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91.
92.
This study evaluated the differential effects of the Grief and Trauma Intervention (GTI) with coping skills and trauma narrative processing (CN) and coping skills only (C). Seventy African American children (6-12 years old) were randomly assigned to GTI-CN or GTI-C. Both treatments consisted of a manualized 11-session intervention and a parent meeting. Measures of trauma exposure, posttraumatic stress symptoms, depression, traumatic grief, global distress, social support, and parent reported behavioral problems were administered at pre, post, 3 and 12 months post intervention. In general, children in both treatment groups demonstrated significant improvements in distress related symptoms and social support, which, with the exception of externalizing symptoms for GTI-C, were maintained up to 12 months post intervention. Results suggest that building coping skills without the structured trauma narrative may be a viable intervention to achieve symptom relief in children experiencing trauma-related distress. However, it may be that highly distressed children experience more symptom relief with coping skills plus narrative processing than with coping skills alone. More research on the differential effects of coping skills and trauma narration on child distress and adaptive functioning outcomes is needed.  相似文献   
93.
Linking at-risk callers to ongoing mental health care is a key goal of crisis hotline interventions that has not often been addressed in evaluations of hotlines' effectiveness. We conducted telephone interviews with 376 suicidal and 278 nonsuicidal crisis callers to the National Suicide Prevention Lifeline (Lifeline) to assess rates of mental health care utilization following Lifeline calls and to assess attitudinal and structural barriers to service utilization. Postcall utilization rates were approximately 50% for suicidal and crisis callers who received mental health care referrals. Lack of health insurance and callers' perceptions about mental health problems emerged as significant barriers to accessing continued help.  相似文献   
94.
In two experiments, we investigate how individuals' levels of power and status interact to determine how they are perceived by others. We find that power and status have similar, positive, effects on judged dominance. We also find that power has a negative effect on perceived warmth, but status moderates this “power penalty”: high power without status is associated with low warmth, but power with status is judged warm. Consequently, we find high status individuals, regardless of power level, are perceived positively - dominant and warm - whereas high power-low status individuals are judged most negatively — dominant and cold (Experiments 1 and 2). As a result, perceivers expect positive interactions with high status individuals, but negative interactions with high power, low status individuals (Experiment 2). These findings provide insight into power and status social judgments, and further our understanding of similarities and differences between these distinct, yet related, constructs.  相似文献   
95.
This study compared the social climate of peer‐run homes for recovering substance abusers called Oxford House (OH) to that of a staffed residential therapeutic community (TC). Residents of OHs (N = 70) and the TC (N = 62) completed the Community Oriented Programs Environment Scales. OHs structurally differ on two primary dimensions from TCs in that they tend to be smaller and are self‐run rather than professionally run. Findings indicated significantly higher Involvement, Support, Practical Orientation, Spontaneity, Autonomy, Order and Organization, and Program Clarity scores among the OH compared to TC residents. Additional analyses found the OH condition was higher Support, Personal Problem Orientation, and Order and Organization scores among women compared to men residents. These results suggested that these smaller OH self‐run environments created a more involving and supportive social milieu than a larger staff‐run TC. These findings are interpreted within Moos' ( 2007 ) four theoretical ingredients (i.e., social control, social learning, behavioral economics, and stress and coping), which help account for effective substance abuse treatment environments.  相似文献   
96.
The extent to which visual function, measured as near and distant visual acuity and contrast sensitivity, is correlated with concurrently measured cognitive function and prior intellectual ability was investigated in a narrow age range group known as the Lothian Birth Cohort of 1921 (LBC1921). Participants were aged ~ 83 years at the time of testing (N = 321). A well-fitting structural equation model highlighted a significant contribution of a latent visual trait to a general fluid intelligence factor in old age, independent of the contribution from childhood intelligence. Additionally, childhood intelligence made a significant contribution to the general visual factor in old age. However, the model fitted equally well when the fluid intelligence factor is assumed to be a cause of the visual function latent trait, in which case childhood intelligence does not significantly influence vision in old age. We discuss these results with respect to four possible mechanisms by which vision and cognition can come to be correlated over the lifecourse.  相似文献   
97.
According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. To investigate if this pattern also holds for online gaming, the present study investigated 160 gamers involved in playing massively multiplayer online role-playing games (MMOs) and examined positive and negative affect (a) when playing and (b) when prevented from playing. In addition, the effects of general affect and craving for playing MMOs were controlled for. Results were as expected from the Dualistic Model of Passion: harmonious passion for online gaming predicted positive affect when playing whereas obsessive passion predicted negative affect when playing and when prevented from playing. Moreover, these effects remained unchanged when general affect and craving were controlled for. With this, the present research shows that individual differences in passion for online gaming explain unique variance in gaming-related emotions. Moreover, the present findings suggests that craving is a variable that future research on positive and negative affect in online gaming should pay closer attention to.  相似文献   
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99.
The purpose of this study was to evaluate the effects of video modeling to teach children with autism to initiate bids for joint attention. The video model consisted of a child demonstrating three components of a bid for joint attention with an adult conversational partner: orienting toward the object, emitting a vocal statement, and eye gaze shift toward unique objects in the environment. Results indicated that video modeling alone was effective in teaching all components of joint attention for two of the three children, whereas video modeling plus in vivo prompting was effective for the third participant. Further, bids for joint attention did not generalize across novel items for any of the participants. Results are discussed in terms of the social relevance and validity of the use of video modeling to teach a complex social behavior such as bids for joint attention. Copyright © 2014 John Wiley & Sons, Ltd.  相似文献   
100.
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