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221.
Zhang Y  Zhang J  Min B 《Brain and language》2012,120(3):321-331
An event-related potential experiment was conducted to investigate the temporal neural dynamics of animacy processing in the interpretation of classifier-noun combinations. Participants read sentences that had a non-canonical structure, object nounsubject noun + verb + numeral-classifier + adjective. The object noun and its classifier were either (a) congruent, (b) incongruent, but matching in animacy, or (c) incongruent, mismatching in animacy. An N400 effect was observed for both incongruent conditions, but not for additional mismatch in animacy. When only data from participants who accepted the non-canonical structure were analyzed, the animacy mismatch elicited a P600 but still no N400. These findings suggest that animacy information is not used immediately for semantic integration of nouns and their classifiers, but is used in a later analysis reflected by P600. Thus, the temporal neural dynamics of animacy processing in sentence comprehension may be modulated by the relevance of animacy to thematic interpretation.  相似文献   
222.
Rapid changes in language skills and social competence, both of which are linked to sensitive parenting, characterize early childhood. The present study examines bidirectional associations among mothers' sensitive parenting and children's language skills and social competence from 24 to 36 months in a community sample of 174 families. In addition, this study examines how these developmental pathways vary by child sex. Findings indicate stability across time in sensitive parenting, expressive language skills, and social competence, as well as positive main effects of sensitive parenting on expressive and receptive language skills for girls and boys. We find mixed evidence over time of reciprocal links between social competence and sensitive parenting. Further, boys' receptive language skills at 24 months uniquely contribute to increases in mothers' observed sensitive parenting from 24 to 36 months. These findings highlight the utility of applying transactional frameworks to the study of sex‐based differences in early developmental processes. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
223.
以湖北省396名中学生为被试,在探索性因素分析的基础上对Carter等人1980年编制的领导力技能问卷进行了初步的修订。结果表明:修订后的领导力技能问卷具有良好的内部一致性和稳定性,且验证性因素分析也表明各分量表的结构拟合良好,达到了心理测量学标准。可作为评估中国青少年领导力技能的有效且可靠的工具进行使用。  相似文献   
224.
徐敏 《哲学研究》2012,(7):50-57,128,129
<正>虚构对象是小说、神话、传说中虚构地进行描写的对象,如福尔摩斯、哈姆雷特、孙悟空。关于虚构对象的形而上学主要研究两个基本问题:(1)我们的本体论是否应该包含虚构对象;(2)假如应该包含虚构对象,虚构对象属于什么范畴。针对问题(1),不同回答导致关于虚构对象的实在论和反实在论争论。在对问题(1)做肯定回答的基础上,对问题(2)的不同回答导致不同的虚构对象理论。虚构对象理论可分为亚里士多德主义和柏拉图主义。亚里士多德主义者认为,虚构对象并非  相似文献   
225.
蔡敏 《心理学探新》2012,32(3):257-262
研究在文献分析、大学生访谈、专家反馈及理论建构的基础上,编制了大学生婚恋观初始问卷。研究者在50名大学生中征求了对于问卷内容的修改建议,对300名大学生实施了试测,进行了项目分析和探索性因素分析,初步确定出问卷的维度和项目。在正式测试中,将1608名大学生随机分成对等两组,分别进行了探索性和验证性因素分析。研究结果表明,大学生婚恋观问卷包含六个维度,分别为择偶条件、婚恋价值、情感需求、性爱道德、婚姻本质及夫妻地位。该问卷的六个维度与构想模型拟合较好,并具有良好的信度和效度指标,可以作为大学生婚恋观的测评工具。  相似文献   
226.
Novel products present unknown opportunities as well as unknown risks. Past research suggested that low psychological control highlights risks and reduces the adoption of novel products. Consistent with a situated cognition perspective, we show that this depends on the specifics of low control. Across five studies, novelty seeking was lower after consumers thought about instances of low (vs. high) personal influence, but higher after consumers thought about instances of low (vs. high) predictability of the world. Thinking about a lack of personal influence increased the perceived importance of personal capability and in turn impaired the exploration of novel options, whereas thinking about an unpredictable world increased the perceived importance of preparedness for an unknown future and in turn the exploration of novel options. Throughout, perceiving low personal influence benefited familiar products, whereas seeing the world as unpredictable benefited novel products. This highlights that understanding consumers' responses to a lack of control requires joint consideration of the specifics of threat and task, consistent with situated cognition principles.  相似文献   
227.
The purpose of the present study was to validate the Classroom Climate Inventory (CCI) in Korean middle schools. Specifically, we investigated whether the original eight‐factor structure of the Japanese version of the CCI (Involvement, Affiliation, Friction, Satisfaction, Self‐disclosure, Task Orientation, Order, and Equity) is appropriate for Korean middle schools. The results indicated that the Korean version of the CCI showed a different factor structure from the Japanese CCI. In the cross‐culturally validated CCI, the Friction factor included in the Japanese version was divided into two factors (i.e., Harmony and Conflict), and Equity was excluded. The final model of the Korean CCI displayed acceptable goodness‐of‐fit indices, which indicated that it is a valid instrument by which to measure the classroom climate of Korean middle schools. Lastly, implications for future research and limitations are discussed.  相似文献   
228.
Interrelated functions of the three orientations to happiness were examined by a cross-sectional survey, in the context of a ski resort experience. Accordingly, a conceptual framework of pleasure, flow, and involvement influencing satisfaction was established. Utilizing structural equation modeling, the conceptual framework was tested by analyzing data collected from 279 participants who enjoyed skiing and/or snowboarding. Results from bootstrap test indicated that direct and total effects from flow had the highest predictive power on satisfaction. In contrast, pleasure showed higher explanatory power on subjective experiences of flow and meaning, and influenced satisfaction only by indirect effects through those elements. Together, these findings support the research model synthesizing the behavioral constructs of sport participation with subjective well-being perspectives. Moreover, the expanded model in a sporting context further evidences the functional roles of the orientations to happiness by results consistent with extant literature of positive psychology. Roles of embodiments of orientations to happiness in an action-based exercise and its implications are further discussed.  相似文献   
229.
Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction.  相似文献   
230.
Interactive three-dimensional (3D) virtual environments like Second Life have great potential as venues for effective e-health marketing and e-brand management. Drawing from regulatory focus and interactivity literatures, this study examined the effects of the regulatory fit that consumers experience in interactive e-health marketing on their brand satisfaction and brand trust. The results of a two-group comparison experiment conducted within Second Life revealed that consumers in the regulatory fit condition show greater brand satisfaction and brand trust than those in the regulatory misfit condition, thus confirming the persuasive influence of regulatory fit in e-brand management inside 3D virtual worlds. In addition, a structural equation modeling analysis demonstrated the mediating role of consumers' perceived interactivity in explaining the processional link between regulatory fit and brand evaluation. Theoretical contributions and managerial implications of these findings are discussed.  相似文献   
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