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91.
Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.  相似文献   
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Gabriele Greggersen 《Dialog》2003,42(2):120-125
When asking about the worldview and ethics behind such stories as The Chronicles of Narnia, readers should try to understand C.S. Lewis's work in light of the Tao or moral Natural Law. Even though our modern culture affirms a relativism in values, Lewis affirms a non-relativist universal ground for moral judgment. Lewis's theological work, Mere Christianity, provides the clue for this interpretation. Despite the apparent negativity or violence in even some of the most memorable scenes in the Chronicles, the underlying moral is hopeful and positive, reflecting a 'mere Christian' worldview.  相似文献   
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Classical theories of crowd behaviour view crowd conflict as deriving from the pathology of the crowd itself. Recent developments in crowd psychology as the elaborated social identity model (ESIM) conceptualize crowd behaviour as a dynamic intergroup process between demonstrators and police. The present study assessed exposure to crowd conflict, adherence to classical views of crowd behaviour, public order policing methods and attributions of responsibility for crowd conflict among 352 Italian police officers. Results showed that exposure to crowd conflict was related to adherence to classical views of crowd, which, in turn, was related to ‘bad practices’ of public order policing and to system‐justificatory attributions. Overall, these results offer support and extend the police perspective within the ESIM model. Practical implications for public order policing strategies and training are also discussed. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   
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The present investigation was concerned with the variability-of-practice hypothesis of Schmidt's schema theory of motor learning; i. e. it was sought to determine if there is an optimal way to structure the variable practice session with regard to schema formation. Furthermore, children's motor recognition (movement evaluation) was examined, in addition to recall (movement production), since apparently no such studies had been done within the context of schema theory before. Eighty-eight girls and boys with a mean age of 11.3 years were tested on a throwing task. Three groups of subjects practised under variable conditions (different target distances and weights) that differed with regard to contextual interference and sequential organization of task variations; another group received constant throwing practice. Following practice trials with knowledge of results, the four treatment groups and a control group without prior practice were required to produce and evaluate a novel response (novel target distance and weight) without vision and knowledge of results. The results supported the variability-of-practice hypothesis, in that variable practice in general facilitated recall and recognition on the novel task. Furthermore, variable practice with the highest level of contextual interference (random order of tasks) produced most effective transfer performance, suggesting that the structure of the variable-practice session in fact plays a role with regard to the effectiveness of motor schema development. Contrary to the ‘organization hypothesis’ (Gentile and Nacson, 1976) a hierarchical organization of movement variations was not more beneficial to schema formation than random practice.  相似文献   
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The relationships between expressive and receptive phonemic disorders and between disturbances of phoneme processing and general disorders of auditory comprehension were studied in 69 aphasic patients, by means of a phoneme discrimination test and of a standard aphasia battery. A significant but incomplete correlation between disorders of phonemic output and of phoneme analysis was found. The view is put forth that in some patients only phoneme encoding or decoding is disturbed, whereas in others a central level of phoneme processing is impaired. A significant but partial correlation was also found between disorders of phonological analysis and general disorders of auditory comprehension. This supports the view that, besides sequential phonological analysis, other processes operate in auditory comprehension.  相似文献   
98.
Adult male and female subjects performed two fluency tasks from the 'Kit of Reference Tests for Cognitive Factors'. Although both word fluency and ideational fluency are said to show female superiority, a significant difference in favour of females could be found only in the task which primarily requires lexical access and not in the task requiring mental access to colour and form of objects.  相似文献   
99.
In everyday life people have to deal with tasks such as finding a novel path to a certain goal location, finding one's way back, finding a short cut, or making a detour. In all of these tasks people acquire route knowledge. For finding the same way back they have to remember locations of objects like buildings and additionally direction changes. In three experiments using recognition tasks as well as conscious and unconscious spatial priming paradigms memory processes underlying wayfinding behaviour were investigated. Participants learned a route through a virtual environment with objects either placed at intersections (i.e., decision points) where another route could be chosen or placed along the route (non-decision points). Analyses indicate first that objects placed at decision points are recognized faster than other objects. Second, they indicate that the direction in which a route is travelled is represented only at locations that are relevant for wayfinding (e.g., decision points). The results point out the efficient way in which memory for object location and memory for route direction interact.  相似文献   
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