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91.
92.
Ginger L. Dickson David A. Jepsen Phillip W. Barbee 《Journal of multicultural counseling and development》2008,36(2):113-126
The authors surveyed a national sample of master's‐level counseling students regarding their multicultural training experiences and their attitudes toward racial diversity and gender equity (see G. L. Dickson & D. A. Jepsen, 2007). Hierarchical regression models showed that student perceptions of program cultural ambience predicted positive cognitive attitudes toward racial diversity. Participatory instructional strategies predicted positive affective attitudes toward racial diversity. Los autores entrevistaron a una muestra nacional de estudiantes de Master en programas de consejería en relación a sus experiencias en formación multicultural y sus actitudes hacia la diversidad racial y la igualdad de sexo (ver G. L. Dickson & D. A. Jepsen, 2007). Los modelos de regresión jerárquica mostraron que las percepciones de los estudiantes de la atmósfera cultural en sus programas predijeron actitudes cognitivas positivas hacia la diversidad racial. Las estrategias didácticas participativas predijeron actitudes afectivas positivas hacia la diversidad racial. 相似文献
93.
Doug Rohrer Kelli Taylor Harold Pashler John T. Wixted Nicholas J. Cepeda 《Applied cognitive psychology》2005,19(3):361-374
Once material has been learned to a criterion of one perfect trial, further study within the same session constitutes overlearning. Although overlearning is a popular learning strategy, its effect on long‐term retention is unclear. In two experiments presented here, 218 college students learned geography facts (Experiment 1) or word definitions (Experiment 2). The degree of learning was manipulated and measured via multiple test‐with‐feedback trials, and participants returned for a final cued recall test between 1 and 9 weeks later. The overlearners recalled far more than the low learners at the 1‐week test, but this difference decreased dramatically thereafter. These data suggest that overlearning (and its concomitant demand for additional study time) is an inefficient strategy for learning material for meaningfully long periods of time. Copyright © 2004 John Wiley & Sons, Ltd. 相似文献
94.
95.
Rachel S. Farber William V. Dube Chata A. Dickson 《Journal of applied behavior analysis》2016,49(2):294-307
Individuals with developmental disabilities may fail to attend to multiple features in compound stimuli (e.g., arrays of pictures, letters within words) with detrimental effects on learning. Participants were 5 children with autism spectrum disorder who had low to intermediate accuracy scores (35% to 84%) on a computer‐presented compound matching task. Sample stimuli were pairs of icons (e.g., chair–tree), the correct comparison was identical to the sample, and each incorrect comparison had one icon in common with the sample (e.g., chair–sun, airplane–tree). A 5‐step tabletop sorting‐to‐matching training procedure was used to teach compound matching. The first step was sorting 3 single pictures; subsequent steps gradually changed the task to compound matching. If progress stalled, tasks were modified temporarily to prompt observing behavior. After tabletop training, participants were retested on the compound matching task; accuracy improved to at least 95% for all children. This procedure illustrates one way to improve attending to multiple features of compound stimuli. 相似文献
96.
Here, we demonstrate that the decision to conform to another person’s memory involves a strategic trade-off that balances
the accuracy of one’s own memory against that of another person. We showed participants three household scenes, one for 30 s,
one for 60 s, and one for 120 s. Half were told that they would encode each scene for half as long as their virtual partner,
and half were told that they would encode each scene for twice as long as their virtual partner. On a subsequent two-alternative-forced
choice (2AFC) memory test, the simulated answer of the partner (accurate, errant, or no response) was shown before participants
responded. Conformity to the partner’s responses was significantly enhanced for the 30-s versus the 60- and 120-s scenes.
This pattern, however, was present only in the group who believed that they had encoded each scene for half as long as their
partner, even though the short-duration scene had the lowest baseline 2AFC accuracy in both groups and was also subjectively
rated as the least memorable by both groups. Our reliance on other people’s memory is therefore dynamically and strategically
adjusted according to knowledge of the conditions under which we and other people have acquired different memories. 相似文献
97.
Han DH Kim YS Lee YS Min KJ Renshaw PF 《Cyberpsychology, behavior and social networking》2010,13(6):655-661
Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction. 相似文献
98.
Anxiety has been conceptualized in terms of increased avoidance motivation and higher expectancies of undesirable outcomes. However, anxiety research has hitherto not examined an important qualitative aspect of motivation: the degree to which reasons for goal pursuit are experienced as controlling and originating outside the core self. We asked 70 adolescents (34 boys, 36 girls; aged 16–18 years) to list their important approach and avoidance goals, and rate the extent to which they pursued each goal for intrinsic, identified, introjected and external reasons. Participants also rated goal importance, expectancies for goal outcomes, and completed an anxious symptom measure. Broadly in line with predictions, anxiety was significantly associated with introjected reasons for pursuing approach goals and external reasons for pursuing avoidance goals but not with autonomous reasons for goal pursuit. As predicted, anxiety was significantly associated with heightened expectancies of undesirable avoidance goal outcomes, but not with expectancies for desirable approach goal outcomes. Results suggest that the salient role of avoidance-based motivation in anxiety extends to introjected reasons underlying approach goal pursuit. Our findings point to the theoretical and clinical importance of addressing controlled reasons for goal pursuit in adolescent anxiety. 相似文献
99.
Janice M. Dickson Conway F. Saylor Alfred J. Finch Jr. 《Journal of personality assessment》2013,95(1-2):362-366
One hundred seventy-four youthful psychiatric inpatients were given the Draw-A-Person Test (DAP) as part of an assessment battery. Sex of person drawn was compared to subject's sex, Achenbach aggression and delinquency scores, and scores on Children's Inventory of Anger and Nowicki-Strickland Locus of Control Scale. The sex of the person drawn was also compared to family composition, specifically whether or not the child came from an intact family with both a male and female parent or role model. Results support drawing of a same-sexed individual as normative, regardless of age or sex. Adolescent girls and young boys were the only groups that differed significantly from this norm. Personality measures and family composition were not significantly related to the tendency to draw same versus opposite sex. 相似文献
100.
The purpose of this study was to use Corsi's Block Tapping Test as a spatial analog of Benton's Serial Digit Learning Test, using the cognitive neuroscience approach utilized in the California Verbal Learning Test. 60 normal participants, ages 19-52 years, were included and administered an 8-block sequence for 9 trials or until they recalled the entire sequence for 3 consecutive errorless trials. The score was the number of blocks tapped in the correct serial order. An interference trial was administered. Following a 10-min. delay, free recall of the original sequence, cued recall, and recognition measures were obtained. Retroactive interference was significant, but no proactive interference emerged. Scores showed a strong primacy effect. Most participants who learned the sequence to the criterion of three successive errorless trials recalled the sequence after the 10-min. delay. Scores on the cued recall and recognition trials tended to support their validity as less demanding retrieval tasks. The use of this spatial learning and memory procedure allows finer discriminations among nonverbal memory deficits and may facilitate direct comparisons with scores on verbal memory tasks such as Serial Digit Learning and the California Verbal Learning Test. 相似文献