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91.
This study determined whether ambivalence toward Native peoples would result in amplified, or polarized, responses to members of the group, as assessed in terms of both general attitudes and social policy endorsements. In addition, it examined whether priming would mediate these effects, based on the notion that ambivalent attitudes contain both positive and negative dimensions that may be activated at different times. Induction of different mood states was used as an indirect priming manipulation. One hundred thirty-eight Canadian participants completed measures of ambivalence toward Native peoples and Canadians. One week later, these participants underwent a positive, neutral, or negative mood induction procedure. They then indicated their attitudes toward Native peoples and Canadians, and responded to social policy questions involving both groups. Participants who were highly ambivalent or not ambivalent toward Native peoples were retained for analysis; participants generally displayed low ambivalence toward Canadians. It was predicted and the results confirmed that only participants who were ambivalent toward Native peoples would display a relative response amplification effect: a greater difference between positive and negative mood states in their responses to Native peoples than in their responses to Canadians.  相似文献   
92.
93.
Commons-dilemma simulation games are designed to examine behavior associated with preservation and destruction of slowly regenerating natural resources. In Experiment 1, 120 introductory psychology students in the United States were assigned to high- or low-environmental-concern conditions based on a median split of their scores from a pretest. They then played either a points game, in which they selected numerical points from a slowly regenerating pool, or a tree game, in which they harvested trees from a jointly managed forest. After the game, subjects were asked to sign a petition for an environmental cause, to participate in a litter pick-up, and to participate in a recycling drive. Neither environmental concern nor proenvironmental behaviors were related to commons dilemma performance. In Experiment 2, 57 other introductory psychology students were assessed on environmental concern and Machiavellian personality, size of other players' harvesting choices, and other players' altruistic choices, all correlated with subjects' outcomes in the game. Overall, cooperation and competition were more important than environmental concern in predicting behavior in the commons dilemma simulation game.  相似文献   
94.
Two experiments were conducted to examine the influence of ambient temperature upon physical aggression. In the first, male subjects received either a positive or negative evaluation from a confederate and were then provided with an opportunity to agress against this person by means of electric shock. On the basis of previous research, it was predicted that high ambient temperatures (92-95 degrees F) would facilitate aggression by those receiving positive evaluations but actually inhibit such behavior by those receiving negative assessments. Results confirmed both of these predictions and also indicated that more moderate but still uncomfortably warm temperatures (82-85 degrees F) produced similar effects. The second experiment employed procedures similar to the first and examined the suggestion that administration of a cooling drink would reduce the impact of high ambient temperatures upon overt aggression. This prediction, too, was confirmed. The possible mediating role of negative affect with respect to the influence of ambient temperature and other environmental factors upon aggression was discussed.  相似文献   
95.
Two experiments examined the effect of changes in the visual surround upon the velocity of motion aftereffects. Experiment I showed that introduction or reintroduction of a patterned surround midway through the test period was sufficient to produce an increase in apparent velocity. However, a greater increase was observed when a patterned surround instead of a dark homogeneous surround had been used during the induction period. Experiment II demonstrated that luminance change was also sufficient to produce an increase in apparent velocity, although the extent of the increase was not as great as that produced through the use of the patterned surround in Experiment I. These results indicate that a change in stimulus surround is sufficient to produce an increase in the velocity of a motion aftereffect and that the extent of the increase is dependent upon the characteristics of both the induction and test surrounds.  相似文献   
96.
Some correlates of reading retardation   总被引:2,自引:0,他引:2  
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97.
The Self-Monitoring Analysis System is a set of microcomputer programs that were developed to remove clinical judgment from the task of behavioral assessment using self-monitoring diaries. The program is written in Turbo Pascal and runs on MS-DOS (16-bit) or CP/M (8-bit) microcomputer systems. The program allows the user to custom design data bases with hundreds of binary, categorical, integral, and real variables. Full-screen data-entry forms can be custom designed, and random access files allow for flexible data entry and editing. The program makes extensive utilization of Pascal’s very flexible data structure capabilities. Dynamic allocation of memory allows the program to maximize its use of available RAM. Data from a patient with diabetes is presented as a case study illustrating the system’s utility.  相似文献   
98.
Trivial persuasion in the courtroom: the power of (a few) minor details   总被引:1,自引:0,他引:1  
Investigated the influence of trivial testimonial detail on judgments of 424 undergraduates who served as mock jurors. Ss read a summary of a court case involving robbery and murder. In Experiment 1, detailed testimony influenced judgments of guilt, even when the detail was unrelated to the culprit. In Experiment 2, detailed testimony was especially powerful when an opposing witness testified that she could not remember the trivial details. Subsequent analyses suggest that the impact of detailed testimony on guilt judgments is mediated by inferences about the eyewitnesses. When eyewitnesses provided more detail, they were generally judged to be more credible, to have a better memory for the culprit's face and for details, and to have paid more attention to the culprit.  相似文献   
99.
Role plays or social simulations are presently one of the most common methods for assessing social skills. Although social simulation techniques have become quite popular, little is known about the psychometric adequacy of many of the role-play instruments which have been developed. This investigation was an attempt to determine certain properties of one particular social skills assessment instrument: the Simulated Social Interaction Test. The effects of various confederate prompt delivery styles on the judged social competency level of subjects in the Simulated Social Interaction Test were examined. Two confederates, one male and one female, were trained to portray three confederate prompt delivery styles: (a) unreceptive, (b) neutral, and (c) receptive. In order to determine if judges would compensate for the different confederate prompt delivery styles, two sets of trained judges rated the levels of skill and anxiety generated by the 30 subjects tested. One set of judges was screened from the confererate delivery while observing the simulation; the other set of judges followed the more common rating procedure (i.e., they were not screened from the confederates' deliveries). Data analysis examined variation in subject performance under each condition and according to each set of judges for both overall social skills and anxiety ratings. Confederate prompt delivery style was found to affect subjects' rated performance. There was also suggestive evidence that judges were sometimes able to compensate for different confederate delivery styles. The practical and theoretical implications of the results are discussed.This study was funded in part by a research grant from the Veterans Administration.  相似文献   
100.
A reinterpretation of the direction of effects in studies of socialization   总被引:22,自引:0,他引:22  
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