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51.
This article is about designing and implementing PowerPoint-based interactive simulations for use in International Relations (IR) introductory undergraduate classes based on core pedagogical literature, models of human skill acquisition, and previous research on simulations in IR teaching. We argue that simulations can be usefully employed at the early transition from “novice” to “advanced beginner” in a learning process, where the student begins to leave behind rational rules in favor of an own situational experience. However, currently available IR simulations for teaching purposes are often high-cost/high-tech and especially time-intensive: if they do not require custom-made software packages with difficult interfaces and expensive licensing fees, they are often targeted at course-long or at least day-long activities that demand extensive preparation of both teachers and students, with book-length manuals, intricate rules, integrated assessment tools, and specific secondary literature, and conventionally target more experienced students. This article explains how teachers can create an easily accessible and class-long (50 minutes) interactive experience for undergraduate IR students to encourage theoretical linkage with own in-class experience at a very low cost. We do this by employing PowerPoint, specifically in-built features such as hyperlinks, interactive pathways, or audio or video integration that can be used interactively rather than passively (as in a standard presentation).  相似文献   
52.
Drawing on anthropological theories of play, deep play and games, as well as sociological interaction theories of risk, this paper develops a theory of consequential games. This paper suggests that in the United States much expert or entrepreneurial activity can be seen as a competition over creating the rules of games that others must play. In turn, whatever peril lies in these consequential games is the province of the saps that have to play, and whatever reward or prize comes from the game is captured by the expert or entrepreneur. The perspective that this paper advances, in turn, renders domains of life often seen as discrete (say private equity investing and biotechnological tinkering) comparable and in fact similar types of phenomena, all caught up in the crazy apocalyptic vitality that is contemporary capitalism.  相似文献   
53.
The purpose of this study was to determine whether using the Internet for different activities affects the quality of close adolescent relationships (i.e., best friendships and romantic relationships). In a one-year longitudinal study of 884 adolescents (Mean age = 15, 46% male), we examined whether visiting chat rooms, using ICQ, using the Internet for general entertainment, or participating in online gaming predicted changes in the quality of best friendships and romantic relationships. Multiple regression analyses indicated that Internet activity choice influenced later relationship quality in both best friendships and romantic relationships. Using instant messaging (ICQ) was positively associated with most aspects of romantic relationship and best friendship quality. In contrast, visiting chat rooms was negatively related to best friendship quality. Using the Internet to play games and for general entertainment predicted decreases in relationship quality with best friends and with romantic partners. These findings reflect the important and complex functions of online socialization for the development and maintenance of relationships in adolescence.
Wendy M. CraigEmail:

Julie J. Blais   is a Doctoral Candidate in Clinical Psychology at Queen’s University. Her research interests include bullying, the Internet, and relationship formation and maintenance in adolescence and young adulthood. Wendy M. Craig   is a Professor in the Department of Psychology at Queen’s University. In recognition of her work on bullying and victimization, She won an Investigator Award from the Canadian Institute of Health Research. Dr. Craig has published widely on topics of bullying and victimization, peer processes, sexual harassment and aggression in girls. As a Canadian representative, Dr. Craig works with the World Health Organization and UNICEF conducting research and promoting healthy relationships. Dr. Craig is leading Promoting Relationships and Eliminating Violence Network (PREVNet), a national strategy to stop bullying in Canada. Debra Pepler   is a Distinguished Research Professor in Psychology at York University and a Senior Associate Scientist at The Hospital for Sick Children. Together with Dr. Wendy Craig, Dr. Pepler is leading Promoting Relationships and Eliminating Violence Network (PREVNet), a Networks of Centres of Excellence—New Initiative (). Her major research program examines the prosocial and antisocial behaviour of children and adolescents, particularly in the school and peer contexts. The seminal aspect of this research comprised naturalistic observations of interactions among school-aged peers with remote microphones and video cameras. Her current research in this area examines aggression and victimization among adolescents with a focus on relationship problems and solutions. Jennifer Connolly   is a Professor of Clinical-Developmental Psychology at York University and is the Director of the LaMarsh Centre for Research on Violence and Conflict Resolution. Her research examines social development in adolescence, and especially romantic relationships. Her goals are to identify the attributes of successful relationships as well as those of conflictual or aggressive relationships.  相似文献   
54.
This article presents conceptual and empirical analyses of several of the “best practices” of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with different identities until success is achieved. These educational principles allow for the generation of several testable hypotheses, two of which are tested with samples of 430 elementary school children (mean age 10 years), 607 young adolescents (mean age 14 years), and 1,441 older adolescents (mean age 19 years). Participants were surveyed about their video game habits and their aggressive cognitions and behaviors. The first hypothesis is based on the principle that curricula that teach the same underlying concepts across contexts should have the highest transfer. Therefore, students who play multiple violent video games should be more likely to learn aggressive cognitions and behaviors than those who play fewer. The second hypothesis is based on the principle that long-term learning is improved the more practice is distributed across time. Therefore, students who play violent video games more frequently across time should be more likely to learn aggressive cognitions and behaviors than those who play the same types of games for equivalent amounts of time but less frequently. Both hypotheses were supported. We conclude by describing what educators can learn from the successful instructional and curriculum design features of video games.
J. Ronald GentileEmail:

Douglas A. Gentile   is Assistant Professor of Psychology and Research Fellow at the Institute of Science and Society, Iowa State University; he is also director of research for the National Institute on Media and the Family. He received his Ph.D. from the Institute of Child Development at the University of Minnesota. His major research interests are focused on positive and negative effects of media on children and adults, including effects of advertising, television, video games, and media violence. He is the editor of the book Media Violence and Children: A Complete Guide for Parents and Professionals (2003: Praeger Press), part of the series Advances in Applied Developmental Psychology. He is also coauthor of Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy (2007; Oxford University Press). J. Ronald Gentile   is SUNY Distinguished Teaching Professor Emeritus of Educational Psychology, University at Buffalo, State University of New York. He received his Ph.D. in Educational Psychology from Pennsylvania State University. His major research interests include learning, memory, and instruction; mastery learning; and grading practices. He is the co-author of the textbook Educational Psychology (3rd Ed., 2005; Kendall-Hunt), and of Standards and Mastery Learning: Aligning Teaching and Assessment So All Children Can Learn (2003; Corwin Press).  相似文献   
55.
网络游戏作为一种计算机软件,兼有作品属性和工具属性。网络游戏的工具属性——可玩性是网络游戏的价值所在。根据网络游戏的特征和性质,宜将其视为"以类似摄制电影的方法创作的作品",并承认网络游戏画面属于著作权意义上的作品。对"网络游戏直播"应适用"应当由著作权人享有的其他权利"。"耀宇诉斗鱼案"适用《侵权责任法》,要求侵权者承担民事侵权责任,更具合理性。  相似文献   
56.
儿童道德社会化是其社会化过程中的重要方面,创造性游戏作为一种新兴的道德社会化的途径,为儿童创造了一种新的社会体验、社会交往方式。文章通过对创造性游戏的研究窥探当代儿童德育社会化,对改进创造性游戏的创设,进一步推动新的儿童道德社会化方式作了深入的分析。  相似文献   
57.
2011年深圳大运会前,“治安高危人员排查清理百日行动”曾引起广泛的关注和争议.从犯罪学的角度考虑,可将这一行动分析认定为犯罪预防中的情境预防,并将注重详细论述其犯罪理论及其瑕疵,从科学的角度论证了深圳大运会“百日行动”的合理性及此范式可以成为一个在我国跨区域联合开展犯罪情境预防的借鉴.  相似文献   
58.
孙吉胜 《外交评论》2007,1(1):37-45
19世纪末20世纪初发生的西方哲学的语言转向对西方思想文化的很多领域都产生过并仍在产生着重大影响,这次语言转向使人们更加意识到语言具有一定的本体地位,具有行事功能和社会功能,同时产生意义的主体间性。另一方面,语言在国际关系的很多理论中被简约掉,国际关系的语言转向研究也相对比较迟缓,主要集中在建构主义和后结构主义。本文主要以语言游戏为例,从规则的建立、遵守和转变来分析语言转向对建构主义理论的影响,主要体现在语言建构规则,规则塑造语境,语境决定意义、意义限制行为,而语言在整个过程中起了重要作用。  相似文献   
59.
对青少年痴迷电脑游戏这一现象进行哲学层面的思考,窥探其精神世界,帮助他们认清危害,参加社会实践是走出痴迷电脑游戏的关键。  相似文献   
60.
The population regulation policy of Shanghai, intervened by policy, guided by the government with the characteristics of market optimization, has made certain progress in aspects including urban development and migrant population management. However, it shows deficiency in limit and efficiency under the old household registration system. Therefore, the new household registration system urgently requires a clear analysis framework for population regulation and the government should be clear about game in the social, political and economic aspects as well as the population problem demanding solution. It is argued that in this paper the government should focus on the population regulation ways in different periods, space and social strata to rebuild the population regulation strategy of Shanghai with the guiding principle of respecting the connotation of new household registration system.  相似文献   
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