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91.
从上世纪七十年代起,“合作学习”作为学术英语(EAP)能力培养的主要途径引来不少教师的关注,但将其科学合理地运用于教学课堂,并研究其实际开展的例子不多。文章以“行动研究”为框架,对实际教学实践中“合作学习”教学模式进行系统探究,通过文献查找、课堂观摩和教师访谈等研究方法搜集数据。研究表明,“异质组”是“合作学习”前最佳分组方式;“合作学习”任务应将趣味性、真实性、目标性合为一体;而教师不应过度介入学生“合作学习”中。  相似文献   
92.
A computable general equilibrium (CGE) model of Dutch disease economics in Taiwan's economy is established in order to examine the impacts of the imbalanced growth in output, endogenous learning effects from imports and exports and the import tariff reduction. Twenty-nine industry sectors and five quintiles of households are taken to measure the changes in industry structure and functional distribution of income. An imbalanced growth, either from output or exports, contributes to the reduction in the share of manufacturing industry, but the deterioration in the functional distribution of income only happens to an imbalanced growth in intersectoral output. A widespread trade liberalization policy helps to mitigate the Dutch disease phenomenon in the sense that de-industrialization and deterioration of the distribution of income by an imbalanced growth in manufacturing industry are not so severe.  相似文献   
93.
Globalisation, increasing complexity, and the need to address triple-bottom line sustainability have seen the proliferation of Learning Organisations (LO) who, by definition, have the capacity to anticipate environmental changes and economic opportunities and adapt accordingly. Such organisations use system dynamics modelling (SDM) for both strategic planning and the promotion of organisational learning. Although SDM has been applied in the context of tourism destination management for predictive reasons, the current literature does not analyse or recognise how this could be used as a foundation for an LO. This study introduces the concept of the Learning Tourism Destinations (LTD) and discusses, on the basis of a review of six case studies, the potential of SDM as a tool for the implementation and enhancement of collective learning processes. The results reveal that SDM is capable of promoting communication between stakeholders and stimulating organisational learning. It is suggested that the LTD approach be further utilised and explored.  相似文献   
94.
In implementation of change, people learn new ways of doing things, develop new skills, and adopt new organizational routines. This paper applies learning curve theory to implementation by developing a system dynamics model that includes two extensions to classic learning curve theory. First, the model includes a required output level for the individual. Second, the model includes a budget constraint on time that forces a choice between an old and a new way to achieve the output. Doing work the new way builds experience, increasing productivity and thus favoring continued use of the new skill, but model analysis demonstrates that this reinforcing process works to favor the new skill only at relatively high levels of productivity. Otherwise, the same process is a vicious cycle, driving out the new skill. The model exhibits a mode of behavior in which learning begins and then stalls and another mode in which the new skill becomes the preferred one. The paper identifies the tipping point between these two modes and characterizes the transition problem: Learning by doing is a dynamic process, a transition from use of an old way to a new way that requires accumulating experience beyond a threshold.  相似文献   
95.
Naive learning and cooperation in network experiments   总被引:1,自引:0,他引:1  
In this paper we study learning and cooperation in repeated prisoners' dilemmas experiments. We compare interaction neighbourhoods of different size and structure, we observe choices under different information conditions, and we estimate parameters of a learning model.We find that naive imitation, although a driving force in many models of spatial evolution, may be negligible in the experiment. Naive imitation predicts more cooperation in spatial structures than in spaceless ones—regardless whether interaction neighbourhoods have the same or different sizes in both structures. We find that with some interaction neighbourhoods even the opposite may hold.  相似文献   
96.
Learning teaching in the sustainability classroom   总被引:1,自引:0,他引:1  
This article analyzes the experience of a particular sustainability learning classroom model, examining the classroom composition, structure, positioning, and atmosphere components in an experimental course on the topic of sustainable buildings. The course, called Angles on Green Building, offered as the second in a suite by the Learning City sustainability in higher education collaborative, experimented with content, which concerned the emerging practice and policy of green building, and with form, exploring the most appropriate pedagogical methods for the advancement of sustainability learning and action. The course took as its practical focus the green building industry in Vancouver, Canada, with an initial case study of the new Centre for Interactive Research on Sustainability (CIRS), a green building and research facility planned for completion in 2009. This article uses evidence drawn from the instructors, students and visiting professionals in the course, together a diverse and interdisciplinary group from four different higher education institutions in Vancouver. Our findings contain lessons about the careful attention needed for instructors to design, run and implement courses in sustainability topics that enable students from widely different backgrounds and levels of self-directedness to engage with, take responsibility for, and transform their behaviours in favour of sustainability.  相似文献   
97.
We present an experiment designed to separate the two commonplace explanations for behavior in ultimatum games—subjects’ concern for fairness versus the failure of subgame perfection as an equilibrium refinement. We employ a tournament structure of the bargaining interaction to eliminate the potential for fairness to influence behavior. Comparing the results of the tournament game with two control treatments affords us a clean test of subgame perfection as well as a measure fairness-induced play. We find after 10 iterations of play that about half of all non-subgame-perfect demands are due to fairness, and the rest to imperfect learning. However, as suggested by models of learning, we also confirm that the ultimatum game presents an especially difficult environment for learning subgame perfection. Electronic Supplementary Material Supplementary material is available in the online version of this article at . JEL Classification C91, D64, J52  相似文献   
98.
Learning from a rival bank and lending boom   总被引:1,自引:1,他引:0  
When bankers observe a rival winning in the interbank competition for lending to a firm, they infer that the firm may be more promising than they had thought. From this consideration, they loosen their creditworthiness tests and lower the interest rates they offer in the next lending competition for the firm. Increased interbank competition reduces the impact of this observational learning and decreases the credit risk taken by each bank because of a severe winner's curse, while it increases the aggregate risk taken by the entire banking sector.  相似文献   
99.
It is well-known that some cognitive factors such as opportunity perception and risk perception influence entrepreneurial risk-based decision-making (RBDM). This paper proposes some rules of entrepreneur's risk decision-learning to address this RBDM taking cognitive factors into consideration. The learning mechanisms of entrepreneurial team's RBDM is derived based on entrepreneur's perception evolution. The paper employs a system dynamics model to analyze the entrepreneurial team's risk decision-learning. A case study is conducted to demonstrate the entrepreneurial RBDM process with cognitive factors.  相似文献   
100.
In this paper, we examine the applicability of lean production to knowledge work by investigating the implementation of a lean production system at an Indian software services firm. We first discuss specific aspects of knowledge work—task uncertainty, process invisibility, and architectural ambiguity—that call into question the relevance of lean production in this setting. Then, combining a detailed case study and empirical analysis, we find that lean software projects perform better than non-lean software projects at the company for most performance outcomes. We document the influence of the lean initiative on internal processes and examine how the techniques affect learning by improving both problem identification and problem resolution. Finally, we extend the lean production framework by highlighting the need to (1) identify problems early in the process and (2) keep problems and solutions together in time, space, and person.  相似文献   
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