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31.
This investigation examined the effect of sense modality switching ofinformation at various positions of a serial learning task. Different numbers of flashes of light and different numbers of “blips” ofa pure tone were used as signalsin a four-position serial learning task. The design of the study involved a switch in sense modality at each one of the four possible positions in the series. Thus, it was possible to determine if the transmission of information through one sense modality makes it progressively more difficult or more time consuming to switch to another source of information transmitted through another modality. The results generally supported the contention that, as information is received through a particular modality, there is a build-up of the disruption involved in switching sense modality.  相似文献   
32.
Wayne Lee 《Psychometrika》1966,31(3):397-412
A method of design symbolization (DS) is given for a class of designs in which all factors are related by complete crossing or by nesting. Characterization of acceptable DS's, and logical relational properties are given. It is shown how the design model can be obtained from the DS.The preparation of this article was supported by NIH Grant GM-11128, and by grants to the Institute of Human Learning by NSF and NIH.  相似文献   
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The 3RT Test consists of a simple, a choice, and a conditional reaction time (RT) task. The three tasks involve comparable visual stimuli and require identical manual responses, but they differ in the complexity of cognitive processing required. The nonverbal stimuli convey commonly known meanings. Responses can be made either on the keyboard or on response keys connected to the computer’s serial port. The computer’s internal timer/counter is used for millisecond timing. The test administration program allows flexible setting of the test conditions. The data analysis program provides summary data not only for each RT task as a whole, but also for separate trial types within each task. Summary statistics include measures of variation and central value that are not affected by extreme scores. In addition to laboratory studies with normal adults, the 3RT Test is suitable for life-span developmental studies, cross-cultural comparisons, and other uses in various clinical settings.  相似文献   
35.
Tolbutamide has previously been shown to amplify the pressor effects of “exogenous” catecholamines in conscious dogs, possibly due to sensitization of the α1-adrenoreceptor-mediated vasoconstriction. The objective of this study was to examine if tolbutamide also amplifies the pressor effects of “endogenous” catecholamines released during psychological stress (classical Pavlovian aversive conditioning). Experiments were conducted in β-adrenoreceptor-blocked (propranolol, 1 mg/kg, i.v.) conscious dogs (n=4) trained in classical aversive conditioning. Conditioning was accomplished by following a tone (CS+) with a 1/2 second shock; another tone (CS-) was not followed by any shock and served as control. With saline pretreatment, aversive conditioning (i.e., CS+) increased mean arterial pressure (MAP) only by approximately 4.7% when compared to CS-, whereas with tolbutamide (45 mg/kg, i.v.) pretreatment, the increase in MAP induced by CS+ beyond what was induced by the CS- (approximately 6.2%) was significantly (p<0.05) larger than that with saline pretreatment. In isolated canine femoral arterial segments (n=4), the vasoconstrictor effect of phenylephrine (an α1-agonist) at 5×10?6M (which was the EC50 value) was amplified by 2×10?2M of tolbutamide from 54.0±2.0% to 66.9±2.1%. In conclusion, tolbutamide amplifies the pressor effects of “endogenous” catecholamines in conscious dogs, possibly by sensitization of the α1-adrenoreceptor-mediated vasoconstriction. This mechanism of action is novel and has not been reported with other agents.  相似文献   
36.
This paper addresses the issue of cultural adaptations and diffusion for managerial strategies in host societies to which work enterprises are not indigenous in terms of their capital and management or either. With illustrations drawn from a series of case-studies of work organisations in Hong Kong managed respectively by Chinese, British and Japanese capital, there was an appearance of support for the thesis of ‘cultural’ determinism and its implications for strategical adaptations in work organisations. The implication was drawn that the Oriental nexus of altruism, trust and subtlety could be rooted in the more laudible and perhaps global influence of Confucianism. Some subsequent issues are raised. First, the problem of cultural adaptation is not specific to multinationals or foreign firms visiting from outside but also applies where the management and their ethic background are not indigenous. The other issue is the extent of cultural adaptation within work organisations, as determined by the degree of affinity with a common mother culture. The paper suggests that a common denominating mother culture can serve a strategical starting point to bring about intra-organisational and organisation-society link and harmony.  相似文献   
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Some hypotheses concerning the evolution of polysemous words   总被引:1,自引:0,他引:1  
The evolution of polysemous words is examined in three studies. Study 1 indicates that older words are more polysemous than recent words, and that frequently used words are more polysemous than infrequently used words. These effects were replicated, controlling for word concreteness (Study 2) and evaluation (Study 3), using two other samples of words. If words evolve additional meanings through metaphor (MacCormac, 1985), then variables (such as concreteness and evaluation) that play a role in metaphor may mediate the evolution of polysemy. The correlation between concreteness and polysemy was negligible (Study 2). As hypothesized, evaluation is a significant predictor of polysemy: Negative words are more polysemous than positive words, and relatively neutral words are more polysemous than evaluatively extreme words. These findings are consistent with the notion that polysemous words evolve, in part, through metaphor.  相似文献   
39.
A total of 229 late adolescents (a large majority 15 to 19 years of age) completed a questionnaire that assesses a broad range of videogame-relevant experiences, preferences, and attitudes. Videogame playing was found to be a more popular, and a more highly regarded, activity among males than females. Gender differences were also found in participants' ratings of their motivations for playing videogames, their evaluations of particular characteristics of videogames, and their selection of their “most favorite” videogame. The differences between frequent and infrequent videogame players appeared to be limited to differences in the extent to which videogame playing is pursued and evaluated as a positive leisure activity, rather than reflecting broad differences in interest or personality. Some relations were found between participants' self-reported personality characteristics (i.e., self-esteem, empathy, conscientiousness, and introversion) and their attitudes toward videogames.  相似文献   
40.
This study of a sample of working women investigated where positive experiences were derived from in everyday life, focusing on the domains of work and nonwork (leisure). It examined how aspects of the situation, in terms of principal environmental influences in work and leisure, and the person, in terms of locus of control, were associated with positive subjective states and psychological well-being. The study employed questionnaires and also the experience sampling method. The results showed that both work and leisure were important for positive psychological states and that internal locus of control was associated with greater enjoyment, interest, feelings of immediate control, intrinsic motivation, life satisfaction, and affective well-being and a number of principal environmental influences.  相似文献   
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