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41.
The role of chaos in poverty and children's socioemotional adjustment   总被引:1,自引:0,他引:1  
There are growing levels of chaos in the lives of American children, youth, and families. Increasingly, children grow up in households lacking in structure and routine, inundated by background stimulation from noise and crowding, and forced to contend with the frenetic pace of modern life. Although widespread, chaos does not occur randomly in the population. We document that low-income adolescents face higher levels of chaos than their more affluent counterparts and provide longitudinal evidence that some of the adverse effects of poverty on socioemotional adjustment are mediated by exposure to chaotic living conditions.  相似文献   
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Louis L'Amour is one of the most prolific and popular writers of our time. He has published more than 85 novels, many of which have been made into movies for theatres or television. His first novel, Hondo, was published in 1953 and his latest in 1984, The Walking Drum.

Mr. L'Amour's interest and dedication to education, in the classical sense, is liberally evidenced through the characters of his novels. Beginning in his early books with characters who lamented the fact that they were uneducated or self-educated and growing toward the latest novel that has a genuine scholar as the main character. His latest book is not a western but takes place in medieval Europe.

It may be of value to introduce pre-adolescents and adolescents to Mr. L'Amour's works in the public school libraries. It may do more than introduce them to a gifted, action and adventure, storyteller. It could help to improve reading skills with the added possibility that they may become interested in some of the classical literature given reference in his novels. Another possibility is that they may be persuaded of the value of an education through the many references the subject in the novels.  相似文献   
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The present study assessed business students’ responses to an innovative interactive presentation on academic integrity that employed quoted material from previous students as launching points for discussion. In total, 15 business classes (n = 412 students) including 2nd, 3rd and 4th year level students participated in the presentations as part of the ethics component of ongoing courses. Students’ perceptions of the importance of academic integrity, self-reports of cheating behaviors, and factors contributing to misconduct were examined along with perceptions about the presentation. Discussion sessions revealed that academic misconduct is a complex issue. For example, knowledge of what constitutes misconduct was not consistent across domains (e.g. exam contexts versus group work), penalties were not wholly known, and there was variation in perceived responsibility for reporting and representing academic integrity. Survey measures revealed that self-reported academic misconduct was more prevalent than expected with only 7.5% of students indicating they had never cheated in any way. Furthermore, results showed gender and year of study as predictive factors for issues related to academic misconduct. In general, students were receptive to this form of presentation. The implications of such instructional interventions for enhancing ethical behaviors in higher education classrooms are discussed.  相似文献   
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Past research has shown activation of aggressive cognitions in memory after media violence exposure, but has not examined priming effects of viewing relational aggression in the media. In the current study, 250 women viewed a video clip depicting physical aggression, relational aggression, or no aggression. Subsequent activation of physical and relational aggression cognitions was measured using an emotional Stroop task. Results indicated priming of relational aggression cognitions after viewing the relationally aggressive video clip, and activation of both physical and relational aggression cognitions after viewing the physically aggressive video clip. Results are discussed within the framework of the General Aggression Model.  相似文献   
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Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social‐cognitive models of social behavior [e.g., the “General Learning Model,” Buckley and Anderson, 2006]. The social‐cognitive learning models suggest that in addition to influencing cognitions, media content may also influence affect. However, past studies on prosocial video games have failed to find a significant effect on affective measures [Greitemeyer and Osswald, 2010]. The present research examined the effects of prosocial, neutral, and violent video games on state hostility and positive affect. Also examined were moderating effects of trait aggressiveness, trait altruistic helping, and trait egoistic helping. Prosocial games reduced state hostility and increased positive state affect. Violent video games had the opposite effects. These effects were moderated by trait physical aggression. Altruistic participants reported relatively more positive affect and less state hostility. Egoistic participants reported relatively more aggravated and mean feelings. Aggr. Behav. 38:263–271, 2012. © 2012 Wiley Periodicals, Inc.  相似文献   
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