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171.
American universities increasingly admit first-generation college students whose parents do not have 4-year degrees. Once admitted, these students tend to struggle academically, compared with continuing-generation students--students who have at least 1 parent with a 4-year degree. We propose a cultural mismatch theory that identifies 1 important source of this social class achievement gap. Four studies test the hypothesis that first-generation students underperform because interdependent norms from their mostly working-class backgrounds constitute a mismatch with middle-class independent norms prevalent in universities. First, assessing university cultural norms, surveys of university administrators revealed that American universities focus primarily on norms of independence. Second, identifying the hypothesized cultural mismatch, a longitudinal survey revealed that universities' focus on independence does not match first-generation students' relatively interdependent motives for attending college and that this cultural mismatch is associated with lower grades. Finally, 2 experiments at both private and public universities created a match or mismatch for first-generation students and examined the performance consequences. Together these studies revealed that representing the university culture in terms of independence (i.e., paving one's own paths) rendered academic tasks difficult and, thereby, undermined first-generation students' performance. Conversely, representing the university culture in terms of interdependence (i.e., being part of a community) reduced this sense of difficulty and eliminated the performance gap without adverse consequences for continuing-generation students. These studies address the urgent need to recognize cultural obstacles that contribute to the social class achievement gap and to develop interventions to address them.  相似文献   
172.
Four studies test the proposition that when people look back to past selves as a means of gauging current status, the visual perspective they assume determines the kind of information that they consider in making their judgments of change. In this way, visual perspective, coupled with the kind of change for which people are looking, determines how much change is perceived. The studies demonstrate that in the first-person perspective, experiential information is weighted more heavily than content information, whereas in the third-person perspective, the converse is true. In addition, the effects of perceived change on behavior are revealed, such that greater perceived positive change is associated with behaviors that are congruent with that change, whereas greater perceived negative change is associated with behaviors that are incongruent with that change. Theoretical implications, as well as implications for behavioral interventions, are discussed.  相似文献   
173.
The following article from European Journal of Social Psychology, “When different is better: Performance following upward comparison” by Camille S. Johnson and Diederik A. Stapel, published online on 18 August 2006 in Wiley Online Library ( wileyonlinelibrary.com ), has been retracted by agreement between the co‐author, the journal Editor in Chief, Tom Postmes, and John Wiley and Sons Ltd. The retraction has been agreed following the results of an investigation into the work of Diederik A. Stapel ( https://www.commissielevelt.nl/ ). The Levelt Committee has determined that this article contained data that was fabricated by Diederik A. Stapel. His co‐author was unaware of his actions, and not in any way involved. REFERENCE Johnson, C. S., & Stapel D. A.(2007). When different is better: Performance following upward comparison.European Journal of Social Psychology, 37(2), 258–275. DOI: 10.1002/ejsp.361  相似文献   
174.
Many animals use spatial memory. Although much work has examined the accuracy of spatial memory, few studies have explicitly focused on its longevity. The importance of long-term spatial memory for foraging has been demonstrated in several cases. However, the importance of such long-term memory for all animals is unclear. In this study, we present the first evidence that a parid species (the black-capped chickadee, Poecile atricapillus) can remember the location of a single food item for at least 6 months under an associative-learning spatial memory paradigm with multiple reinforcements. We did not detect a significant difference in memory longevity between two populations of chickadees shown previously to differ in short-term spatial memory and hippocampal morphology, an area of the brain involved in spatial memory. Our study showed that small birds such as parids can maintain spatial memories for long periods, a feat shown previously only in corvids. Moreover, we were able to demonstrate this longevity within the context of only 16 repeated trials. We speculate that this ability may potentially be useful in relocating caches if reinforced by repeated visits. Future studies are necessary to test whether our results were specifically due to multiple reinforcements of the food-containing location and whether parids may have similar memory longevity during food-caching experiences in the wild.  相似文献   
175.
The pursuit of muscularity is an important body image concern among boys which has been described within sociocultural models of risk for eating disorders. This study explored a sociocultural model of disordered eating in which drive for thinness and pursuit of muscularity were both pathways to disordered eating among French adolescent boys. A sample of 146 adolescents completed a questionnaire assessing drive for thinness, drive for muscularity, media-ideal internalization, appearance comparison, and sociocultural pressure. The model was a good fit to the data and both drive for thinness and the pursuit of muscularity were related to disordered eating. Furthermore, internalization and appearance comparison mediated the relationships between pressure to increase muscle and both drive for muscularity and drive for thinness. Longitudinal research could help clarify the role of the pursuit of muscularity in the development of disordered eating and extreme body shape changing behaviors.  相似文献   
176.
We know that being around more successful others can threaten positive self‐views and self‐esteem. We also know that people are motivated to maintain high self‐esteem. The present article outlines how threats to self‐views, created by upward comparisons to more successful others, motivate and influence behavioral responses. In particular, it suggests that the degree to which subsequent performance situations provide an opportunity to repair threatened self‐views determine whether responses are positive or negative. When performance tasks provide an opportunity to repair self‐views, and repair seems likely, positive responses such as increased performance are likely to occur. When performance tasks do not provide an opportunity and repair seems unlikely, negative responses such as undermining others and withdrawing effort are likely to occur. Theoretical and practical implications, as well as future directions are discussed.  相似文献   
177.
178.
The present investigation determined how different component-processes of executive functioning (EF) served as risk factors for intoxicated aggression. Participants were 512 (246 males and 266 females) healthy social drinkers between 21 and 35 years of age. EF was measured using the Behavior Rating Inventory of Executive Function-Adult Version (BRIEF-A) that assesses nine EF components. After the consumption of either an alcohol or a placebo beverage, participants were tested on a modified version of the Taylor Aggression Paradigm in which mild electric shocks were received from, and administered to, a fictitious opponent. Aggressive behavior was operationalized as the shock intensities and durations administered to the opponent. Although a general BRIEF-A EF construct consisting of all nine components predicted intoxicated aggression, the best predictor involved one termed the Behavioral Regulation Index that comprises component processes such as inhibition, emotional control, flexible thinking, and self-monitoring.  相似文献   
179.
This paper considers two ways functions figure into scientific explanations: (i) via laws—events are causally explained by subsuming those events under functional laws; and (ii) via designs—capacities are explained by specifying the functional design of a system. We argue that a proper understanding of how functions figure into design explanations of capacities makes it clear why such functions are ill-suited to figure into functional-cum-causal law explanations of events, as those explanations are typically understood. We further argue that a proper understanding of how functions enter into design explanations of capacities enables us to show why two prominent objections to functionalism in the philosophy mind—the argument from metaphysically necessary effects (Bennett, 2007; Rupert, 2006) and causal exclusion (Kim, 1993, 1998; Malcolm, 1968)—are misguided when interpreted as posing a threat to functional explanation in science across the board. If those arguments pose a threat at all, they pose it to instances of (i); however, a great number of the functional explanations we find in psychology—and the sciences generally—are instances of (ii).  相似文献   
180.
Two experiments tested the prediction that video game players identify with the character or role they are assigned, which leads to automatic shifts in implicit self-perceptions. Video game identification, thus, is considered as a kind of altered self-experience. In Study 1 (N = 61), participants either played a first-person shooter game or a racing game. Subsequently, they performed an Implicit Association Test (IAT) designed to detect cognitive associations between character-related concepts and players' self. Findings indicate a stronger automatic association of military-related concepts to shooter players' self and a stronger association of racing-related concepts to racing game players' self. Study 2 (N = 48) replicated the IAT result from Study 1 and demonstrated the stability of the identification pattern. Implications for identification as an element of the video game experience and future research directions are discussed.  相似文献   
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