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991.
高血压是抗血管生成靶向药物最常见的副作用之一,其机制和管理受到重视.本文就靶向药物导致高血压的机制进行了探讨,考虑可能与抗血管生成药物的作用靶点有关,即影响了血管内皮生长因子的功能所致;介绍临床如何进行高血压管理并建议在抗血管生成靶向药物使用过程中规范地监测、控制血压,开展相关研究.  相似文献   
992.
儒家"中和"理念及其现代价值   总被引:2,自引:0,他引:2  
以"中"、"和"为表征的和谐思想是儒家的一个核心理念。它所蕴含的天与地、天与人、人与人、人与己之间的普遍和谐理念以及实现这一至高境界的方法原则,对于当前我国和谐社会的建设乃至和谐世界的实现都具有重要的借鉴意义。  相似文献   
993.
Using the Deese/Roediger‐McDermott (DRM) false memory method, Smith and Hunt ( 1998 ) first reported the modality effect on false memory and showed that false recall from DRM lists was lower following visual study than following auditory study, which led to numerous studies on the mechanism of modality effect on false memory and provided many competing explanations. In the present experiment, the authors tested the modality effect in false recognition by using a blocked presentation condition and a random presentation condition. The present experiment found a modality effect different from the results of the previous research; namely, false recognition was shown to be greater following visual study than following auditory study, especially in the blocked presentation condition rather than in the random presentation condition. The authors argued that this reversed modality effect may be due to different encoding and processing characteristics between Chinese characters and English words. Compared with English words, visual graphemes of critical lures in Chinese lists are likely to be activated and encoded in participants' minds, thus it is more difficult for participants to discriminate later inner graphemes from those items presented in visual modality. Hence visual presentation could lead to more false recognition than auditory presentation in Chinese lists. The results in the present experiment demonstrated that semantic activation occurring during the encoding and retrieve phases played an important role in modality effect in false recognition, and our findings might be explained by the activation‐monitoring account.  相似文献   
994.
In response to recent calls for research into activities that may increase happiness, this study uses longitudinal data to investigate changes in within-subject, instead of between-subject, well-being. In the context of hedonic product consumption, this study reveals a mechanism by which consumption influences well-being through the mediating effect of satisfaction with associated life domains. Four years of data from a large national panel survey show that consuming hedonic products has indirect effects on well-being, by improving consumers' satisfaction within relevant life domains. High hedonic consumption improves satisfaction with relevant life domains, primarily through more frequent consumption of low-cost hedonic products rather than less frequent consumption of high-cost hedonic products.  相似文献   
995.
Two studies examined whether appraisals can be differentially affected by subliminal anger and sadness primes. Participants from Singapore (Experiment 1) and China (Experiment 2) were exposed to either subliminal angry faces or subliminal sad faces. Supporting appraisal theories of emotions, participants exposed to subliminal angry faces were more likely to appraise negative events as caused by other people and those exposed to subliminal sad faces were more likely to appraise the same events as caused by situational factors. The results provide the first evidence for subliminal emotion-specific cognitive effects. They show that cognitive functions such as appraisals can be affected by subliminal emotional stimuli of the same valence.  相似文献   
996.
初中教师工作满意度的调查研究   总被引:1,自引:0,他引:1  
冯虹  陈士俊  张杨 《心理与行为研究》2010,8(2):141-145,154
对天津市302名初中教师进行调查,以比较不同教师群体的工作满意度状况。结果发现,初中教师工作满意度在性别、年龄、任教年级和学校区域等方面存在显著差异;报酬、进修和工作压力等方面的满意度除人口学变量存在差异外,还在任教年级、学校类型和学校区域等方面存在显著差异。  相似文献   
997.
心理资本理论及其教育启示   总被引:1,自引:0,他引:1  
本文回顾了心理资本的内涵和构成要素,分析了心理资本理论在教育中的价值和意义,并在此基础上提出了培育和开发学生心理资本的一些基本方法。  相似文献   
998.
本次案例主要采用催眠疗法,并结合行为疗法和认知疗法对个案进行了心理问题的矫正,尤其是将系统脱敏和认知疗法融入到催眠疗法之中,在对求助者的心理进行整合式治疗后,其睡眠状况明显改善,精神状况得到提高,抑郁情绪消除,焦虑程度显著降低。再次进行问卷自测后分数明显下降,该咨询取得了较好的效果。  相似文献   
999.
Misuse of the Internet can affect various aspects of children's social lives. It was predicted that children who misrepresent themselves on the Internet would have less well-developed social skills, lower levels of self-esteem, and higher levels of social anxiety and aggression. The frequency of Internet use was also assessed. Students aged 11-16 years were recruited for the study from classes after obtaining consent. Questionnaires included a query of Internet behaviors, the Matson Evaluation of Social Skills with Youngsters Appropriate Social Skills and Inappropriate Assertiveness subscales, Rosenberg Self-esteem Scale, and the Social Anxiety Scale for Children-Revised. It was found that children who reported the most faking behavior on the Internet (e.g., pretending to be older) had poorer social skills, lower levels of self-esteem, higher levels of social anxiety, and higher levels of aggression. Frequency of use, however, did not affect these factors in the current study.  相似文献   
1000.
The purpose of present study was to investigate differences in media violence exposure between groups of adolescents with and without Disruptive Behavior Disorders with Aggressive Features, using a case‐controlled design and multimethod assessment. Samples of 27 adolescents aged 13‐17 with Disruptive Behavior Disorder with Aggressive Features and 27 age‐gender‐IQ matched controls completed a semistructured interview about exposure to violence on television and video games; parents completed a corresponding questionnaire measure. Moderate intercorrelations were found between most self‐ and parent‐report television and video game violence exposure measures. Compared to control adolescents, adolescents with Disruptive Behavior Disorder with Aggressive Features had higher aggregate media violence exposure, higher exposure to video game violence, and higher parent‐reported exposure to television violence. Results show that adolescents and parents agree about the adolescent's level of media violence exposure, that exposure to violence on television tends to be accompanied by exposure to violence in video games, and that the association between media violence exposure and Disruptive Behavior Disorder with Aggressive Features is not due to a spurious effect of gender or IQ. Aggr. Behav. 31:000–000, 2005. © 2005 Wiley‐Liss, Inc.  相似文献   
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