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71.
Interest in the exploration of spirituality in medical practice has been growing recently due to some studies suggesting its role in the improvement of patient well-being and quality of life. This project examined the feasibility of providing spiritual coaching with patients in an outpatient Radiation Oncology clinic setting. The purpose of spiritual coaching was to provide patients with opportunities to explore their current spiritual lives, increase their involvement in spiritually enhancing activities, and expand their spiritual opportunities. Quality-of-life measurements focused on feelings of hopefulness and distress were used in patients undergoing radiation treatment for cancer. This study suggests that there is a potential benefit for spiritual coaching in the care of cancer patients, and future studies will be done to further el ucidate the ationship of spirituality and quality of life in this population.  相似文献   
72.
Classroom exams can assess students' knowledge of only a subset of the material taught in a course. What are the implications of this approach for long-term retention? Three experiments (N = 210) examined how taking an initial test affects later memory for prose materials not initially tested. Experiment 1 shows that testing enhanced recall 24 hr later for the initially nontested material. This facilitation was not seen for participants given additional study opportunities without initial testing. Experiment 2 extends this facilitative effect to a within-subjects design. Experiment 3 demonstrates that this facilitation can be modulated by conscious strategies. These results have implications for educational practice and the theoretical developments of the testing effect, associative memory, and retrieval inhibition.  相似文献   
73.
In a semi‐naturalistic response–effect compatibility paradigm, participants were given the opportunity to learn that hand‐shaking actions would be followed by social effects (human hand‐shaking stimuli from a third‐person perspective) or inanimate effects (block arrow stimuli). Relative to the actions, these effects appeared on the same or the opposite side of the screen (positional compatibility), and pointed towards or away from the response hand (directional compatibility). After learning, response times indicated a positional compatibility effect for both social and inanimate effects, but a directional compatibility effect occurred only for social action effects. These findings indicate that actions can be represented, not only by their effects on the inanimate world, but also by their effects on the actions of others. They are consistent with ideomotor theory, and with the view that actions are represented by bidirectional response–effect associations. They also have implications with respect to the origins and on‐line control of imitation and the systems supporting imitation.  相似文献   
74.
Several theories suggest that actions are coded for imitation in terms of mentalistic goals, or inferences about the actor’s intentions, and that these goals solve the correspondence problem by allowing sensory input to be translated into matching motor output. We tested this intention reading hypothesis against general process accounts of imitation using the pen-and-cups task. The task has three components: participants place a pen in one of two cups, using their right or left hand, and one of two grips. Previous research has revealed a colour minimum error pattern; when one of the components is differentially coloured (e.g., one cup is red and the other blue), accuracy is greatest on the coloured dimension. We found the colour minimum error pattern, not only in the standard version of the task, where participants imitate the actions of a human model, but also in three novel variants of the task, in which participants responded on the basis of spatial or arbitrary stimulus–response mappings to ‘geometric’, non-biological stimuli. These stimuli do not afford the attribution of intentions, and therefore our results support generalist theories of imitation by showing that the colour minimum error pattern is due, not to intention reading, but to the operation of task-general processes of perception, attention and motor control.  相似文献   
75.
This study examined how four domain-specific skills (arithmetic procedural skills, number fact retrieval, place value concept, and number sense) and two domain-general processing skills (working memory and processing speed) may account for Chinese children’s mathematics learning difficulties. Children with mathematics difficulties (MD) of two age groups (7-8 and 9-11 years) were compared with age-matched typically achieving children. For both age groups, children with MD performed significantly worse than their age-matched controls on all of the domain-specific and domain-general measures. Further analyses revealed that the MD children with literacy difficulties (MD/RD group) performed the worst on all of the measures, whereas the MD-only group was significantly outperformed by the controls on the four domain-specific measures and verbal working memory. Stepwise discriminant analyses showed that both number fact retrieval and place value concept were significant factors differentiating the MD and non-MD children. To conclude, deficits in domain-specific skills, especially those of number fact retrieval and place value understanding, characterize the profile of Chinese children with MD.  相似文献   
76.
Timothy Chan 《Synthese》2010,173(3):211-229
One version of Moore’s Paradox is the challenge to account for the absurdity of beliefs purportedly expressed by someone who asserts sentences of the form ‘p & I do not believe that p’ (‘Moorean sentences’). The absurdity of these beliefs is philosophically puzzling, given that Moorean sentences (i) are contingent and often true; and (ii) express contents that are unproblematic when presented in the third-person. In this paper I critically examine the most popular proposed solution to these two puzzles, according to which Moorean beliefs are absurd because Moorean sentences are instances of pragmatic paradox; that is to say, the propositions they express are necessarily false-when-believed. My conclusion is that while a Moorean belief is a pragmatic paradox, it is not just another pragmatic paradox, because this diagnosis does not explain all the puzzling features of Moorean beliefs. In particularly, while this analysis is plausible in relation to the puzzle posed by characteristic (i) of Moorean sentences, I argue that it fails to account for (ii). I do so in the course of an attempt to formulate the definition of a pragmatic paradox in more precise formal terms, in order to see whether the definition is satisfied by Moorean sentences, but not by their third-person transpositions. For only an account which can do so could address (ii) adequately. After rejecting a number of attempted formalizations, I arrive at a definition which delivers the right results. The problem with this definition, however, is that it has to be couched in first-person terms, making an essential use of ‘I’. Thus the problem of accounting for first-/third-person asymmetry recurs at a higher order, which shows that the Pragmatic Paradox Resolution fails to identify the source of such asymmetry highlighted by Moore’s Paradox.  相似文献   
77.
78.
Using a sample of 201 participants and a between‐subjects design, the perceived professionalism—suitability, capability, ease to talk to and friendliness—of male and female dentists and lawyers in various attires was examined. Results showed an absolute preference for male dentists and lawyers in professional and formal attire, respectively. Male dentists and lawyers in professional and formal attire were further rated as more suitable, capable, easier to talk to, and friendlier than female professionals, and than those dressed in smart or casual attire. Results are discussed in terms of positive dental outcomes and legal representation. Limitations are considered.  相似文献   
79.
As the workforce ages it becomes important to examine if there is misperception of creativity and age in work contexts. A laboratory experiment examined perceptions of the creativity of a team with both young and old workers and of a team composed entirely of young workers. Scripted videos portrayed such teams engaged in designing an outdoor advertising campaign. Altogether, 220 participants were randomly assigned to watch one of the video clips and complete a structured questionnaire. No significant differences were observed in the perceptions of the two teams' performance or of the quality of the resulting advertising proposal. In general, there was also no significant difference in the individual characteristics attributed to the four characters on the teams. However, participants aged 35 or above evaluated both teams and all four characters more favorably than participants aged 20–34.  相似文献   
80.
Three experiments are reported, investigating the effects of using 1 or 2 hands when making convergent low index of difficulty (ID) and visually controlled movements (2 hands meeting together). The experiments involved movements in four different cases—a probe held in the right hand and moved to a target held in the stationary left hand, vice versa of this arrangement, both hands moving with the probe in the right hand and target in the left hand, and vice-versa of this arrangement. Experiments were the standard Fitts’ paradigm, moving a pin into a hole and a low-ID task. In Fitts’ task, 2-hand movements were faster than 1 hand only at higher IDs; this was also the case in the pin-to-hole transfer task and the movement times were lower when the pin was held in the preferred hand. Movements made with low ID showed a small effect of 1- or 2-handed movements, with the effective amplitude of the movement being reduced by about 20% when 2 hands were used.  相似文献   
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