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排序方式: 共有468条查询结果,搜索用时 31 毫秒
31.
民间信仰遏制外来宗教渗透的个案研究 总被引:1,自引:0,他引:1
本文以闽西客家村庄涧村为个案,探究其民间信仰在维系农民生活理想、满足他们(特别是其中的弱势者)的心理需求等方面所发挥的功能,进而指出民间的传统信仰不仅在弘扬中华文化传统及缓解社会问题方面具有战略意义,而且对于遏制海外势力的宗教渗透和邪教的传播具有明显的作用。 相似文献
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Pei Wang Chen‐Hao Tan Xiang‐Xia Zhao Yong‐He Liu Chong‐De Lin 《International journal of psychology》2016,51(2):156-162
In this study, a priming Stroop paradigm was used to determine whether stereotype activation is unintentional. Priming conditions (priming/no‐priming) and the relationship between priming and target (consistent/inconsistent/no‐relation) were the independent variables; accuracy, reaction time and N400 amplitude were used as dependent variables. The reaction time revealed that stereotype activation is, to some extent, unintentional. Furthermore, the event‐related potenial (ERP) results showed that N400 amplitude was larger for inconsistent conditions than for consistent conditions. This result supported the notion that stereotype activation is an unintentional and automatic process. 相似文献
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绩效薪酬对雇员创造力的影响:人-工作匹配和创造力自我效能的作用 总被引:1,自引:0,他引:1
采用296对上下级匹配数据考察了绩效薪酬对创造力的影响以及人-工作匹配的调节效应和创造力自我效能的中介效应。研究结果表明:绩效薪酬对创造力有倒U形影响;创造力自我效能部分中介了绩效薪酬对创造力的倒U形影响;人-工作匹配调节绩效薪酬与创造力的关系,人-工作匹配度越高,中等强度绩效薪酬的正面效应越强,高强度绩效薪酬的负面效应越弱;绩效薪酬与人-工作匹配的交互效应通过创造力自我效能的完全中介效应影响创造力。 相似文献
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为探讨自我同情对拖延的影响及其作用机制,采用自我同情量表、大学生拖延量表、大学生羞耻量表和接纳与行动量表对795名大学生进行调查,结果发现:(1)自我同情对大学生拖延行为具有负向预测作用;(2)羞耻在自我同情与大学生拖延行为的负向效应中起到中介作用;(3)经验回避、羞耻在自我同情和大学生拖延行为之间起链式中介作用。 相似文献
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Sex Roles - Sexism and racism play an important role in the psychological well-being of Women of Color (WOC). It is important to understand how protective factors, such as womanism (an outgrowth of... 相似文献
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The term “education for all” in the context of inclusive schooling describes the aim that children with identified special/additional needs are fully included in education together with their typically developing peers. However, this is easier said than done as there are few easy‐to‐use methods that teachers can use while at the same time teaching the approbate curriculum to children with a full range of different abilities. The Good Inclusion Game (GIG) is a group contingency‐based tool to create inclusive classrooms that utilizes principles of the applied branch of the science of behavior analysis (applied behavior analysis) and can be used across settings and academic subjects. The GIG was evaluated across nine classrooms including 93 boys and girls aged between 9 and 15 years of age, including 20 children with identified special educational needs. Findings show that the GIG reliably led to a significant increase of inclusive curriculum‐focused activities with the collateral effect of decreasing disruptive behaviors for all children. Findings are discussed in the context of inclusive schooling and evidence‐based education. 相似文献
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Zhenli Kwan Yii Bonn Bong Leng Leng Tan Shu Xian Lim Adrian Sze Wai Yong Chin Chwen Ch’ng 《Psychology, health & medicine》2017,22(2):184-195
Patients with psoriasis may have increased risk of psychological comorbidities. This cross-sectional study aimed at determining associations between sociocultural and socioeconomic factors with the Depression Anxiety Stress Scale (DASS) scores and the Dermatology Life Quality Index (DLQI) scores. Adult patients with psoriasis were recruited from a Dermatology outpatient clinic via convenience sampling. Interviews were conducted regarding socio-demographic factors and willing subjects were requested to complete the DASS and DLQI questionnaires. The Pearson χ2 test, Fisher’s exact test and multivariate logistic regression were used for statistical analysis to determine independent predictors of depression, anxiety, stress and severe impairment of quality of life. Unadjusted analysis revealed that depression was associated with Indian ethnicity (p = .041) and severe impairment of quality of life was associated with Indian ethnicity (p = .032), higher education (p = .013), higher income (p = .042), and employment status (p = .014). Multivariate analysis revealed that Indian ethnicity was a predictor of depression (p = .024). For stress, tertiary level of education (p = .020) was an independent risk factor while a higher monthly income was a protective factor (p = .042). The ethnic Indians and Malays were significantly more likely than the ethnic Chinese to suffer reduced quality of life (p = .001 and p = .006 respectively) and subjects with tertiary education were more likely to have severe impairment of quality of life (p = .002). Our study was unique in determining sociocultural influences on psychological complications of psoriasis in a South East Asian population. This has provided invaluable insight into factors predictive of adverse effects of psoriasis on psychological distress and quality of life in our patient population. Future studies should devise interventions to specifically target at risk groups in the development of strategies to reduce morbidity associated with psoriasis. 相似文献
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The Relationship between Online Game Experience and Multitasking Ability in a Virtual Environment
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Yun‐Hsuan Chang De‐Cyuan Liu Yong‐Quan Chen Shulan Hsieh 《Applied cognitive psychology》2017,31(6):653-661
Online game playing has become popular entertainment, yet its relationship with individuals' multitasking ability was inconsistent. Types of online game genre so far have not been compared and may be associated with multitasking abilities. This study proposed to explore the relationships between types of online game playing and multitasking ability, using Edinburgh Virtual Errands Test (EVET). One hundred and sixteen participants playing different online game genres, including multiplayer online battle arena (MOBA), other online game playing, and no‐online game playing were compared. Each participant was required to fill in Chen's Internet Addiction Scale and the Internet Usage Questionnaire and perform EVET and working memory tests. The results showed a positive correlation between multitasking ability and working memory. In addition, a positive association was found between MOBA‐type gaming and multitasking abilities measured by EVET. In conclusion, MOBA‐type gaming compared with other game playing is associated with better multitasking abilities in a virtual environment.Copyright © 2017 John Wiley & Sons, Ltd. 相似文献