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981.
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   
982.
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   
983.
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   
984.
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.
Sion Kim HarrisEmail:
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985.
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   
986.
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   
987.
988.
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   
989.
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   
990.
Precision and power grip priming by observed grasping   总被引:1,自引:0,他引:1  
The coupling of hand grasping stimuli and the subsequent grasp execution was explored in normal participants. Participants were asked to respond with their right- or left-hand to the accuracy of an observed (dynamic) grasp while they were holding precision or power grasp response devices in their hands (e.g., precision device/right-hand; power device/left-hand). The observed hand was making either accurate or inaccurate precision or power grasps and participants signalled the accuracy of the observed grip by making one or other response depending on instructions. Responses were made faster when they matched the observed grip type. The two grasp types differed in their sensitivity to the end-state (i.e., accuracy) of the observed grip. The end-state influenced the power grasp congruency effect more than the precision grasp effect when the observed hand was performing the grasp without any goal object (Experiments 1 and 2). However, the end-state also influenced the precision grip congruency effect (Experiment 3) when the action was object-directed. The data are interpreted as behavioural evidence of the automatic imitation coding of the observed actions. The study suggests that, in goal-oriented imitation coding, the context of an action (e.g., being object-directed) is more important factor in coding precision grips than power grips.  相似文献   
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