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排序方式: 共有155条查询结果,搜索用时 15 毫秒
71.
We examined associations between children's sociometric status and (a) observed parental feedback as well as (b) child aggression. Participants were 94 children ages 6-10 (64 male; 44 with ADHD) and their parents. Children's peer status, parental feedback to their children, and child aggression were all assessed during lab-based playgroups of four children and their parents. Parent criticism in front of the child's peers was associated with the child receiving more negative ("disliked") and fewer positive ("liked") nominations, but only for children who displayed aggression; this interaction applied almost exclusively to children with ADHD. Parent praise in front of peers was associated with fewer negative nominations when children displayed low levels of aggression, but more at higher levels. Additional analyses revealed that relationships did not exist in the full sample between privately-given parental feedback and children's peer status. Processes by which peers use overheard adult feedback to inform their assessments of children are discussed.  相似文献   
72.
Experimental subjects evaluated a political candidate whose face was digitally altered to absorb the subjects' facial structure. For half of the subjects, the photograph of the candidate was morphed such that the image presented was a blend composed of 60% of the unfamiliar Caucasian male and 40% of the subject. For the other half the photograph was unaltered. Given previous research on implicit familiarity (Zajonc, 1968, 1980), we predicted that the morph would advantage the candidate. The results demonstrated no main effect of the similarity manipulation. However, there was a robust similarity by gender interaction. Male subjects evaluated the morphed candidate more favorably than the unaltered photograph, while female subjects rated him more negatively. We discuss potential explanations for this interaction effect and explore the possible implications of facial similarity as a political cue in both high- and low-information elections.  相似文献   
73.
This study was designed to examine the qualities of online friendships with different gender compositions that had been maintained for varying periods of time. A total of 167 Hong Kong Internet-users rated the qualities of their same-sex and cross-sex online friendships on measures such as intimacy, trust, self-disclosure, and relational satisfaction. A 2 (gender of respondents: male vs. female) x 2 (gender of online friends: same-sex vs. opposite-sex) x 3 (duration of friendships: less than 1 year vs. 1-2 years vs. more than 2 years) factorial design was adopted. MANOVA results reveal the three-way interaction effect on intimacy, trust, and relational satisfaction. Specifically, the qualities of male-female, female-male, and female-female online friendships were generally higher for those with a longer duration than those at the early stage of friendship development. However, the qualities of male-male friendships that had been maintained for more than 2 years were lower than those maintained for 2 years or less. These findings suggest that qualities of online friendships are subject to effects of gender composition and duration. The conceptual implications of these results are discussed.  相似文献   
74.
This study investigated the effects of gender and sex role orientation (masculinity and femininity) on attitudes toward seeking professional psychological help in a sample of 163 student trainee teachers (52 males and 111 females) in Singapore. The mean age of students was 25.39 years (SD = 3.80). ANOVAs revealed statistically significant main effects for gender and femininity on attitudes toward help-seeking. Specifically, females were reported to have more positive overall attitudes toward professional help-seeking and were more willing to recognize a personal need for professional help compared to males. Femininity significantly influenced students’ level of stigma tolerance. These findings suggest that both gender and sex role orientation play an independent role in influencing help-seeking attitudes. In addition, these variables appear to have a differential impact on different aspects of helpseeking.  相似文献   
75.
76.
Every day, millions of users interact in real-time via avatars in online environments, such as massively-multiplayer online role-playing games (MMORPGs). These online environments could potentially be unique research platforms for the social sciences and clinical therapy, but it is crucial to first establish that social behavior and norms in virtual environments are comparable to those in the physical world. In an observational study of Second Life, a virtual community, we collected data from avatars in order to explore whether social norms of gender, interpersonal distance (IPD), and eye gaze transfer into virtual environments even though the modality of movement is entirely different (i.e., via keyboard and mouse as opposed to eyes and legs). Our results showed that established findings of IPD and eye gaze transfer into virtual environments: (1) male-male dyads have larger IPDs than female-female dyads, (2) male-male dyads maintain less eye contact than female-female dyads, and (3) decreases in IPD are compensated with gaze avoidance as predicted by the Equilibrium Theory. We discuss implications for users of online games as well as for social scientists who seek to conduct research in virtual environments.  相似文献   
77.
This study examined the ability of executive functions (EF) to account for the relationship between Attention Deficit Hyperactivity Disorder (ADHD) status and social adjustment as indexed by parent and teacher report and by performance on a standardized observational “chat room” task. Children with the Combined subtype (ADHD-C; n = 23), the Primarily Inattentive Subtype (ADHD-I; n = 33), and non-ADHD controls (n = 36) participated. EF did not mediate the relationship between ADHD status and parent or teacher report of social adjustment. EF accounted for about 40–50% of the variance between ADHD status and the ability of children to detect subtle verbal cues as well as memory for the conversation in the chat room task, but did not mediate the relationship between ADHD and the number of prosocial, hostile, or on-topic statements that were made. Results are consistent with other recent reports, and suggest that the role of EF deficits in the production of social skill deficits in ADHD may not be as prominent as is typically assumed. The implications for the development of intervention programs designed to target core cognitive etiologic factors are discussed.  相似文献   
78.
Shu-Chen Li  Martin L 《心理学报》2009,41(11):1102-1122
Paul B. Baltes于1981年在马普人类发展研究所成立的毕生发展心理研究中心已经使毕生发展心理学成为了发展心理学中的一个重要的概念分支。2004年以来,中心已经将研究项目扩展到了发展行为神经科学。中心主要在三个主题上开展研究工作: (1) 研究作为成熟、学习和衰老的交互作用的结果, 毕生的不同发展阶段中人类行为变化的规律: (2) 发展能够整合来自于自身机能、时间序列、以及行为和神经层面分析等领域实证证据的理论和方法体系。(3) 通过探索不同年龄可塑性上的差异寻找发展的机制。中心继续重点关注成人晚期和老年期, 这为理论和实践上的创新提供了独特的机遇。同时, 中心加强了对包括婴儿期和儿童早期在内的个体发展早期阶段的研究。本文报告了来自四项从行为和神经层面分析感觉和认知发展的研究的最新发现。  相似文献   
79.
中文阅读中主题与语意信息在句子加工中的作用   总被引:3,自引:0,他引:3  
采用移动窗口技术,初步探讨了主题、语意信息在句子早期加工中的作用。结果发现:(1)在中文阅读中,当主题信息比较弱时,对句子的早期加工没有作用;当主题信息比较强时,对句子的早期加工有作用。(2)句子语意信息的加工是即时的。  相似文献   
80.
Virtual environments, such as online games and web‐based chat rooms, increasingly allow us to alter our digital self‐representations dramatically and easily. But as we change our self‐representations, do our self‐representations change our behavior in turn? In 2 experimental studies, we explore the hypothesis that an individual’s behavior conforms to their digital self‐representation independent of how others perceive them—a process we term the Proteus Effect. In the first study, participants assigned to more attractive avatars in immersive virtual environments were more intimate with confederates in a self‐disclosure and interpersonal distance task than participants assigned to less attractive avatars. In our second study, participants assigned taller avatars behaved more confidently in a negotiation task than participants assigned shorter avatars. We discuss the implications of the Proteus Effect with regards to social interactions in online environments.  相似文献   
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