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71.
Based on the careful observation and interviews of employees at three companies, and supplemented by cases from the popular business press, a discovery approach is used to derive four management principles that engender creativity and innovation in organizations: (1) manage organizations so that their knowledge base is more diverse than what would occur naturally; (2) encourage employees to embrace a collaborative and non-complacent attitude towards work and the organization; (3) make it possible for organization members to engage in the quick testing of ideas and solutions as they emerge; (4) reward employee and supervisor behaviors that support these principles and punish resistance to their implementation. The principles work in companies even if creativity and innovation are not stated organizational objectives, and do not require large investments or disruptions to work processes to yield valuable results. 相似文献
72.
The influence of leader regulatory focus on employee creativity 总被引:1,自引:0,他引:1
Cindy Wu Jeffery S. McMullen Mitchell J. Neubert Xiang Yi 《Journal of Business Venturing》2008,23(5):587-602
Brockner and Higgins (Brockner, J., Higgins, E. T. 2001. Regulatory focus theory: Implications for the study of emotions at work. Organizational Behavior & Human Decision Processes, 86(1), 35–66.) suggest that a leader's behavior may be perceived as an organizational endorsement of promotion-focused or prevention-focused concerns and that this perception will influence employee behavior by eliciting a congruent state of regulatory focus. We tested this hypothesis using matched pairs of leaders and employees from a Chinese firm and found that employee creativity is positively associated with the promotion focus of the supervisor's behavior. Consequently, through their actions, promotion-focused leaders may increase the likelihood of entrepreneurial action in their firms by eliciting a promotion-focused state of eagerness from their employees. 相似文献
73.
David M. Barlex Donna Trebell 《International Journal of Technology and Design Education》2008,18(2):119-138
The purpose of the study reported here was to investigate the use of a design-without-make unit as part of the design and technology curriculum with pupils aged 14. Three research questions drove the study: (a) What sort of designing do pupils do when they work collaboratively to design without having to make what they have designed? (b) What is the teachers’ attitude to design-without-make? (c) What is the pupils’ attitude to design-without-make? The study is a small pilot and data were collected using semi-structured interviews with a class teacher and two pupils and detailed scrutiny of five pupils’ design ideas developed during 6 lessons towards the end of an 18 lessons teaching sequence. Findings indicate that the teacher and pupils in this study responded favourably to design-without-make. The pupils’ designing was highly iterative, creative, involved making a wide range of design decisions and revealed understanding of technological concepts. 相似文献
74.
75.
Within this paper, a conceptualised triadic schema is hypothesised for locating emotion within a creative, learning and product
orientated Design and Technology experience. The research is based upon an extensive literature review that has been synthesised
and juxtaposed with the broad aspirational aims of the subject. The schema, based upon abductive reasoning and grounded theory,
ultimately conceptualises the overarching theme of emotion within a creative, learning and product orientated Design and Technology
experience within the Primary and Secondary stages of England’s education system. The triadic schema offers an additional
opportunity in meta-theorising how the broad aspirational aims of the subject, as outlined in the English national curriculum
statement of importance for Design and Technology, can be achieved through recognising the powerful overarching concept of
emotion within three emerging domains: Person, Process and Product. The central tenet of this paper is the recognition of
emotion within a triadic schema for meta-theorising the place of emotion within a creative, learning and product orientated
Design and Technology experience.
David Spendlove was previously a senior teacher in secondary education before moving into Higher Education and is now the
subject leader for Design and Technology at the University of Manchester. He co-edits both Design and Technology Education:
An international Journal and the DATA international research conference proceedings. He is a director of the Design and Technology
Association and his research interests are broadly based around learning, pedagogy, creativity, emotion and gender. 相似文献
76.
价值工程所指的价值通常限定于“使用价值”,其使用价值又由功能价值和美学价值构成.以往价值工程主要围绕商品的功能价值的设计与改进而展开,本文拟在价值工程应用领域以美学价值为主的新商品开发方面作一些理论性的研究与探索. 相似文献
77.
Online communities have become an important source for knowledge and new ideas. This paper considers the potential of crowdsourcing as a tool for data analysis to address the increasing problems faced by companies in trying to deal with “Big Data”. By exposing the problem to a large number of participants proficient in different analytical techniques, crowd competitions can very quickly advance the technical frontier of what is possible using a given dataset. The empirical setting of the research is Kaggle, the world?s leading online platform for data analytics, which operates as a knowledge broker between companies aiming to outsource predictive modelling competitions and a network of over 100,000 data scientists that compete to produce the best solutions. The paper follows an exploratory case study design and focuses on the efforts by Dunnhumby, the consumer insight company behind the success of the Tesco Clubcard, to find and lever the enormous potential of the collective brain to predict shopper behaviour. By adopting a crowdsourcing approach to data analysis, Dunnhumby were able to extract information from their own data that was previously unavailable to them. Significantly, crowdsourcing effectively enabled Dunnhumby to experiment with over 2000 modelling approaches to their data rather than relying on the traditional internal biases within their R&D units. 相似文献
78.
随着经济形态的演变,社会经历了从产品经济时代、商品经济时代、服务经济时代,最终进入了全新的体验经济时代。步入体验经济和符号消费时代,消费已成为最热门的主题之一。本文以东京当代最为前沿的珠宝店的终端设计为例,从消费者心理角度,从店面、橱窗、装修、陈列、动线等等全方位地探讨了体验时代的终端设计策略。 相似文献
79.
《Technovation》2020
Some scholars hold that dynamic capability (hereinafter DC) is one of the keys to achieving competitive advantage (hereinafter CA) and consequently, performance in strategic management. However, the definition and effects of DCs and the role of environmental dynamism are still under discussion. In the context of a Portuguese-like economy and from a strategic process perspective, this study defines dynamic capability as the potential to systematically solve problems, enabled by its propensity to sense opportunities and threats, to make timely decisions, and to implement strategic decisions and changes efficiently, thereby ensuring the right direction. Moreover, the ambidexterity view, exploring the indirect impact of exploitative and explorative capabilities, mediated by creativity and innovation competences (hereinafter IC) gives evidence of the influence on CA and firm's performance. Using an empirical study of 387 enterprises in Portugal, it was found that DCs, creativity and IC do significantly, positively, affect performance, while entrepreneurial orientation (hereinafter EO) is a moderator. 相似文献
80.
《Business Horizons》2020,63(4):565-572
Challenging business threats and opportunities abound, yet few Renaissance men/women exist to help organizations move forward creatively in response to these challenges. Too much information exists today for a true rebirth to happen. However, self-perpetuating, quasi-renaissance managers might assimilate patterns of thinking and behavior into their professional/personal lives that ultimately make them more intersectional and innovative. Specifically, we point to five habits and three methods managers can implement to lower associative barriers and enhance intersectionality. We then introduce a culling process that helps managers find the few highly creative ideas from larger batches of mediocre ideas, thus enabling enhanced creativity. 相似文献