Journal of ICT In Education最新文献

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Business Process Reengineering as the Current Best Methodology for Improving the Business Process 业务流程再造是当前改进业务流程的最佳方法
Journal of ICT In Education Pub Date : 2019-06-30 DOI: 10.37134/jictie.vol6.7.2019
Z. Zaini, Aslina Saad
{"title":"Business Process Reengineering as the Current Best Methodology for Improving the Business Process","authors":"Z. Zaini, Aslina Saad","doi":"10.37134/jictie.vol6.7.2019","DOIUrl":"https://doi.org/10.37134/jictie.vol6.7.2019","url":null,"abstract":"Currently, most companies or organizations can select a number of methodologies to improve their business processes, which include Six Sigma, Lean Thinking, Lean Six Sigma, Business Process Reengineering, Total Quality Management, Kaizen and Poka-Yoka. However, selecting an appropriate methodology has to be guided by the organization’s objectives. In this respect, the BPR is one of the best methodologies that can help organizations to ensure the continuity of their businesses so they will remain relevant for a long time. More importantly, the BPR can help members of organizations to rethink about their existing practices such as to introduce significant improvements to their business process. Based on a literature review, the researchers carried out a comparative analysis on four leading methodologies, namely BPR, Six Sigma, Lean Thinking, and Kaizen. The comparison of the methodologies were based on 11 aspects, namely the concept, effect, use of information technology, focus, involvement of workers, degree of change, level of risk, creation of a study, model, duration, and cost. In addition, the researchers elaborated the six phases of the implementation of BPR. The comparative analysis revealed that the BPR was the best among the four methodologies analysed, as it could help radically and holistically improve the overall business process of an organization. Thus, organizations that need such a change in their business processes can adopt the BPR as the most appropriate methodology than can help bring the intended improvements to their workplace.","PeriodicalId":301836,"journal":{"name":"Journal of ICT In Education","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125872336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
The Development Process of Awang Sains 2D Digital Mobile Game 《王者Sains》2D数字手游的开发过程
Journal of ICT In Education Pub Date : 2019-06-30 DOI: 10.37134/jictie.vol6.3.2019
Mohd Radhi Md Shukri, S. Ariffin
{"title":"The Development Process of Awang Sains 2D Digital Mobile Game","authors":"Mohd Radhi Md Shukri, S. Ariffin","doi":"10.37134/jictie.vol6.3.2019","DOIUrl":"https://doi.org/10.37134/jictie.vol6.3.2019","url":null,"abstract":"This article presents the process of the development of a 2D digital mobile game; Awang Sains. The game has been developed based on features that have been identified, and will be tested for its heuristics – usability, mobility, playability, learning content, local content, language and aesthetics. Fifteen experts were selected to play and then test and evaluate the game. The objective of this game is to use it in teaching and learning Science year 4. The study used design and develop research (DDR) embedded with the ADDIE model (analysis, design, develop, implement, and evaluate), based on pedagogy and the instructional need to make the software meaningful with the ability to help pupils master Science subjects.","PeriodicalId":301836,"journal":{"name":"Journal of ICT In Education","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133332121","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Gender and Game Genres Differences in Playing Online Games 在线游戏中的性别和游戏类型差异
Journal of ICT In Education Pub Date : 2019-06-30 DOI: 10.37134/jictie.vol6.1.2019
H. Hassan, Ramlah Mailok, Mashitoh Hashim
{"title":"Gender and Game Genres Differences in Playing Online Games","authors":"H. Hassan, Ramlah Mailok, Mashitoh Hashim","doi":"10.37134/jictie.vol6.1.2019","DOIUrl":"https://doi.org/10.37134/jictie.vol6.1.2019","url":null,"abstract":"Online games are currently popular among teenagers as a way to entertain their time and having fun. Some claimed that by playing games could enhance learning ability, improved focus and attention, treat depression, less anti-social and many more. However, playing games could also become an addiction where some might involve with physical and health problems. This paper investigated gender-based students’ perceptions on playing games with their daily life. The perceptions study was developed based on ten items that related to students’ daily task. This study is also to identify the most popular game genres and genre-gender based preference from twelve game genres listed in this study. The data were collected among 116 students from Diploma in game design and development course offered by Faculty of Arts, Computing & Creative Industry at Sultan Idris Education University (UPSI), Malaysia. The results showed that majority of the students perceived themselves as love to play games however percentage of male students are higher than female students. The mean analyses also showed the highest score from ten (10) tasks is ‘meet new friends’ and this also the highest mean for both genders. The result also showed that ‘Adventure’ game genre is the most popular game genre among both gender while ‘music/dance’ genre is the least popular genre for male but the third popular game genre for female.","PeriodicalId":301836,"journal":{"name":"Journal of ICT In Education","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114986938","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Augmented Reality for the Disabled: Review Articles 增强现实为残疾人:评论文章
Journal of ICT In Education Pub Date : 2019-06-30 DOI: 10.37134/jictie.vol6.5.2019
Ghailan A. Alshafeey, M. M. Lakulu, M. Chyad, Alamoodi Abdullah, G. Salem
{"title":"Augmented Reality for the Disabled: Review Articles","authors":"Ghailan A. Alshafeey, M. M. Lakulu, M. Chyad, Alamoodi Abdullah, G. Salem","doi":"10.37134/jictie.vol6.5.2019","DOIUrl":"https://doi.org/10.37134/jictie.vol6.5.2019","url":null,"abstract":"Augmented Reality or \"AR\" has been recognized for its significant importance in different areas of technology, not to mention its significant presence in the education sector. This research aimed to map the relevant literature on AR usage with the aim of rehabilitating people with disabilities. The search was performed on three databases: Science Direct, IEEE Explore and Web of Science from 2013 to 2018. . Based on our inclusion and exclusion criteria, (n=13) articles were selected. Seven of the studies (n=7/13) intellectual disability. Six of the studies (n=6/6) physical disability. The basic idea of this article is to measure the size of the virtual environment utilization in order to rehabilitate the disabled, in addition to the ability of modern technology to restore people with disabilities to normal life and integration into society. This research is expected to display the current literature in this area and to increase the understanding of this research field.","PeriodicalId":301836,"journal":{"name":"Journal of ICT In Education","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124695607","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Penjelasan Identiti Asas Pengaturcaraan dan Perubahan Konseptual Melalui Adegan Permainan
Journal of ICT In Education Pub Date : 2018-12-03 DOI: 10.37134/jictie.vol5.6.2018
May Asliza Tan Zalilah
{"title":"Penjelasan Identiti Asas Pengaturcaraan dan Perubahan Konseptual Melalui Adegan Permainan","authors":"May Asliza Tan Zalilah","doi":"10.37134/jictie.vol5.6.2018","DOIUrl":"https://doi.org/10.37134/jictie.vol5.6.2018","url":null,"abstract":"Pembelajaran melalui adegan permainan adalah satu pendekatan pembelajaran berasaskan permainan. Proses pengajaran dan pembelajaran menggunakan adegan permainan lebih menarik dan berkesan kerana pendekatan ini seolah-olah hidup dengan aktiviti permainan yang disediakan. Pelajar akan mengalami sendiri dunia penceritaan permainan yang dilaksanakan. Artikel ini mengupas penjelasan identiti asas pengaturcaraan dan perubahan konseptual melalui adegan permainan dengan menilai motivasi dan pengalaman pelajar. Seramai 55 responden terdiri daripada pelajar Semester 3 bagi program Sijil Aplikasi Perisian Komputer (SAPK) di Kolej Komuniti. Motivasi dan pengalaman pelajar diukur dengan merujuk instrumen IMI (intrinsic motivation inventory). Dapatan kajian dianalisis berpandukan statistik ujian-T dan deskriptif untuk mendapatkan kekerapan dan peratusan dengan menggunakan perisian Statistical Package for Social Science. Hasil kajian menunjukkan pelajar bersetuju bahawa penggunaan adegan permainan dalam menjelaskan identiti asas pengaturcaraan dapat memberi motivasi dan pengalaman pembelajaran yang sangat baik.","PeriodicalId":301836,"journal":{"name":"Journal of ICT In Education","volume":"37 12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126018853","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Kesan Penggunaan Teknik Inkuiri Penemuan Berbanding Tutorial dalam Pembinaan Koswer terhadap Pencapaian Pelajar
Journal of ICT In Education Pub Date : 2018-12-03 DOI: 10.37134/jictie.vol5.5.2018
Abdul Aziz Basri, Muhammad Modi Lakulu
{"title":"Kesan Penggunaan Teknik Inkuiri Penemuan Berbanding Tutorial dalam Pembinaan Koswer terhadap Pencapaian Pelajar","authors":"Abdul Aziz Basri, Muhammad Modi Lakulu","doi":"10.37134/jictie.vol5.5.2018","DOIUrl":"https://doi.org/10.37134/jictie.vol5.5.2018","url":null,"abstract":"Kajian ini bertujuan untuk melihat kesan penggunaan teknik inkuari penemuan berbanding tutorial dalam pembinaan koswer ke atas pencapaian pelajar Tingkatan 2, dalam mata pelajaran sains. Reka bentuk kajian yang digunakan adalah pendekatan eksperimen. Pembolehubah bebas dalam kajian ini ialah koswer pendidikan teknik inkuiri penemuan dan koswer teknik tutorial. Manakala pembolehubah bersandar adalah prestasi pencapaian pelajar Tingkatan 2 dalam mata pelajaran Sains. Populasi kajian ialah terdiri daripada pelajar Tingkatan 2 di SMK Sungai Retang, Jerantut. Sampel kajian terdiri daripada 60 orang pelajar yang dipilih secara rawak dari tiga kelas. Sampel dibahagikan kepada dua kumpulan iaitu kumpulan rawatan dan kawalan secara rawak seramai 30 orang setiap kumpulan. Instrumen kajian yang digunakan ialah ujian pra, ujian pos dan soalselidik. Data-data yang diperolehi telah dianalisis menggunakan kaedah statistik inferens. Hasil kajian menunjukkan terdapat perbezaan pencapaian yang signifikan antara pelajar yang menerima rawatan dengan koswer teknik inkuari penemuan berbanding dengan pelajar yang menggunakan koswer teknik tutorial. Dapatan daripada hasil kajian ini dapat dirumuskan bahawa penggunaan strategi inkuiri penemuan lebih sesuai diterapkan berbanding teknik tutorial dalam pembangunan koswer sains.","PeriodicalId":301836,"journal":{"name":"Journal of ICT In Education","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125249168","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Attitude of Undergraduate Students towards Gamification: A Case Study of Northwest Geo-Political Zone, Nigeria 大学生对游戏化的态度——以尼日利亚西北地缘政治区为例
Journal of ICT In Education Pub Date : 2018-12-03 DOI: 10.37134/jictie.vol5.2.2018
Auwalu Rabiu Ali, A. Endut, R. Embong
{"title":"Attitude of Undergraduate Students towards Gamification: A Case Study of Northwest Geo-Political Zone, Nigeria","authors":"Auwalu Rabiu Ali, A. Endut, R. Embong","doi":"10.37134/jictie.vol5.2.2018","DOIUrl":"https://doi.org/10.37134/jictie.vol5.2.2018","url":null,"abstract":"Gamification of education is new field in education that is attracting researchers who are passionate on education. However, no much researches were made to assess the users’ perception on its application in enhancing students understanding of certain subjects such as Environmental Education. This article is aimed at assessing the students’ attitude on the application of eeGamification in environmental education. The method employed was survey method. A structured questionnaire was used and a total of 372 respondents were used in the study. The survey employed descriptive statistics analysis to measure the level of students’ attitude towards eeGamification. The result indicates that students have positive attitude towards gamification. This shows that students accept the idea of gamification in improving students’ understanding of Environmental Education.","PeriodicalId":301836,"journal":{"name":"Journal of ICT In Education","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115923963","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
VIRTEST plus 3D: Pengajaran Subjek Hospitaliti (Kaunter Hadapan) Menggunakan Bilik Tetamu/Hotel Maya
Journal of ICT In Education Pub Date : 2018-12-03 DOI: 10.37134/jictie.vol5.4.2018
Quah Wei Boon
{"title":"VIRTEST plus 3D: Pengajaran Subjek Hospitaliti (Kaunter Hadapan) Menggunakan Bilik Tetamu/Hotel Maya","authors":"Quah Wei Boon","doi":"10.37134/jictie.vol5.4.2018","DOIUrl":"https://doi.org/10.37134/jictie.vol5.4.2018","url":null,"abstract":"Artikel ini melaporkan perkembangan \"VIRTEST plus 3D,\" satu pelan bilik tetamu/ hotel maya untuk pengajaran dan pembelajaran perhotelan melalui virtual guest room/hotel - bilik tetamu/ hotel maya, dari perspektif pedagogi. Virtual guest room membolehkan pelajar bergerak seumpama dalam situasi sebenar dalam bilik tetamu. Apabila pensyarah menggerakkan pandangan dalam Virtual guest room, pelajar dapat melihat kedudukan barangan dan situasi yang sebenar dalam bilik tetamu dan hotel seterusnya memudahkan pelajar memahami prosedur untuk memperkenalkan bilik dan menerangkan fasiliti dalam bilik dan hotel kepada tetamu. VIRTEST plus 3D ini telah digunakan oleh pelajar sewaktu proses pengajaran dan pembelajaran (PdP) aktiviti amali LnP 02.02 – lakukan tugas Bellman bagi modul Kaunter Hadapan untuk pelajar-pelajar semester 4, Program Sijil Operasi Perhotelan. Hasil dapatan pengguna terhadap VIRTEST plus 3D ini melalui borang soal selidik, didapati ianya dapat mewujudkan satu situasi yang sebenar dalam bilik tetamu dan hotel untuk memudahkan pelajar memahami prosedur dan menerangkan prosedur Bellman dengan lebih mudah dan jelas. Setelah menggunakan VIRTEST plus 3D ini, pelajar memberi komen bahawa VIRTEST plus 3D ini sangat membantu, sangat menarik dan memudahkan pelajar mempelajari, memahami dan melakukan amali Bellman. VIRTEST plus 3D bertujuan untuk mewujudkan satu situasi bilik tetamu/ hotel maya yang sebenar bagi mengatasi masalah kekurangan bilik simulasi atau fasiliti bilik tetamu bagi memudahkan pelajar memahami prosedur untuk memperkenalkan bilik dan menerangkan fasiliti dalam bilik dan hotel kepada tetamu.","PeriodicalId":301836,"journal":{"name":"Journal of ICT In Education","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125421422","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Utilization of Multimedia Technology for Instructional Media 多媒体技术在教学媒体中的应用
Journal of ICT In Education Pub Date : 2018-12-03 DOI: 10.37134/jictie.vol5.1.2018
Chandra Anugrah Putra
{"title":"Utilization of Multimedia Technology for Instructional Media","authors":"Chandra Anugrah Putra","doi":"10.37134/jictie.vol5.1.2018","DOIUrl":"https://doi.org/10.37134/jictie.vol5.1.2018","url":null,"abstract":"The study of this theory aims to find out how animation as multimedia-based learning media can help the learning process undertaken by teachers and learners, and help students understand the visualization provided by the teacher. The rapid development of technology makes technology become one of the necessities that must be possessed by humans to help solve a problem encountered. One of the technological developments that are currently emerging technology-shaped gadgets. Lifestyle development of people who prefer practicality began to bring gadgets. There are new challenges for teachers from the rapid development of the world of informatics technology and electronic devices such as gadgets, that is how teachers can utilize gadgets to optimize learning in the classroom. Because like or dislike, our students are big in the digital age, so the teachers as much as possible adjust to the development of technology.","PeriodicalId":301836,"journal":{"name":"Journal of ICT In Education","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134297216","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Kesan Penggunaan Teknik Peer Instruction dengan Pendekatan Kelas Flipped terhadap Pencapaian Pemahaman Konsep Sejarah
Journal of ICT In Education Pub Date : 2018-12-03 DOI: 10.37134/jictie.vol5.3.2018
M. Kaviza
{"title":"Kesan Penggunaan Teknik Peer Instruction dengan Pendekatan Kelas Flipped terhadap Pencapaian Pemahaman Konsep Sejarah","authors":"M. Kaviza","doi":"10.37134/jictie.vol5.3.2018","DOIUrl":"https://doi.org/10.37134/jictie.vol5.3.2018","url":null,"abstract":"Kajian ini bertujuan untuk mengkaji kesan penggunaan teknik peer instruction dengan pendekatan kelas flipped terhadap pencapaian pemahaman konsep sejarah dalam kalangan murid Tingkatan Empat. Kajian ini merupakan kajian eksperimen dengan reka bentuk faktorial 2 X 2 yang melibatkan seramai 122 orang murid dari dua buah sekolah yang dikategorikan sebagai kumpulan eksperimen dan kumpulan kawalan. Ujian pencapaian pemahaman konsep sejarah yang dibina sendiri oleh pengkaji bagi topik Perkembangan di Eropah merupakan instrumen kajian ini yang telah disahkan oleh pakar penilai dan mempunyai nilai kebolehpercayaan, indeks kesukaran dan diskriminasi yang baik. Data kajian ini dianalisis secara deskriptif dan inferensi dengan menggunakan perisian IBM SPSS Statistics. Analisis inferensi yang digunakan adalah ujian-t Sampel Tak Bersandar dan ujian ANOVA Dua Hala. Dapatan kajian ini menunjukkan bahawa murid-murid dalam kumpulan eksperimen (pendekatan flipped dengan teknik peer instruction) dapat meningkatkan pencapaian pemahaman konsep sejarah yang lebih tinggi berbanding dengan murid-murid dalam kumpulan kawalan (pendekatan flipped tanpa teknik peer instruction). Di samping itu, murid berpencapaian tinggi dan rendah dalam kumpulan eksperimen menunjukkan peningkatan yang lebih baik berbanding dengan murid berpencapaian tinggi dan rendah dalam kumpulan kawalan. Terdapat kesan interaksi yang signifikan antara kaedah pengajaran dan tahap pencapaian murid terhadap min skor pencapaian pemahaman konsep sejarah. Kajian ini diharapkan dapat dijadikan sumber rujukan kepada guru sejarah dalam merancang kaedah pengajaran dan pembelajaran sejarah selaras dengan perkembangan teknologi maklumat yang canggih.","PeriodicalId":301836,"journal":{"name":"Journal of ICT In Education","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116582119","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
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