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151.
A major home improvement chain located primarily in the western United States initiated the use of thePersonnel Selection Inventory, a written integrity test, as part of its pre-employment hiring process. For two years only, those job applicants who passed this test and other pre-employment criteria were hired by the chain. Following the introduction of the inventory, there was: (1) a 50% reduction in the number of employee terminations for theft, illegal drug use, and violence over a five year period and (2) a savings in shrinkage losses that amounted to over two million dollars over a two year period.  相似文献   
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The purpose of this study was to examine the relationship of four client characteristics—functioning level, aggressive behavior, self-injurious behavior, and attractiveness—with staff expectations of and frustration with clients. Forty staff members who worked with severely and profoundly retarded individuals served as participants. Staff members rated each client with whom they worked on the extent to which the client could behave better and learn faster as well as the level of frustration experienced in working with the client. A client's functioning level was related to staff perceptions such that the higher the functioning level, the more the client was seen as having the potential to behave better or learn faster than (s)he was presently demonstrating. Staff frustration was related to client aggression indicating that as aggression increased so did staff frustration in working with that client. Implications of the results are discussed.  相似文献   
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A suite of programs is described for simulating the Rescorla-Wagner (1972) model of associative learning, the Solomon and Corbit (1974) opponent-process theory, and Schull’s (1979) extension of the latter. The programs are written for the Commodore 64 computer.  相似文献   
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Video games vary in terms of the emotional states they elicit from players. These differences in emotional reactions, in turn, help account for differential preferences of individual games. The three independent dimensions of pleasure-displeasure, arousal-nonarousal, and dominance-submissiveness were used to assess emotional impacts of individual games. In addition, a preference measure was constructed to evaluate attraction toward, versus avoidance of, specific games. In Study One, a group of subjects provided data on emotional responses to 22 common arcade video games and a different group rated their preferences for the same games. The emotional impact of video games was highly unpleasant, moderately arousing, and moderately dominance-inducing; thus, the predominant emotional response to these games was aggression, anger, or hostility. I n Study Two, subjects visiting a video game arcade were recruited and assigned to play two games each and to report their reactions to each game immediately after playing the game. Results showed that greater feelings of pleasure, and separately of arousal, while playing video games resulted in higher preferences for the games and that greater dominance (significant only for males) also led to higher preferences. It may be beneficial, therefore, to experiment with more arousing and more dominance-inducing game designs which are not necessarily unpleasant or which definitely yield high pleasure.  相似文献   
158.
Exemplification: The self-presentation of moral character   总被引:1,自引:0,他引:1  
How do people come to terms with moral self-presentations and disconfirming behaviors? Subjects were exposed to the self-presentation of either an exemplifier (presenting himself as morally virtuous) or a pragmatist (presenting himself as morally adaptable) and then learned whether the self-presenter had or had not cheated for self-serving reasons in an earlier experiment Subjects clearly distinguished between exploitativeness and hypocrisy in their attributions, and considered a cheating exemplifier more hypocritical and self-deluding, but less exploitative and devious than a cheating pragmatist A second experiment manipulated subjects' involvement with the cheating of an exemplifier and a pragmatist by making half of the subjects its victims As in Experiment 1, uninvolved subjects considered the cheating exemplifier more hypocritical and less exploitative than a cheating pragmatist, however, involved subjects (victims) considered a cheating exemplifier more hypocritical but no less exploitative than a cheating pragmatist The results are discussed in terms of strategic self-presentation and the attribution of moral character  相似文献   
159.
The Social Relations Model: An integrative method for personality research   总被引:1,自引:0,他引:1  
As outlined by Snyder and Ickes (1985), the study of personality can be undertaken using one of three research approaches dispositional, situational, and interactive We show how the Social Relations Model provides an integrative method to estimate simultaneously dispositional, situational, and interactive effects Reviewed are component approaches to the study of personality The Social Relations Model is shown to be a component model (a special case of generalizability theory) applied in a social interaction context In the model, dispositional, situational, and interactive effects are termed actor, partner, and relationship effects, respectively The Social Relations Model can be used to answer a number of important issues in personality research The model can be used to assess reliability, measure the validity of self-ratings, and validate self-report inventories The model requires special designs in winch each person interacts with multiple partners Empirical examples are presented in which social anxiety, sex role inventories, and self-disclosure are studied  相似文献   
160.
The mainstream view of love is that it is a state that arises from people mutually reinforcing each other or providing benefits to each other Yet careful quantitative analyses of imaginative thought patterns of people in love or in a state of affiliative arousal reveal themes of dialogue, commitment, and harmony rather than of mutual benefits It is suggested that asking people about love leads them to give causal explanations for the state which psychologists have elaborated into the theory that love is a response to having one's needs met Imaginative experiences characteristic of the state of being in love on the other hand may be different because they are primarily right brain mediated and do not share in the causal, instrumental type of reasoning characteristic of left brain conscious thinking Such conceivably right brain mediated experiences in TATs are more closely associated than presumably left brain mediated self-reports are with such physiological measures as evoked scalp potentials, neurohormone concentrations, and immune functions A vew of love that takes both self-report (left brain) and fantasy (right brain) measures into account does a better job of predicting affiliative behavior than does a view that relies solely on one or the other of the two types of measures  相似文献   
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