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101.
The article explores the relationship between mysticism and creativity from a psychoanalytic perspective. First, it first surveys prominent psychoanalytic perspectives on mysticism and creativity, situating British psychoanalyst Marion Milner among them. Milner suggests that the same psychological processes are involved in both creative expression and mystical experiences. A state of paradox, affirming both I and not-I, self and no-self, is at the core of mysticism. Similarly, for Milner the paradox of creativity is to break down the barrier of space between self and other while maintaining it. Second, the idea that mystics and artists share a common basic experience is investigated. In both mystical and creative states one finds elements of joy, union, ecstasy, absorption, loss of self-consciousness, and loss of sense of time. Milner's discussion in turn revolves around the I-not-I distinction. She posits that mysticism is one dimension of the creative process-in contrast to the pure oceanic feeling of the mystic, the creative process is constituted by the oceanic state in cyclic oscillation with the surface mind, actively used with the intent to produce something. Third, the relevance of mysticism and creativity for mental health is explored. For Milner, both creativity and mystical experiences are psychologically beneficial in that they undo the overfixed separation self and other caused by the tyranny of the conscious mind. Yet neither mysticism nor creative expression alone, in her view, can heal an underlying lack of sense of self.  相似文献   
102.
With the proliferation in Web 2.0 technologies, many marketing educators are experimenting with new teaching and learning tools (e.g. Facebook, Twitter, YouTube and Second Life). The benefits of such technologies are often touted by scholars, and indeed, there is a good deal of evidence to support such a view. However, increasingly, educators are highlighting some of the limitations of technology in the learning environment. To draw parallels with other new product research in marketing, the adoption of new learning technologies is often not so widespread. The literature exhibits inconsistency about the willingness of students to adopt new technology in a learning environment, but no systematic research into the factors that affect technology acceptance yet exists. This research fills a gap in the literature by applying an augmented Technology Acceptance Model (TAM) to understand students' future intentions to adopt Twitter, a Web 2.0 technology shown to offer students a variety of benefits. By using partial least squares, the research shows that the main proximal driver of student adoption of Twitter is a utilitarian attitude. Students need to be convinced about ‘what's in it for me’, rather than persuaded about the technology's hedonic benefits. Other affective variables such as an individual's affinity with computers and risk tolerance were also found to be important drivers of perceived ease of use and perceived usefulness, the TAM's key antecedents. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   
103.
Advocates of occasional identity have two ways of interpreting putative cases of fission and fusion. One way—we call it the Creative view—takes fission to involve an object really dividing (or being replicated), thereby creating objects which would not otherwise have existed. The more ontologically parsimonious way takes fission to involve merely the ‘separation’ of objects that were identical before: strictly speaking, no object actually divides or is replicated, no new objects are created. In this paper we recommend the Creative approach as the best way of dealing with certain problem cases involving teletransportation. Our considerations yield novel takes on psychological-continuity theories of personal identity and survival, and on the puzzle of Theseus' ship.  相似文献   
104.
Dynamic subject matter can be portrayed to learners in the form of either static or dynamic depictions. Two plausible bases for choosing a depiction format are alignment with the subject matter's dynamics, or the specific affordances a depiction provides for performing a particular learning output task. Experimental participants viewed an ordered set of eight images depicting key stages of a kangaroo hop presented in a dynamic, successive or simultaneous format. Control participants viewed no presentation. The output task required participants to rearrange a random sequence of the eight kangaroo images into the correct order of a kangaroo hop. Those who viewed the successive presentation were most successful in placing the images in their correct order while those in the dynamic condition were least successful. The results contradict the prevailing instructional design orthodoxy that the dynamic properties of a depiction should be aligned with the dynamic nature of the referent content. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   
105.
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   
106.
107.
The association between corporal punishment and children's emotional and behavioral functioning was studied in a sample of 98 non-referred children with a mean age of 12.35 (SD=1.72) recruited from two school systems in the southeastern United States. Children were divided into those who had experienced no corporal punishment over approximately a two-week period, those who had experienced mild levels of corporal punishment (i.e., 1 or 2 instances), and those who had experienced high levels of corporal punishment (i.e., 3 or more instances). Results indicated that use of corporal punishment was associated with problems in both emotional and behavioral adjustment. However, these associations were strongest for children who experienced high levels of corporal punishment, for children who were impulsive, and for children who did not experience a warm and supportive family climate.  相似文献   
108.
This article describes a process of live supervision that has been designed to encourage trainees to experience competing theoretical perspectives. It involves the use of separate T (treatment) and O (observation) teams who conceptualise the same case from two broadly defined theoretical perspectives, variously called first and second order, modern and postmodern, or family systems and social constructionist. The process requires trainees to adopt multiple positions rather than identify with one perspective, and provides a basis for comparing and potentially integrating them. We provide examples of the approach, discuss important contextual issues for supervisors to consider when implementing it, and examine ways of adapting it to a wide range of training contexts.  相似文献   
109.
Jac Brown  Doug Graham 《Sex roles》2008,59(1-2):94-106
This study compared 80 gay and straight Australian males on self report measures of body satisfaction, masculinity, femininity, narcissism, and reasons for exercising at gyms to explore factors related to excessive exercise. Gay males are less satisfied with their bodies compared to straight males. Improving appearance was more important for gay men, while fun was considered more important for straight men. Only sexual orientation and masculinity contributed independently to body satisfaction. Straight males who scored high on masculinity were most satisfied with their bodies, while gay males who scored low on masculinity were least satisfied with their bodies, irrespective of femininity and narcissism. Hours exercising per week and fun as a reason for exercising, significantly contributed to body satisfaction.  相似文献   
110.
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