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51.
This study focused on the relation between the manner in which pray-ers perceive God (God concept) and their tendencies to choose various prayer types. A sample of 114 Jewish Israeli religious men responded to multidimensional measures of God concept (Benevolent, Evaluation, Omniness, Guiding, and Deisticness) and of prayer type (Adoration, Confession, Thanksgiving, Supplication, Reception). Canonical correlation analysis uncovered a significant canonical model. Two canonical functions, explaining a total of 36.5% of the variance, were selected for interpretation. Function 1 indicated a perception of God as a benevolent and guiding God together with supplicative prayer. Function 2 indicated a perception of God as a meaningful and close God with active thanksgiving prayer. These results provide support for the notion that the manner in which an individual perceives God and the manner in which that individual chooses to pray to God are indeed related.  相似文献   
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Investigations into normative fear in adolescence have indicated that the most common fears are consistently death-related and danger-related. Assessments have most commonly been made from self-reports on fear survey schedules. The aim of the present study, therefore, was to determine whether adolescents would provide responses comparable to those generated through the use of a fear survey schedule when asked to list their 3 greatest fears. A total of 439 adolescents aged 11 to 18 years (237 girls, 201 boys, 1 sex not reported) listed their greatest fears; then they completed the 78-item Fear Survey Schedule for Children-II (E. Gullone & N. J. King, 1992). Consistent with past research, the 10 most common fears generated via the fear schedule related to death and danger. However, on the whole, the self-generated fears deviated from the death and danger theme, also including fear of failure, fear of animals, and fear of the unknown. A tendency toward global responses in self-generated fears appeared to encompass the majority of specific death-related fears included in the fear schedule, thus allowing for other predominant fears to be listed among the 3 most common.  相似文献   
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Understanding positive emotions' shared and differentiating features can yield valuable insight into the structure of positive emotion space and identify emotion states, or aspects of emotion states, that are most relevant for particular psychological processes and outcomes. We report two studies that examined core relational themes (Study 1) and expressive displays (Study 2) for eight positive emotion constructs—amusement, awe, contentment, gratitude, interest, joy, love, and pride. Across studies, all eight emotions shared one quality: high positive valence. Distinctive core relational theme and expressive display patterns were found for four emotions—amusement, awe, interest, and pride. Gratitude was associated with a distinct core relational theme but not an expressive display. Joy and love were each associated with a distinct expressive display but their core relational themes also characterised pride and gratitude, respectively. Contentment was associated with a distinct expressive display but not a core relational theme. The implications of this work for the study of positive emotion are discussed.  相似文献   
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Facial cues of threat such as anger and other race membership are detected preferentially in visual search tasks. However, it remains unclear whether these facial cues interact in visual search. If both cues equally facilitate search, a symmetrical interaction would be predicted; anger cues should facilitate detection of other race faces and cues of other race membership should facilitate detection of anger. Past research investigating this race by emotional expression interaction in categorisation tasks revealed an asymmetrical interaction. This suggests that cues of other race membership may facilitate the detection of angry faces but not vice versa. Utilising the same stimuli and procedures across two search tasks, participants were asked to search for targets defined by either race or emotional expression. Contrary to the results revealed in the categorisation paradigm, cues of anger facilitated detection of other race faces whereas differences in race did not differentially influence detection of emotion targets.  相似文献   
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Some adolescents who are relationally victimized by gossip and ostracism have limited close connections to a peer or friendship group, but victimization also can be group-based, occurring between or within friendship groups. The purpose of this study was to test gender differences in these two forms of victimization, referred to as isolated and connected victimization, and to test associations of each form with peer status (social prominence and preference within the peer group) and aggressive behavior. We expected that associations between victimization, especially connected victimization, peer status and aggressive behavior would differ for boys and girls. Australian students (N = 335, M age = 12.5 years) self-reported victimization, and nominated peers who were victimized, accepted, rejected, socially prominent, and unpopular. Connected and isolated forms of victimization were correlated, but differences were found in their correlations with other measures and by gender. Especially when reported by peers, adolescents higher in connected victimization were also higher in both aggression and social prominence (i.e., they were more popular and considered leaders); yet, they were also more disliked (rejected). In contrast to connected victimization, isolated victimization was associated with negative peer status only, and weakly and inconsistently associated with aggression. Finally, gender moderation was found, which showed a pattern of aggression, prominence and dislike among adolescent females who were connected victims, but this pattern was not nearly as pronounced in their male counterparts.  相似文献   
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Objectives: The study aimed to compare the efficacy of eight weekly sessions of a self‐administered online CBT treatment (cCBT; n=51) to a therapist‐assisted email CBT treatment (eCBT; n=50) in University students. Design: The design was a randomised parallel group trial. The study randomised participants with symptoms of depression to one of two available treatments. Method: Participants were offered eight weekly sessions of either cCBT or eCBT. Participants completed the Beck Depression Inventory‐II (BDI‐II) and the Clinical Outcomes in Routine Evaluation – Outcome Measure (CORE‐OM) at pre‐and post‐treatment, at weeks 16 and 32 follow‐up. The Working Alliance Inventory‐Short Form (WAI‐SR) was completed at weeks 2, 4, and 6. Results: For both groups, pre‐post within group effect sizes reported were large for the BDI‐II and the CORE‐OM and these were maintained at follow‐up. Perceptions of working alliance were similar in each group, but Bond was significantly stronger for the eCBT condition. WAI scores correlated more positively with the outcome on BDI‐II for those in the eCBT condition than the cCBT condition, but not significantly. Conclusion: There were no significant differences between the two online treatments, both reduced depressive symptoms and improved general functioning. Similarly, at post‐treatment and follow‐up, clinical improvement and recovery was demonstrated for both groups equally. The study demonstrates the possibility for cCBT in a university setting that may contribute to addressing the shortcomings in meeting increasing demands that mental health services presently face.  相似文献   
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ABSTRACT

We investigated the feasibility of using the Space Fortress (SF) game, a complex video game originally developed to study complex skill acquisition in young adults, to improve executive control processes in cognitively healthy older adults. The study protocol consisted of 36 one-hour game play sessions over 3 months with cognitive evaluations before and after, and a follow-up evaluation at 6 months. Sixty participants were randomized to one of three conditions: Emphasis Change (EC) – elders were instructed to concentrate on playing the entire game but place particular emphasis on a specific aspect of game play in each particular game; Active Control (AC) – game play with standard instructions; Passive Control (PC) – evaluation sessions without game play. Primary outcome measures were obtained from five tasks, presumably tapping executive control processes. A total of 54 older adults completed the study protocol. One measure of executive control, WAIS-III letter–number sequencing, showed improvement in performance from pre- to post-evaluations in the EC condition, but not in the other two conditions. These initial findings are modest but encouraging. Future SF interventions need to carefully consider increasing the duration and or the intensity of the intervention by providing at-home game training, reducing the motor demands of the game, and selecting appropriate outcome measures.  相似文献   
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