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This study evaluated the efficacy of adding contingency management techniques to vocational rehabilitation (VR) to improve treatment outcome as measured by entry into competitive employment. Nineteen dually diagnosed veterans who entered VR in the Veterans' Administration's compensated work therapy (CWT) program were randomly assigned to CWT (n = 8) or to CWT with enhanced incentives (n = 11). Over the first 16 weeks of rehabilitation, those in the incentives condition could earn up to dollar 1,006 in cash for meeting two sets of clinical goals: (a) remaining abstinent from drugs and alcohol and (b) taking steps to obtain and maintain a competitive job. Results indicate that relative to participants in the CWT-only group, those in the incentives condition engaged in more job-search activities, were more likely to remain abstinent from drugs and alcohol, were more likely to obtain competitive employment, and earned an average of 68% more in wages. These results suggest that rehabilitation outcomes may be enhanced by restructuring traditional work-for-pay contingencies to include direct financial rewards for meeting clinical goals.  相似文献   
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Working memory was designed to explain four benchmark memory effects: the word length effect, the irrelevant speech effect, the acoustic confusion effect, and the concurrent articulation effect. However, almost all research thus far has used tests that emphasize forward recall. In four experiments, we examine whether each effect is observable when the items are recalled in reverse order. Subjects did not know which recall direction would be required until the time of test, ensuring that encoding processes would be identical for both recall directions. Contrary to predictions of both the primacy model and the feature model, the benchmark memory effect was either absent or greatly attenuated with backward recall, despite being present with forward recall. Direction of recall had no effect on the more difficult conditions (e.g., long words, similar-sounding items, items presented with irrelevant speech, and items studied with concurrent articulation). Several factors not considered by the primacy and feature models are noted, and a possible explanation within the framework of the SIMPLE model is briefly presented.  相似文献   
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This paper examines how young peoples’ lived experiences with personal technologies can be used to teach engineering ethics in a way which facilitates greater engagement with the subject. Engineering ethics can be challenging to teach: as a form of practical ethics, it is framed around future workplace experience in a professional setting which students are assumed to have no prior experience of. Yet the current generations of engineering students, who have been described as ‘digital natives’, do however have immersive personal experience with digital technologies; and experiential learning theory describes how students learn ethics more successfully when they can draw on personal experience which give context and meaning to abstract theories. This paper reviews current teaching practices in engineering ethics; and examines young people’s engagement with technologies including cell phones, social networking sites, digital music and computer games to identify social and ethical elements of these practices which have relevance for the engineering ethics curricula. From this analysis three case studies are developed to illustrate how facets of the use of these technologies can be drawn on to teach topics including group work and communication; risk and safety; and engineering as social experimentation. Means for bridging personal experience and professional ethics when teaching these cases are discussed. The paper contributes to research and curriculum development in engineering ethics education, and to wider education research about methods of teaching ‘the net generation’.  相似文献   
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Empathy and altruism.   总被引:1,自引:0,他引:1  
The psychophysiological responses of 60 subjects were measured as they observed a performer play a roulette game. Half of the subjects were led to believe that they were similar to the performer in personality and values, and half were led to believe that they were dissimilar. Half of the subjects in each condition believed that the performer won money and experienced pain as he played the game, and half believed that he performed a cognitive and motor skill task. Subjects who observed a performer who ostensibly experienced pleasure and pain exhibited greater psychophysiological reactions than subjects who did not. Subjects who believed they were similar to the performer tended to react more strongly than subjects who believed they were different from him. Similar subjects also reported identifying most with the performer and feeling the worst while he waited to receive shocks. It was concluded that the similar subjects empathized most with the performer who appeared to experience pleasure and pain. When required to make a choice between helping themselves at a cost to the performer or helping the performer at a cost to themselves, the subjects who reacted most empathically behaved most altruistically. The results were interpreted as casting some light on century-old questions about the human capacity for altruism.  相似文献   
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This paper presents two studies that explore the link between self-reported conflict management strategies and aggression. It was predicted that conflict strategies involving concern for the needs of the other would be inconsistent with aggressive behavior. On the other hand, conflict strategies that involve coercion and domination were predicted to be positively related to aggressive behavior. Studies using self-report and behavioral measures of aggression provide support for these predictions.  相似文献   
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The purpose of this research was to investigate the effects of active exercise of the arms on various physiological, perceptual, and cognitive parameters of children with spina bifida manifesta who were aged 9 to 12 yr. Following a 5-min. rest interval, subjects were either not exercised (control days) for a 6-min. period or were exercised (experimental days) for a 6-min. period. Cardiac measures, respiratory function, peripheral vision, and figural learning trials were recorded after exercise. Wilcoxon matched-pairs signed rank tests were computed on the means of the exercise and no-exercise conditions for each measure. Six minutes of active exercise resulted in significant increases in peripheral vision, respiratory and cardiac measures and significant decreases in figural learning trials for these children. A floor effect was noted for the figural learning test. It was concluded that exercise increased blood flow through the lungs allowing for greater oxygen diffusion in the brain and other facilitatory effects resulting in more effective cerebral activity. Curriculum revisions for such children seem to indicate the importance of activity in facilitating subsequent learning.  相似文献   
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Laws of visual choice reaction time   总被引:3,自引:0,他引:3  
  相似文献   
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