoid constrictions coaching needs to be combined systematically with a dynamic and cohesive notion of culture. Inspired by the theories of transformative learning and the sociology of knowledge three methodological meta-perspectives are introduced to reflect and use cultures in coaching. A practical coaching example illustrates how these culture reflexive perspectives can be handled. Lastly, coaching itself needs to be considered as a culture bound format.  相似文献   
933.
Compared to other minority groups, Japanese migrants in Germany are regarded as privileged and homogeneous. The author argues against the stereotype of homogeneity and closely analyses this particular migrant group and its situational, heterogeneous necessities and objectives which motivate the use of diverse coaching methods. In addition, the author discusses traditional hierarchical values in the home culture which tends to project a role model in a coach. The mixture of Japanese migrants’ heterogeneous needs in coaching and their hierarchically homogeneous values cannot be adequately addressed by the application of conventional coaching methods in Germany.  相似文献   
934.
The longstanding focus of elite athletes on top sports entails disadvantages hampering their later entry to the world of work. In order to successfully contribute their outstanding personality traits to a later job, athletes are thus particularly required to care for their employability. Contributing to this, the author carried out a competency balancing with top athletes. This coaching method significantly decreased the athletes’ need for self-information. Evaluation further showed indications of increased clarity and certainty of occupational goals as well as work satisfaction.  相似文献   
935.
Globalization and contemporary technology have made international virtual teamwork a routine aspect of daily business. The requirements are very complex; the results often disappointing. We have identified nine critical success factors that are crucial to successful international cooperation. Our Internet survey tool, the Team Power Profiler, analyzes both the strengths and weaknesses of international virtual teams, and in doing so offers a framework for effective coaching.  相似文献   
936.
937.
Compared to Internet and mobile communications, computer and video games are little used for psychotherapy, (psychosocial) counseling or coaching. This also applies to Serious Games, i.?e. interactive computer games that train cognitive or behavioral skills in a digital learning environment. Avatar-based coaching can be relevant for the coaching practice which includes design features and functional principles of Serious Games and whose example can be used to derive usage potential and risks for both coachs and clients.  相似文献   
938.
This paper experimentally examines the impact of contract design on insurance fraud. We test how fraud behavior varies for insurance contracts with full coverage, a straight deductible or claim-dependent premiums (bonus-malus contracts), in a setup where rational and selfish individuals have an incentive to always claim the maximum possible indemnity. We find a substantial impact of contractual arrangements: Deductible contracts lead to a greater extent to claim build-up than full coverage contracts. In contrast, bonus-malus contracts that entail the same net gains from fraud as deductible contracts do not increase claim build-up. Thus, our results indicate that bonus-malus contracts may be superior to deductible contracts for behavioral reasons.  相似文献   
939.
Over the last fifteen years companies tended to formalise their innovation management activities and to establish formal jobs like the innovation officer, the network manager or the innovation manager. Knowledge of the informal role profiles of these formal roles is still rare. HR and R&D Managers do not know which informal role profile might suit them best, thus having difficulties to assign the best candidates for jobs in innovation management. Researchers cannot help to resolve the problem. Our research answers the question what innovation managers really do, by analysing their tasks, skills and traits, theoretically based on informal role theories. Furthermore, we will analyse how these characteristics change with company size. To provide answers to our research questions we choose a multiple-case study approach. We found, among others, that innovation managers fulfil the role of the relationship and process promotor or a combination of both with the champion, but we also found, that the innovation manager’s roles profile becomes fuzzier with shrinking company size. Our results have practical implications for top management and also HR and R&D managers, enabling them to better select and steer employees in innovation management. Researchers will be able to build on our results because we offer a comprehensive understanding of the informal role profiles of innovation managers based on informal role theories.  相似文献   
940.
Collaboration with rivals is viewed as a way to achieve superior performance of firms in terms of innovation output. Yet empirical results show that coopetition may either foster, hamper or be neutral to innovation. The motivation of our study resides in firms’ heterogeneity in terms of their innovative capacity, that is innovativeness, in order to better understand the complex relationship between coopetition and innovation. We explore the interdependency between organizational innovativeness and coopetition. Our study has been conducted in the Polish video game industry. The data has been collected through a survey administered to all 506 identified Polish video game developers, with an effective sample of 84 coopetitors. We run correlation and regression analyses in a multidimensional approach to organizational innovativeness and coopetition. Our findings show that coopetition is a popular strategy for video game developers, and is adopted by 68% of firms. Organizational innovativeness and its particular dimensions are positively and significantly related to both direct and indirect coopetition. Based on factor analysis we find its three components to be reliable: openness and encouragement to innovate; strategic innovative focus; and extrinsic monetary motivation. While extrinsic monetary motivation does not play a role in coopetition of video game developers, openness and encouragement to innovate stimulates especially indirect coopetition, while strategic innovative focus affects especially direct coopetition.  相似文献   
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