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171.
Much of the current psychological literature investigates single category dimensions (i.e., race or social class), with little focus on the intersection of multiple social category dimensions. Yet some evidence suggests that the intersection of race and social class information influences (a) stereotype expression, (b) categorization, (c) impressions, (d) prejudice, and (e) discrimination, revealing common links between Blackness and low social class and Whiteness and high social class in at least the United States. The present article reviews evidence for considering both target race and social class as intersecting social categories that simultaneously influence intergroup processes. This analysis suggests that a more comprehensive understanding of intergroup processes can be achieved when considering the intersection of race and social class information. This review also provides a series of future directions to advance intergroup processes research.  相似文献   
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173.
Studies using burst comparison procedures to examine age-related changes in intensity discrimination have reported that the ability to discriminate differences in intensity does not reach maturity until late childhood. In the present study, developmental changes in intensity discrimination were examined in 1- to 3-year-old children, using an increment detection paradigm. Children and adults detected increments in a continuous standard presented at three levels ranging from 35 to 55 dB SPL. Adults were also tested at lower levels of the standard in order to permit age comparisons at equivalent sensation levels. Standard stimuli were two-octave bands of noise centered at either 400 or 4000 Hz, and increments were 200 msec in duration. Discrimination performance improved significantly with both age and level of the standard. For all age groups, performance was significantly better for high- than for low-frequency stimuli, but frequency-dependent differences in increment thresholds did not vary reliably with age. Age differences were largest at low levels of the standard. At the highest level (approximately 30 dB nHL), children's difference limens for both low- and high-frequency noise bands were adultlike by 3 years of age. These results suggest that the developmental time course of increment detection is more rapid than that previously reported in burst comparison studies.  相似文献   
174.
High proportions of shared age-related variance are found among measures of perceptual acuity, balance, muscle strength, and cognitive capabilities in age-heterogeneous, cross-sectional studies. Reliance on cross-sectional studies is problematic, however, because associations may arise from age-related mean trends. Narrow age-cohort samples provide an alternative basis for testing hypotheses regarding associations among rates of change. Cross-domain associations were evaluated in combined 75-year-old cohort samples from Denmark, Finland, and Sweden. In general, no consistent associations were found across sensory, balance, strength, and cognitive domains. These findings indicate that the effects of aging on sensory acuity, balance, and cognitive functioning are likely to be largely independent, multidimensional, and complex at the level of the individual.  相似文献   
175.
We replicated a method for clarifying inconclusive functional analysis outcomes via an extinction analysis of separate topographies of problem behavior with 2 participants. Results suggested that both mild and severe problem behaviors belonged to the same response class. An analysis of response latency was consistent with a response class hierarchy hypothesis, indicating that mild problem behavior nearly always occurred prior to severe topographies of problem behavior.  相似文献   
176.
The study uses a social contextual framework to examine how others are represented in individuals' life task appraisals and how such appraisals are related to strategies to pursue those life tasks. The extent to which life tasks nominated by 81 college students (45 females) were appraised as shared with others and pursued collaboratively was examined through a questionnaire. Participants listed five life tasks, indicated if each life task was theirs alone, indirectly shared (others were impacted by their life task pursuit), or directly shared (another person might also nominate the life task as theirs) with others in their lives, described three activities used to pursue their life tasks, and coded how others were involved inthese activities. Results indicated that the majority of college students' life tasks were appraised as involving others, that directly shared appraisals were found more frequently in the relationship domain, and that directly shared appraisals were associated with collaborative life task pursuit strategies. In addition, appraising life tasks as directly shared did not appear to reflect aspects of anxiety or compensation. A content analysis of the strategies coded as involving other individuals revealed diverse ways in which others are involved in life task pursuit ranging from active engagement of others to cognitive strategies where others are implied. The findings have implications for research on life tasks and other goal structures in that the structures may involve the social context in adaptive ways.  相似文献   
177.
The authors proposed that item selection during shopping is based on brand name recognition rather than recall. College students rated advertisements and news stories of a simulated radio program for level of amusement (orienting activity) before participating in a surprise recognition test. Humor level of the advertisements was varied systematically, and content was controlled. According to signal detection analysis, humor did not affect the strength of recognition memory for brand names (nonsense units). However, brand names and product types were significantly more likely to be associated when appearing in humorous advertisements than in nonhumorous advertisements. The results are compared with prior findings concerning humor and recall.  相似文献   
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179.
This essay delineates and analyzes two kinds of questions that sport ethicists tend to ask: (1) questions about athletic excellence and (2) questions about justice. To pass ethical judgements when delving into questions concerning athletic excellence, sportspeople rely largely on a sport’s internal values, primary skills, or sport-specific athletic excellences. In contrast, questions about justice do not and should not include the reference or application of principles derived from the nature of a sport. Instead, sportspeople must refer to general theories, most often based on the rights and obligations of fellow citizens. There are multiple benefits to pointing out this distinction. First, it can help sportspeople and sport philosophers recognize the normative standards most appropriate within specific debates. Second, the distinction may explain why some disputes in sport philosophy remained unresolved. Finally, and perhaps most significantly, an awareness of the differences between these types of questions enables us to pose a further query. To which of the two discourses about sport ethics should sport philosophers lend the majority of their efforts? By adopting Susan Okin’s analysis of the role of morality in families, this paper suggests that questions about justice in sport carry greater moral import and should be resolved prior to questions of athletic excellence.  相似文献   
180.
Research on gaming effects has focused on adolescence, a developmental period in which peer relationships become increasingly salient. However, the impact of peers on the effects of violent gaming on adolescents has been understudied. This study examined whether adolescents’ exposure to violent video games predicted their own and their friend's aggression one year later. Among 705 gaming adolescents, 141 dyads were identified based on reciprocated best friend nominations (73.8% male, Mage = 13.98). Actor‐Partner Interdependence Models indicated that adolescent males’ (but not females’) exposure to violent games positively predicted the aggression of their best friend 1 year later. This effect appeared regardless of whether the friends played video games together or not. The study illustrates the importance of peers in the association between violent gaming and aggression.  相似文献   
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