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141.
Relatively few experiments have measured the time course of free recall from episodic or semantic memory. Of those that have, most report that cumulative recall is a negatively accelerated exponential (or hyperbolic) function that is characterized by two properties: asymptotic recall and rate of approach to asymptote. The most common measure of free recall performance (viz., the number of items recalled) provides a reasonably good estimate of asymptotic recall if a relatively long recall period is used (which is rare), but the effect of experimental manipulations on the rate of approach to asymptote cannot be determined without timing when recall responses occur. The research reviewed herein suggests that the rate of approach to asymptote may offer an estimate of the breadth of search through long-term memory. The search in question, unlike most of those investigated in the memory literature, is unique in that it requires minutes rather than milliseconds to complete.  相似文献   
142.
143.
To investigate the effects of lateral movement on the quality and quantity of catching as they interact with age, 108 children from Kindergarten through Grade 4 were tested. A ramp was constructed which slowed the descent of the 4-in. fleece ball so that it took 1.8 sec. to arrive at the child's location. Each ball could be delivered to one of five different locations in relation to the child. The child practiced five times, with balls coming in a random sequence to each location, the center of the ramp, 1 ft. and 2 ft. each to the right and left of the center. An increase in number of catches made and in the quality of the performance based on McClenaghan and Gallahue's evaluation were associated with grade. The locations 2 ft. from the center produced the fewest catches within a grade, but 1 ft. from center produced more catches from kindergarteners than the center location and occasionally for upper grades. Evaluations of the performances showed a steady improvement across grades, but there was no effect on the evaluation of catching performance of ball location within a grade. Children appear to be at a preferred stage.  相似文献   
144.
145.
This experiment showed that phoria-induced displacement adds to or subtracts from prism-induced displacement. A near stimulus (25 cm) was apparently displaced more than the optical displacement when the base of a prism was out and less when the base was in. In contrast, a far stimulus (200 cm) was displaced less when the base was out and more when the base was in. Moreover, the between-subjects variability of the apparent displacement was greater with monocular than with binocular viewing. Some implications for studies on monocular prism adaptation are discussed.  相似文献   
146.
Male and female adult Ss, while performing an unrelated task, heard a single infant awakening. The infant was labeled a girl or a boy. The dependent variable was how quickly Ss responded to the crying infant. Females responded more quickly to the girl than to the boy. Males responded equally slowly to boy and girl. A questionnaire on sex differences in fragility showed that females and males tend to disagree with the proposition that girls are more fragile than boys. Thus, the females' faster response to a crying girl cannot be accounted for by a belief in sex-differential fragility. Correlations between fragility beliefs and response times to an infant indicate that sex-differential belief-behavior relationships are not the same for males and females.  相似文献   
147.
The current report demonstrates reliability and stability of Q-sort attachment security in a sample of 46 mothers and their children seen by two observers at age two and again at age four to six years. Security scores were correlated between ages (r=.44), and a high proportion of item-by-item correlations between ages were also significant.  相似文献   
148.
A technology for coding and analyzing behavior in human groups is described. The behavior code is based on the scoring of verbal and physical contacts, emotional affect, and commands and complies. The code is reasonably valid and produces sufficiently high levels of observer agreement. Currently available computer programs for analyzing frequencies, rates, and proportions of behavior, as well as equity and reciprocity in behavioral transactions, are discussed. The development of programs for analyzing more microscopic features of interaction is also noted.  相似文献   
149.
The counterspaces framework articulated by Case and Hunter (2012), follows from community psychology's long‐standing interest in the potential for settings to promote well‐being and liberatory responses to oppression. This framework proposes that certain settings (i.e., “counterspaces”) facilitate a specific set of processes that promote the well‐being of marginalized groups. We argue that an intersectional analysis is crucial to understand whether and how counterspaces achieve these goals. We draw from literature on safe spaces and present a case study of the Michigan Womyn's Music Festival (Michfest) to illustrate the value of an intersectional analysis and explore how these processes operate. Based on 20 in‐person interviews, 23 responses to an online survey, and ethnographic field notes, we show how Michfest was characterized by a particular intersection of identities at the setting level, and intersectional diversity complicated experiences at the individual level. Moreover, intersectional identities provided opportunities for dialogue and change at the setting level, including the creation of counterspaces within counterspaces. Overall, we demonstrate the need to attend to intersectionality in counterspaces, and more broadly in how we conceptualize settings in community psychology.  相似文献   
150.
We conducted two experiments to assess the hypothesis that experienced action video game players will exhibit superior performance in a distracted driving task. In the first experiment, experienced gamers and controls drove in a driving simulator, with and without distraction. Experienced AVG players exhibited fewer lane deviations during driving as compared to non-gamers; however, video game experience was not associated with fewer lane deviations while distracted. These results showed evidence for the video game experience effect however, no evidence of improved cognitive ability was found. In the second experiment, we informed participants of the hypothesis to replicate the methods of studies that do not mask the purpose of the research. We found video game experience again was associated with fewer driving errors, but was still not associated with better driving performance while distracted; however, gamers recalled more details of the distracting conversation and reported lower workload while driving than non-gamers. We use these results to argue for caution in interpreting research with experienced gamers and increased replication with attention paid to recruitment methodology within this research domain. Finally, our results indicate that understanding the nature of AVG experience on task performance requires careful attention to motivational factors.  相似文献   
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