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1.
The purpose of this paper is to discuss the use of Value Efficiency Analysis (VEA) in efficiency evaluation when preference information is taken into account. Value efficiency analysis is an approach, which applies the ideas developed for Multiple Objective Linear Programming (MOLP) to Data Envelopment Analysis (DEA). Preference information is given through the desirable structure of input- and output-values. The same values can be used for all units under evaluation or the values can be specific for each unit. A decision-maker can specify the input- and output-values subjectively without any support or (s)he can use a multiple criteria support system to assist him/her to find those values on the efficient frontier. The underlying assumption is that the most preferred values maximize the decision-maker's implicitly known value function in a production possibility set or a subset. The purpose of value efficiency analysis is to estimate a need to increase outputs and/or decrease inputs for reaching the indifference contour of the value function at the optimum. In this paper, we briefly review the main ideas in value efficiency analysis and discuss practical aspects related to the use of value efficiency analysis. We also consider some extensions.  相似文献   
2.
由于国内社会经济的飞速发展,人民群众的生活水平越来越高,使得近年来出行旅游的人越来越多,这在很大程度上促进了旅游业的发展。特别是国内各地乡村旅游业的快速发展,大大推动了乡村经济的繁荣,促进了乡村现代化发展。论文以桂北地区乡土文化资源为研究对象,认为在发展乡村旅游经济的同时,更要重视乡土文化资源的保护与传承,从而有效实现乡村旅游经济的可持续发展,促进乡村旅游业以及社会经济的健康发展。  相似文献   
3.
In this article, the author describes the structure and content of a video game that she developed for a hybrid principles of microeconomics course that consists of two 50-minute lectures and a 50-minute online portion per week. The game comprises seven modules, each of which was assigned to be played during the course of the semester for the online portion of the class. The concepts covered in the game include the circular flow model, demand and supply, externalities, comparative advantage, types of market structure, sunk costs, and game theory, and the article explains in detail how the gameplay was related to these concepts. The game can be downloaded for either Windows or Mac computers, or played online at https://sites.google.com/site/gamesforecon/.  相似文献   
4.
在信息化时代,科技高速发展,人们赖以生存的城市正在向智慧型城市转变,并不断将科学技术整合到创造性活动之中。景观作为城市系统的一部分,具有艺术形式与人文内涵,需要满足多元化的服务需求。景观的交互设计注重功能优化与美学提升,成为解决传统景观弊端的方式。从交互理念在景观设计中的应用出发,对交互景观设计策略与方法进行研究,通过对智慧城市背景下的交互景观发展优势与必要性进行论述,研究交互景观发展现状。以北京海淀Smart能量公园为例进行交互景观的设计分析,提出交互景观设计策略与方法,并对交互景观未来发展趋势进行展望。  相似文献   
5.
本文选取245个有效样本,采用结构方程模型分析和回归分析等方法来探索互动导向对企业产品创新绩效的影响,并探讨知识协同的中介作用。研究结果表明:互动导向的3个维度(互动承诺、互动能力和互动关系)均对产品创新绩效具有显著的正向影响,且知识协同在互动承诺、互动能力和互动关系与产品创新绩效的关系中起中介作用。  相似文献   
6.
学前儿童平板电脑导航按钮交互设计评价指标的建立,有利于交互设计在学前儿童平板电脑中的优化和改良.从学前儿童体验视角出发,创建平板电脑导航按钮交互设计的多维度多层次评价指标,该方法以创建多维度多层次评价指标为基础,根据D-S证据理论设计评价指标的决策矩阵,利用层次分析法确定评价指标权重.最后以优学派儿童平板电脑"童话故事"界面导航按钮8个优化设计方案对比分析与评价为例,验证了所提出方法的合理性与有效性.  相似文献   
7.
Facing the growing number of digital natives entering the classroom, business professors look for innovative ways to enhance the student learning experience. The authors focus on the online interactive learning tool LearnSmart (McGraw-Hill, New York, NY), and examine its impact on student learning effectiveness by testing the direct and indirect relationships among perceived competence, perceived challenge, instructors, perceived value, and satisfaction with LearnSmart. Constructionism served as the theoretical foundation for this study. About 215 students at a public university in the United States took the survey and 197 valid responses were received. Regression analysis results showed that the use of LearnSmart improved students' perceived competency, thus increasing their perceived value of using LearnSmart, as well as their satisfaction with LearnSmart. Perceived value was also found to mediate the impact of perceived competency on satisfaction with LearnSmart, and the instructor played a significant role in facilitating and improving student learning. Perceived challenge impacted student's perceived value of using LearnSmart, but it did not influence satisfaction with LearnSmart.  相似文献   
8.
绘本随着计算机软硬件的发展和无线网络技术的进步,正由纸质图书形式向数字化屏式过渡,其自身可以根据故事的画面与技术手段相结合,从而产生新的绘本形态---互动绘本。在这种应用背景的推动下,指出纸质绘本的优缺点,调查分析IOS移动平台互动绘本发展的前景与优势,从研究互动绘本的设计特征着手,探讨互动绘本设计在数字技术支撑下的设计要素与设计方法,可对互动绘本的设计与发展有所借鉴,并实现其艺术价值与市场应用价值。  相似文献   
9.
A collaborative project of several Quebec universities, this study investigates nontraditional student withdrawal from undergraduate accounting programmes. A nontraditional student is older than 24, or is a commuter or a part-time student, or combines some of these characteristics. Univariate and multivariate analyses of student dropout factors were performed. A logistic regression for full-time students indicates several significant determinants of student withdrawal: returning to school after working for some time, enrolment in a non-first choice programme, dissatisfaction with programme choice and courses, and low grade point average (GPA). For part-time students, low GPA is the main explanatory factor for student withdrawal. Other factors appear to be instrumental in withdrawal decisions, such as management of external resources (time and family responsibilities) for women. The results suggest that students would benefit from university support services to acquire learning strategies that improve perseverance. Lastly, in-class learning activities that help bolster grades could decrease student withdrawal rates.  相似文献   
10.
董娟  王庆玲  魏长庆 《价值工程》2012,31(1):216-217
相对于传统的单向式教学法而言,互动式教学法不失为一种很好的教学方法,它能在教学过程中充分发挥教师和学生双方的主观能动性,通过师生之间、学生与学生之间、学生与消费群体之间的对话、讨论等多种方式,以达到思想、理论和信息的交流与启发,提高学生的学习热情,注重个性发展,培养学生的综合素质。本文详细论述了互动式教学法在《食品安全性》课程教学中的应用。  相似文献   
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