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131.
Interest is growing in community psychology to look more closely at culture. Culture has resided in community psychology in its emphasis on context, ecology, and diversity, however we believe that the field will benefit from a more explicit focus on culture. We suggest a cultural approach that values the community's points of view and an understanding of shared and divergent meanings, goals, and norms within a theory of empowerment. Furthermore, we posit the importance of pluralistic, multi-method programs of research and action encompassing both idiographic and nomothetic approaches, and critical reflexivity of our roles and agendas. Culture can be further incorporated into all the branches and fibers of community psychology.  相似文献   
132.
The aim of this research is to identify the severity and type of behavioural problems found in a sample of 181 Spanish adolescents, aged 11 and 18, who have been, or still are in the protective system and to provide give up-to-date figures about behavioural problem situations of children are living under protective measures, and to determine the existence of diverse behavioural problems concerning the kind of care the adolescents are receiving (adoption, residential care, or with grandparent fostering). The Child Behavior Checklist (CBCL) was used in this study. The results show that most of the adolescents scored within the normal range and only a small percentage of them had important behavioural problems and were therefore situated within the clinical range of the trial. The adopted adolescents scored higher than the adolescents who were either fostered by their extended families or in residential care. The main problems identified in each section are discussed, along with the results, in the context of modernising the Spanish protection system.  相似文献   
133.
Dias JW  Rosenblum LD 《Perception》2011,40(12):1457-1466
Speech alignment describes the unconscious tendency to produce speech that shares characteristics with perceived speech (eg Goldinger, 1998 Psychological Review 105 251-279). In the present study we evaluated whether seeing a talker enhances alignment over just hearing a talker. Pairs of participants performed an interactive search task which required them to repeatedly utter a series of keywords. Half of the pairs performed the task while hearing each other, while the other half could see and hear each other. Alignment was assessed by naive judges rating the similarity of interlocutors' keywords recorded before, during, and after the interactive task. Results showed that interlocutors aligned more when able to see one another suggesting that visual information enhances speech alignment.  相似文献   
134.
We compared outcomes of arousal and preference assessments for five adult male alleged sexual offenders with intellectual disabilities. Arousal assessments involved the use of the penile plethysmograph to measure changes in penile circumference to both deviant (males and females under the age of 18) and nondeviant (males and females over the age of 18) video clips. Paired‐stimulus preference assessments were arranged to present still images from the video clips used in the arousal assessments. Results showed correspondence between the assessments for four out of the five participants. Implications are discussed for the use of preference assessment methodology as a less intrusive assessment approach for sexual offender assessments.  相似文献   
135.
We evaluated change in cytochrome oxidase (COx) activity of the hippocampus and related structures of the limbic system following spatial working memory learning in rats after treatment with tacrine (8.0mg/kg). Control groups treated with saline and tacrine and an untreated group were added. Acetylcholinesterase optical density levels were also measured. The tacrine and saline groups showed similar behavioral results, but a decrease in COx activity was found in the tacrine group in the prefrontal cortex, nucleus accumbens, anterior thalamus, hippocampus and nucleus basalis of Meynert. Similarly, acetylcholinesterase levels of the tacrine group were lower in most of the regions. Learning-related increase in COx activity was found in the prefrontal cortex and dentate gyrus in the saline group. The tacrine group presented the same increase in the anterodorsal thalamus, dentate gyrus, CA3 and mammillary nuclei. These results suggest that inhibition of the acetylcholinesterase produces a different pattern of learning-related neuronal activity in the limbic system of the rat.  相似文献   
136.
137.

Subjective well-being concerns an evaluation of one’s life, considering cognitive and affective aspects. Contextual factors, such as family, may influence this process. One of the main development contexts of children is family and aspects of these relationships, such as different settings, might contribute to children’s subjective well-being. The aim of this study was to compare the well-being of children from different family settings (intact, single-parent, stepfamilies, multigenerational). Participants were 2,135 boys and girls, from 9 to 13 years old (M = 10.97, SD = 0.99), students of public and private schools from a Brazilian southern State. Children answered a questionnaire with sociodemographic variables and three well-being scales (PWI-SC, BMSLSS, GDSI). Children were divided in four groups according to whom they live with (intact, single-parent, stepfamilies, multigenerational families). To evaluate differences between groups a Multivariate Analysis of Variance (MANOVA) were performed, considering well-being scales as dependent variables and family setting as independent variable. Results indicated significant differences in the well-being of children in relation to their family setting and age. Children from intact families showed significant positive differences on the well-being from children of other settings (the lowest means were from the children of stepfamilies). It is argued that transitions and instability that children are being subjected to may affect their well-being.

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138.
Lying requires a long‐term memory search and is a cognitive load task. Telling a spontaneous lie is associated with a higher cognitive load compared with the truth, although when memories are planned before telling a lie, the cognitive load can be less compared with the truth; therefore, telling a spontaneous lie could be associated with a higher cognitive load compared with a planned lie. In this study, we examined cognitive load, as measured through oculometrics, to identify deceit in interviews. Twenty‐four subjects were questioned, and their answers classified as spontaneous lies, planned lies, and truths. Results show that saccades and fixations were associated with a higher cognitive load when telling spontaneous lies compared with telling truths. Blinks and pupillometry show that subjects require greater cognitive load when telling truths compared with planned lies. Finally, telling spontaneous lies required higher cognitive load compared with planned lies, as assessed by blinks.  相似文献   
139.
Although many studies have focused on aggression or visual-spatial cognition effects of video games, the problem-solving aspects have been largely ignored. This study sought to expand the existing literature on video game effects by focusing on a rarely-tested outcome: creative production. As a game with few rules and a high amount of player freedom, Minecraft exemplifies a game that fosters players’ abilities for creative expression. This experimental study included 352 undergraduates and it compared the effect of playing Minecraft on creativity measures compared to watching a TV show (passive control), a driving game (game control), and playing Minecraft with specific instructions (an instructional control). A within-subjects analysis found a significant correlation between trait creativity and game play habits. Between-groups experimental analyses showed that players randomly assigned to play Minecraft without instruction demonstrated significantly higher scores on post-game creativity measures compared to those who played Minecraft with instructions to “be creative,” those who played a driving game, or those who watched a television show. Results indicate that effects are not solely predicted by game mechanics, but also by the way the player plays.  相似文献   
140.
Estimations that include numerical information are ubiquitous in our daily lives, for example, housing prices, calories, etc. In the present work, we investigate how the type of information used in an estimate, particularly its level of imprecision, influences evaluations of source trustworthiness after the target value of the estimate is revealed. Specifically, building upon prior work suggesting that (a) imprecise estimates are perceived to be less accurate than precise estimates and (b) performing below expectations results in negative source evaluations, we hypothesize that if the estimate is revealed to be incorrect, imprecise estimates (i.e., 400) elicit higher source trustworthiness than precise estimates (i.e., 417), even if the imprecise estimate is objectively more incorrect (i.e., target value: 570). In addition, we find that this effect also influences consumers’ loyalty toward the source of the estimate. Four studies and a single‐paper meta‐analysis offer triangulating evidence for this prediction and its underlying psychological mechanism. Overall, this work contributes to research on estimates, source evaluations, numerical information, and the influence of errors on consumer behavior.  相似文献   
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