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991.
Harris JA Livesey EJ Gharaei S Westbrook RF 《Journal of experimental psychology. Animal behavior processes》2008,34(4):494-500
Two groups of rats were trained for 50 days on different discriminations in a magazine approach paradigm. One group was trained with a negative patterning schedule and a positive patterning schedule concurrently: they received intermixed trials of A+, B+, AB-, C-, D-, CD+ (A, B, C, and D are four distinct stimuli; the plus sign denotes reinforcement with food, and the minus sign denotes nonreinforcement). The second group of rats was trained with the same four stimuli arranged as compounds and reinforced according to the biconditional schedule AB+, CD+, AC-, and BD-. The first group learned the positive patterning schedule much more quickly than the negative patterning schedule, but they learned the negative patterning schedule more effectively than the second group learned the biconditional schedule. The authors discuss the implications of these findings for models of stimulus representation. 相似文献
992.
Two studies were conducted to determine if playing a video game that emphasized the body would increase negative body-image. Both studies [study 1 (N?=?51); college-aged males from the Midwestern USA; and study 2 (N?=?32); college-aged females from the Midwestern USA] had participants complete body image measures, play a video game that displayed muscular or thin characters for 15 min, and then complete post-game body image measures. Results showed that participants in both studies had significantly lower body esteem after video game play. Further, these findings were independent of the time spent playing video games and body mass index. This suggests that video games have a negative influence on the body-image of players. 相似文献
993.
Paul Harvey Kenneth J. Harris Mark J. Martinko 《Journal of business and psychology》2008,22(4):333-343
To better understand the influence of causal perceptions on turnover intentions, this study investigates the influence of
hostile attribution styles on job satisfaction, stress, and turnover intent. A theoretical model is developed in which satisfaction
and stress are predicted to mediate the relationship between hostile attributions and turnover intentions. Results of hierarchical
regression and path analysis partially supported the hypothesized model, suggesting that hostile attribution styles are an
important predictor of job satisfaction and turnover intentions. The predicted relationship between hostile attribution style
and stress was not supported. 相似文献
994.
The authors examined the relationship between the direction of pay comparisons and pay level satisfaction. They hypothesized that upward pay comparisons would significantly predict pay level satisfaction, even when controlling for other comparisons. Results reported in 2 samples (U.S. sample, N = 295; Belgian sample, N = 67) generally supported this hypothesis. Analyses showed that individuals who were paid much less than their upward pay comparison were dissatisfied with their pay level. The highest levels of pay level satisfaction were observed when actual pay was congruent with the upward comparison pay level. There was also evidence that individuals who were paid much more than their upward pay comparison were dissatisfied with their pay level. However, the negative effects of overreward on pay satisfaction were considerably smaller than were those of underreward. 相似文献
995.
Sion Kim Harris John Kulig Lydia A. Shrier John R. Knight 《Journal of religion and health》2008,47(4):438-457
Background Developed for use in health research, the Brief Multidimensional Measure of Religiousness/Spirituality (BMMRS) consists of
brief measures of a broad range of religiousness and spirituality (R/S) dimensions. It has established psychometric properties
among adults, but little is known about its appropriateness for use with adolescents. Purpose We assessed the psychometric properties of the BMMRS among adolescents. Method We recruited a racially diverse (85% non-White) sample of 305 adolescents aged 12–18 years (median 16 yrs, IQR 14–17) from
3 urban medical clinics; 93 completed a retest 1 week later. We assessed internal consistency and test–retest reliability.
We assessed construct validity by examining how well the measures discriminated groups expected to differ based on self-reported
religious preference, and how they related to a hypothesized correlate, depressive symptoms. Religious preference was categorized
into “No religion/Atheist” (11%), “Don’t know/Confused” (9%), or “Named a religion” (80%). Results Responses to multi-item measures were generally internally consistent (alpha ≥0.70 for 12/16 measures) and stable over 1 week
(intraclass correlation coefficients ≥0.70 for 14/16). Forgiveness, Negative R/S Coping, and Commitment items showed lower
internal cohesiveness. Scores on most measures were higher (p < 0.05) among those who “Named a religion” compared to the “No religion/Atheist” group. Forgiveness, Commitment, and Anticipated
Support from members of one’s congregation were inversely correlated with depressive symptoms, while BMMRS measures assessing
negative R/S experiences (Negative R/S Coping, Negative Interactions with others in congregation, Loss in Faith) were positively
correlated with depressive symptoms. Conclusions These findings suggest that most BMMRS measures are reliable and valid for use among adolescents.
相似文献
Sion Kim HarrisEmail: |
996.
Studies of collective memory have traditionally been the domain of philosophers and sociologists, while cognitive psychologists have largely investigated memory at the level of the individual. However, within cognitive psychology there is a variety of psychological theories and experimental paradigms that have been used to study the process and outcomes of remembering in groups. In this paper we review the research on group remembering and draw together findings from different traditions. In doing so, we aim to answer a series of questions about the outcomes and consequences of recalling in groups, and the particular features of groups and of memories that may be conducive to the formation of a collective memory. In clarifying what we know and what is yet to be studied about group memory, we point the way forward for a cognitive psychological study of collective memory. 相似文献
997.
Vanessa Harrar Rebecca Winter Laurence R. Harris 《Attention, perception & psychophysics》2008,70(5):807-817
This article compares the properties of apparent motion between a light and a touch with apparent motion between either two lights or two touches. Visual and tactile stimulators were attached to the tips of the two index fingers that were held apart at different distances. Subjects rated the quality of apparent motion between each stimulus combination for a range of stimulus onset asynchronies (SOAs). Subjects reported perceiving apparent motion between all three stimulus combinations. For light—light visual apparent motion, the preferred SOA and the direction threshold SOAs increased as the distance between the stimuli increased (consistent with Korte’s third law of apparent motion). Touch—touch apparent motion also obeyed Korte’s third law, but over a smaller range of distances, showing that proprioceptive information concerning the position of the fingers is integrated into the tactile motion system. The threshold and preferred SOAs for visuotactile apparent motion did not vary with distance, suggesting a different mechanism for multimodal apparent motion. 相似文献
998.
Harris RS 《The American psychologist》2008,63(4):275-6; discussion 277-9
999.
To develop a survey, the Bioethical Issues in Biostatistical Consulting Questionnaire, for investigating bioethical issues in analysis, a comprehensive literature review was conducted to specify areas of bioethics. Through a focus group study and the evaluation by 10 biostatisticians, the questionnaire was constructed. Validation must involve a panel of experts. Now, test-retest reliability and factor analysis should be conducted on a group of eligible subjects. 相似文献
1000.
This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times to gauge how aggression would change with increased video game play. Results showed a significant increase from baseline in hostility and aggression (based on two of the three story stems), which is consistent with the General Aggression Model. This study adds to the existing literature on video games and aggression by showing that increased play of a violent first person shooter video game can significantly increase aggression from baseline. 相似文献