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21.
The purpose of this research is to (a) identify which of recent history's influential figures did and which did not personify moral excellence, and (b) to examine the motives that drove these individuals along such divergent paths. In Study 1, 102 social scientists evaluated the moral qualities of influential figures from Time Magazine's lists. In Study 2, we selected the 15 top ranking of these figures to comprise a moral exemplar group and the bottom 15 to comprise a comparison group of similarly influential people. We measured the motivational aspects of their personality (agency and communion) by content-analyzing extant speeches and interviews. Moral exemplars exhibited the hierarchical integration of agency and communion by treating agentic motives as a means to an end of communal motives. Comparison subjects, by contrast, personified unmitigated agency by treating motives of agency as both a means to an end and an end unto itself. These results imply that both the strength and structure of a person's motives account for moral behavior.  相似文献   
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This article addresses potential legal and ethical implications of lawsuits that have been brought when counselors and counseling students have used their religious beliefs as the basis for refusing to counsel lesbian, gay, bisexual, and transexual clients. Four lawsuits are reviewed, issues relevant to the cases are identified, and implications for counselor educators and counseling students are discussed.  相似文献   
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Onboarding is frequently used by organizations to help socialize newcomers, but little research has focused on the specific onboarding practices organizations use or the effectiveness of those practices in facilitating newcomer adjustment. To begin addressing this gap, this study explores specific onboarding practices and evaluates the Inform‐Welcome‐Guide framework of onboarding practices. Data are presented from representatives of 10 organizations regarding what onboarding practices they offer and how those practices are offered. Three hundred seventy‐three new employees from those same 10 organizations also shared their perceptions of the practices they experienced, when those practices were experienced, and the perceived helpfulness of those practices. Lastly, the extent to which new employees were socialization was assessed. Several research questions and hypotheses among these variables were examined, and most of the hypotheses supported. Implications of these findings for future research and practice are discussed.  相似文献   
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This paper examines the relation between the implementation quality of after-school literacy activities and student reading gains. The data are from an evaluation of a multi-site after-school program in California in which continuous program quality improvement strategies were implemented to improve the delivery of a new balanced literacy program. Strategies included: (1) targeted staff training throughout the year, (2) regular observations and coaching of staff, and (3) the use of data to measure progress. Programs struggled to successfully implement these strategies early in the initiative, but gradually improved the quality and consistency of their use. Program quality, as measured through observations, also increased. Results suggested that the size of student reading gains were positively correlated with the quality of literacy programming provided by each instructor.  相似文献   
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Abstract

The purpose of the present study was to assess the short-term and longterm effectiveness of relationship enhancement on the self-disclosure and empathy skills of premarital dating couples. Nineteen couples were given the Guerney Relationship Enhancement Program over an eight week period, while 18 other couples were given a lecture/discussion program on relationship development. Behavioral assessments of self-disclosure and empathy skill levels were taken prior to training, immediately following training, and six months after training. Results indicated that from both pretest to posttest and pretest to follow-up, the relationship enhancement couples, relative to the lecture/discussion couples, demonstrated a significant increase in both self-disclosure and empathy skill levels. Discussion centers on the implications of the durability of the skills learned as well as on suggestions for future research on skill generalization to social interactions with others.  相似文献   
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In less than a decade, online social networks (OSN) have revolutionised social communications worldwide. Nowhere is this more evident than amongst today's young consumers, so called millennial teens, who have snapped up these identity‐making digital social spaces claiming them as their own. This article examines the range of strategies and resources employed by UK millennials for self‐presentation in OSNs and the resultant implications on teenage identity construction in the postmodern era. An in‐depth qualitative content analysis of 20 teen OSN profiles was conducted and analysed against extant theories of impression management, self‐identity and self‐presentation. Our analysis revealed that millennials were deeply immersed in self‐presentation activities. They employed a wide range of ‘intentional’ self‐presentation strategies and drew on colour, design and symbolism to create complex, elaborate and decorative versions of self, which we have termed the ‘aesthetic self’. OSNs satisfy teen needs for intense social interaction with their peers, offer potential for copious identity experimentation and reduce the need to consume physical symbolic items in order to convey meaning, thus acting as an accelerator in the teen identity‐making process. Our findings extend existing frameworks for teenage self‐identity theory and moreover have significant implications for future marketing practice, particularly sourcing consumer behaviour data, brand management and marketing communications strategies. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   
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Eliciting emotional responses to mass media messages can be an effective means of changing public health attitudes, intentions and behaviors. This conceptual paper proposes that emotional responses to such media messages can be message-referent, plot-referent, and/or self-referent. Self-referent emotional responses are expected to have a direct effect in motivating behavior change, particularly as they are likely to be associated with an increase in perceived personal risk. Message-referent and plot-referent emotional responses are proposed to have indirect effects on the individual, primarily by stimulating self-referent emotions, and prompting interpersonal discussion about the message. In this paper, it is argued that narrative is a particularly effective message format with which to elicit self-referent emotional responses.  相似文献   
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ABSTRACT

We investigated the feasibility of using the Space Fortress (SF) game, a complex video game originally developed to study complex skill acquisition in young adults, to improve executive control processes in cognitively healthy older adults. The study protocol consisted of 36 one-hour game play sessions over 3 months with cognitive evaluations before and after, and a follow-up evaluation at 6 months. Sixty participants were randomized to one of three conditions: Emphasis Change (EC) – elders were instructed to concentrate on playing the entire game but place particular emphasis on a specific aspect of game play in each particular game; Active Control (AC) – game play with standard instructions; Passive Control (PC) – evaluation sessions without game play. Primary outcome measures were obtained from five tasks, presumably tapping executive control processes. A total of 54 older adults completed the study protocol. One measure of executive control, WAIS-III letter–number sequencing, showed improvement in performance from pre- to post-evaluations in the EC condition, but not in the other two conditions. These initial findings are modest but encouraging. Future SF interventions need to carefully consider increasing the duration and or the intensity of the intervention by providing at-home game training, reducing the motor demands of the game, and selecting appropriate outcome measures.  相似文献   
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