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91.
Researchers posit that adaptability is an important contributor of performance and that it mediates the effects of distal predictors on performance. As limited empirical evidence supports these relationships, the present research examined whether adaptive skill mediated the effects of values on performance for military leaders. We found that adaptive skill was a distinct construct which uniquely contributed to overall performance. Further, we found that adaptive skill fully mediated the effects of values on technical-administrative behaviors and partially mediated the effects of values on contextual performance and leader behaviors. We discuss the need to further test the nomological network of KSAO–adaptability–performance relationships. 相似文献
92.
93.
Reinforcement learning (RL) models of decision‐making cannot account for human decisions in the absence of prior reward or punishment. We propose a mechanism for choosing among available options based on goal‐option association strengths, where association strengths between objects represent previously experienced object proximity. The proposed mechanism, Goal‐Proximity Decision‐making (GPD), is implemented within the ACT‐R cognitive framework. GPD is found to be more efficient than RL in three maze‐navigation simulations. GPD advantages over RL seem to grow as task difficulty is increased. An experiment is presented where participants are asked to make choices in the absence of prior reward. GPD captures human performance in this experiment better than RL. 相似文献
94.
Subjects were asked to rate their fear of four categories of animals both before and after viewing one of three brief video films. Subjects watched either (a) a video depicting extreme violence, (b) a video depicting revulsive scenes from a hospital operation, or (c) a video showing neutral landscape scenes. The results suggested that exposure to violent material produced an increase in fear ratings for animals in the Hi Fear/Hi Predatory category (e.g., lion, tiger, shark) which was significantly different from a decrease in fear ratings recorded for all other categories of animals. However, exposure to revulsive material produced an increase in fear ratings to animals in both the Hi Fear/Lo Predatory category (e.g., rat, spider, snake) and the Hi Revulsion category (e.g., slug, maggot, snail) which was significantly different to the decrease in fear ratings recorded for animals in the remaining categories. The neutral landscape scenes produced a decrease in mean fear ratings for all categories of animals. These results are considered further support for a disease-avoidance model of common animal fears, and suggest a causal link between disgust sensitivity and fear of certain fear-relevant animals. 相似文献
95.
ABSTRACT A number of investigators have argued that emotion plays an important role in free-choice learning in settings such as museums, science centers, zoos, and aquariums, particularly given the relationship between emotion and cognition. Despite considerable research on the cognitive aspects of visits, empirical studies on emotion in such settings are virtually non-existent. This study investigated the role that emotion plays in facilitating and enhancing learning at a science center. Three major research questions were addressed: (a) Can emotion be measured using Russell's Affect Grid in a non-laboratory setting such as an interactive science center? (b) If so, do different types of science center experiences create measurably different levels of emotional arousal and/or valence in visitors? and (c) If so, was there evidence that elevated arousal and/or valence enhanced or retarded visitors' long-term cognitive science learning? The study provided evidence that emotion could be measured using a modified Affect Grid technique and that a particular traveling exhibition generated arousal levels above baseline levels as determined by a control group. Findings suggest a relationship between emotional arousal and positive changes in visitor long-term cognition, attitudes, and behaviors. 相似文献
96.
Shana L. Schuman Danielle M. Graef David M. Janicke Wendy N. Gray Kevin A. Hommel 《Journal of clinical psychology in medical settings》2013,20(4):488-496
Little is known about how family functioning relates to psychosocial functioning of youth with inflammatory bowel disease (IBD). The study aim was to examine family problem solving and affective involvement as moderators between adolescent disease severity and depressive symptoms. Participants were 122 adolescents with IBD and their parents. Measures included self-reported and parent-reported adolescent depressive symptoms, parent-reported family functioning, and physician-completed measures of disease severity. Disease severity was a significant predictor of adolescent-reported depressive symptoms, but not parent-reported adolescent depressive symptoms. Family affective involvement significantly predicted parent-reported adolescent depressive symptoms, while family problem-solving significantly predicted adolescent self-report of depressive symptoms. Neither affective involvement nor problem-solving served as moderators. Family affective involvement may play an important role in adolescent emotional functioning but may not moderate the effect of disease severity on depressive symptoms. Research should continue to examine effects of family functioning on youth emotional functioning and include a sample with a wider range of disease severity to determine if interventions aimed to enhance family functioning are warranted. 相似文献
97.
Christina M. Dardis Katie M. Edwards Erika L. Kelley Christine A. Gidycz 《Journal of aggression, maltreatment & trauma》2013,22(1):6-25
This study investigated both young men's and young women's perpetration of physical, sexual, and psychological forms of dating violence, examining predictors of violence including maternally or paternally perpetrated forms of various types of child maltreatment, as well as attitudes toward dating violence and dating violence victimization. Results of hierarchical linear regressions found that childhood experiences of maternal neglect predicted men's physical perpetration, and childhood sexual abuse predicted women's sexual perpetration and men's psychological perpetration. Further, positive attitudes toward dating violence predicted women's physical, psychological, and sexual perpetration, as well as men's sexual perpetration, and experiences of dating violence victimization were the strongest predictors of most forms of dating violence perpetration, particularly among women. Implications for future research and prevention initiatives are discussed. 相似文献
98.
We present neuropsychological evidence indicating that action influences spatial perception. First, we review evidence indicating that actions using a tool can modulate unilateral visual neglect and extinction, where patients are unaware of stimuli presented on one side of space. We show that, at least for some patients, modulation comes about through a combination of visual and motor cueing of attention to the affected side (Experiment 1). Subsequently, we review evidence that action‐relations between stimuli reduce visual extinction; there is less extinction when stimuli fall in the correct colocations for action relative to when they fall in the incorrect relations for action and relative to when stimuli are just associatively related. Finally, we demonstrate that action relations between stimuli can also influence the binding of objects to space, in a patient with Balint's syndrome (Experiment 2). These neuropsychological data indicate that perception–action couplings can be crucial to our conscious representation of space. 相似文献
99.
Denise C. Park Katie E. Cherry Anderson D. Smith David A. Frieske 《Neuropsychology, development, and cognition. Section B, Aging, neuropsychology and cognition》2013,20(2):113-125
Abstract In three studies, we examined pictorial rehearsal effects in younger and older adults. Concrete and abstract line drawings that varied in the amount of pictorial detail were presented for study under different presentation conditions. In the pictorial rehearsal condition, each picture was followed by a blank rehearsal interval where the picture was no longer presented. In all three experiments, the poststimulus interval enhanced picture recognition for both age groups, relative to a control condition where no rehearsal interval occurred. These findings suggest that older adults, like younger adults, form and maintain visual images across a blank rehearsal interval. Implications of these findings for current views on imaginal processes in older adults are discussed. 相似文献
100.
Yaakov Stern Helena M. Blumen Leigh W. Rich Alexis Richards Gray Herzberg Daniel Gopher 《Neuropsychology, development, and cognition. Section B, Aging, neuropsychology and cognition》2013,20(6):653-677
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