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211.
This study examined the effects of programme context on the memory of humorous television advertisements among a youth sample aged 16 to 18 years. Additionally, the relationship between the enjoyment and involvement properties of the programme and memory for advertisements were investigated. An experimental design was developed to test the memory for a set of six humorous and a set of six non-humorous advertisements within two programme contexts—a news bulletin and a comedy show. Findings indicated that unaided recall for advertisements was affected by programme type with memory for advertising being better from news than from comedy. Further, memory for humorous advertisements was better than that for non-humorous advertisements. Audience involvement with, and enjoyment of, the surrounding programme were found to be associated with poorer memory for advertisement content. Copyright © 1998 John Wiley & Sons, Ltd.  相似文献   
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The impact of the therapeutic alliance on positive clinical outcomes has been established in the literature; however, literature is lacking on how the intersection of therapist and client identities influences this process. We propose that the relational intersectionality resulting from similarities or differences in therapist and client identities has the potential to impact the bonds, tasks, and goals of treatment (key components of the therapeutic alliance; Bordin, 1979) depending on how it is addressed or avoided in therapy. In this paper, we present a model containing pragmatic steps therapists can follow to navigate these conversations with clients in a way that is therapeutically beneficial and culturally sensitive and attuned. Additionally, we provide suggestions for using the proposed model to train new student therapists (or expose experienced therapists) to ideas of intersectionality and social justice by reflecting on the intersection of their own identities, acknowledging dynamics of power and oppression, and understanding how this could shape their relationship with clients.  相似文献   
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This paper contains two studies which set out to examine to what extent attributional style (internal, stable, global) and personality traits predicted happiness and psychiatric symptoms in a normal, non-clinical, population of young people in their early twenties. Two hundred and three participants completed five questionnaires: the Attributional Style Questionnaire (ASQ) (version one & version two), Eysenck Personality Questionnaire, Oxford Happiness Inventory, and Langner 22-Item Measure. Sample 1 (n = 120) completed ASQ version one (in both positive and negative situations) and sample 2 (n = 83) completed ASQ version two (in expanded negative situations). Regressional analysis showed that ASQ (in both versions) was the significant predictor of happiness and mental health accounting for 20% to 38% of variances. The ASQ was significantly associated with extraversion and neuroticism. Further, with happiness and mental health as dependent variables and attributional style, personality traits, and demographic variables as independent variables respectively, extraversion and attributional stability (in positive situations) were the significant predictors of happiness accounting for 59% of the total variance whilst neuroticism and psychoticism were the significant predictors of mental health accounting for 53% of the total variance. The results indicated that optimistic attributional style in positive situations was a stronger predictor of self-reported happiness than mental health and pessimistic attributional style in negative situations was a predictor of both happiness and mental health. Extraverts tended to have optimistic explanatory style for positive outcomes whereas neurotics tended to have pessimistic explanatory style for negative outcomes.  相似文献   
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This study examined the overlap and correlations among two well-known personality measures (NEO-PI–R; Myers-Briggs Type Indicator, MBTI) and two widely used intelligence tests (the Graduate Management Assessment (GMA), Watson-Glaser Critical Thinking Appraisal (WGCTA)). The GMA measures both fluid intelligence (Gf) and crystallized intelligence (Gc), whereas WGCTA mainly assess Gc. A total of over 3,500 participants completed the four measures in a middle management assessment event. Correlational analysis showed that Extraversion on the MBTI tended to be associated with Openness and Stability on the NEO. Intuition was associated with Openness and Introversion. Feeling types tended to be both Agreeable and Neurotic while perceiving types were high on Openness but low on Agreeableness. The NEO Big Five factor of Openness was most consistently and significantly associated with both measures of intelligence (r = .09 to r =.12). Results from the MBTI showed that Intuition and Perceiving scores were positively and significantly associated with both intelligence test scores which were intercorrelated (r = .38). Regressional analysis showed that personality traits are logically and coherently related to intelligence test scores. Implications for selection and assessment are considered.  相似文献   
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Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a relatively large group of gamers (n = 280). Quantitative and qualitative data were collected through an online survey. Results showed that time loss occurred irrespective of gender, age, or frequency of play, but was associated with particular structural characteristics of games such as their complexity, the presence of multi-levels, missions and/or high scores, multiplayer interactions, and plot. Results also demonstrated that time loss could have both positive and negative outcomes for players. Positive aspects of time loss included helping players to relax and temporarily escape from reality. Negative aspects included the sacrificing of other things in their lives, guilty feelings about wasted time, and social conflict. It is concluded that for many gamers, losing track of time is a positive experience and is one of the main reasons for playing videogames.  相似文献   
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Theory and research suggest that Internet identification may account for some of the gender divide in Internet use. Internet identification is a type of domain identification, and is inherently bound with images of those who use the Internet, a domain traditionally conceived as masculine. Combining the "draw an Internet user" test with an Internet identification scale, this study tests two hypotheses: participants drawing gender-concordant images will (i) identify with and (ii) use the Internet more than those drawing gender-discordant images. Participants were 371 students (121 males, 250 females) from three universities in the United Kingdom and Australia. The need to challenge masculinized images of the Internet is discussed.  相似文献   
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