首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   318篇
  免费   24篇
  2024年   1篇
  2023年   3篇
  2022年   3篇
  2021年   5篇
  2020年   15篇
  2019年   7篇
  2018年   15篇
  2017年   17篇
  2016年   17篇
  2015年   12篇
  2014年   14篇
  2013年   45篇
  2012年   16篇
  2011年   21篇
  2010年   11篇
  2009年   10篇
  2008年   17篇
  2007年   17篇
  2006年   10篇
  2005年   13篇
  2004年   8篇
  2003年   4篇
  2002年   7篇
  2000年   7篇
  1999年   1篇
  1998年   1篇
  1997年   2篇
  1996年   4篇
  1995年   3篇
  1994年   3篇
  1993年   1篇
  1992年   1篇
  1990年   2篇
  1989年   1篇
  1988年   2篇
  1987年   3篇
  1985年   2篇
  1984年   2篇
  1983年   1篇
  1981年   3篇
  1979年   5篇
  1978年   1篇
  1977年   1篇
  1976年   1篇
  1975年   2篇
  1965年   1篇
  1964年   1篇
  1963年   1篇
  1955年   1篇
  1953年   1篇
排序方式: 共有342条查询结果,搜索用时 15 毫秒
251.
The ability to think abstractly constitutes a fundamental dimension of human cognition. Although abstraction has been extensively studied, its emotional and affective antecedents have been largely overlooked. One experiment was conducted to examine whether physical pain affects abstraction. Drawing on Construal Level Theory [Trope, Y., &; Liberman, N. (2010). Construal-level theory of psychological distance. Psychological Review, 117, 440–463] and Loewenstein’s [(1996). Out of control: Visceral influences on behavior. Organizational Behavior and Human Decision Processes, 65, 272–292] visceral factors theory, we hypothesised that pain impairs abstraction because pain constricts people’s mental horizons and lead to a concrete, inward-focus toward oneself in the here and now. Physical pain was manipulated between subjects (N?=?150). The participants either kept their left hand immersed in cold (painful) water or neutral (painless) water while we measured abstract versus concrete behaviour identification, categorisation, and perceptual processing. Bayesian statistical analyses indicate substantial evidence against the hypothesis that pain impairs abstraction. In contrast to many other previously studied cognitive outcomes (e.g. attention), abstraction appears to be largely immune to acute, experimentally induced pain.  相似文献   
252.
This study is composed of 506 nonpatient adults, ages 18 to 65, all from Argentina. The data were gathered by five examiners, who tested most of the participants at their work site. Inclusion and exclusion criteria are described and interrater reliability statistics at the response level are presented along with findings for the Rorschach Comprehensive System (CS; Exner, 1994).  相似文献   
253.
This article presents the preliminary data of the development of a Junior version of the Spanish NEO PI-R (JS NEO), suitable for teenagers from 12 to 17 years of age. From the 240 original English items, 92 were modified or reworded to some degree to make the vocabulary adequate for this age group. The psychometric properties of the JS NEO were investigated in a sample of 2,505 adolescents. Results showed that the adult NEO PI-R factor structure was replicated in the junior version of the inventory. Internal consistency and temporal stability reliabilities of the scales were adequate for most scales. Furthermore, the cross-form correlations between the junior (JS NEO) and the adult (NEO PI-R) scales indicated satisfactory construct validity of the junior version of the inventory.  相似文献   
254.
Social interactions in massively multiplayer online role-playing gamers.   总被引:3,自引:0,他引:3  
To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced.  相似文献   
255.
Motor experiences and active exploration during early childhood may affect individual differences in a wide range of perceptual and cognitive abilities. In the current study, we suggest that active exploration of objects facilitates the ability to process object forms and magnitudes, which in turn impacts the development of numerosity perception. We tested our hypothesis by conducting a preregistered active exploration intervention with 59 8‐month‐old infants. The minimal intervention consisted of actively playing with and exploring blocks once a day for 8 weeks. In order to control for possible training effects on attention, we used book reading as a control condition. Pre‐ and post‐test assessments using eye‐tracking showed that block play improved visual form perception, where infants became better at detecting a deviant shape. Furthermore, using three control tasks, we showed that the intervention specifically improved infants' ability to process visual forms and the effect could not be explained by a domain general improvement in attention or visual perception. We found that the intervention did not improve numerosity perception and suggest that because of the sequential nature of our hypothesis, a longer time frame might be needed to see improvements in this ability. Our findings indicate that if infants are given more opportunities for play and exploration, it will have positive effects on their visual form perception, which in turn could help their understanding of geometrical concepts.  相似文献   
256.
The Moral Approval of Aggression Inventory (MAAI) and Bem's Sex Role Inventory (BSRI) were administered to three experimental groups: officer trainees ( = OTs, n = 48), conscientious objectors to military service ( = COs, n = 35), and to a group of women of comparable age (n = 32). Aggression was mostly approved of among OTs and the least among COs, the women scoring in the middle somewhat closer to OTs. Differences in choice of sex role identity emerged, so that OTs often chose a masculine sex role, while for COs, the choice of an androgynous role was the most frequent one. Women chose feminine and androgynous roles with equal frequency. Moral approval of aggression could not be explained on the basis of sex role identification. The strongest determinator of moral approval of aggression was the choice of refusal to engage in military service.  相似文献   
257.
258.
It is generally assumed that the function of contingency learning is to predict the occurrence of important events in order to prepare for them. This assumption, however, has scarcely been tested. Moreover, the little evidence that is available suggests just the opposite result. People do not use contingency to prepare for outcomes, nor to predict their occurrence, although they do use it to infer the causal and predictive value of cues. By using both judgmental and behavioral data, we designed the present experiments as a further test for this assumption. The results show that—at least under certain conditions—people do use contingency to prepare for outcomes, even though they would still not use it to predict their occurrence. The functional and adaptive aspects of these results are discussed in the present article.  相似文献   
259.
260.
There is general agreement in Australia and other Western resettlement countries that many refugee adolescents with social, behavioural, and mental health problems are not accessing mental health care. There is, however, a paucity of research on refugee adolescent mental health service utilisation and help‐seeking. Most research to date has centred on adolescents in the general population, and even then is still very limited. This paper presents the findings of 13 focus groups held with 85 refugee adolescents aged 13–17 years from Afghanistan, Bosnia, Iran, Iraq, Liberia, Serbia, and Sudan. The study was part of a wider investigation of mental health service utilisation by refugee parents of children aged 4–17 years, and by adolescents aged 13–17 years. With respect to adolescents, the focus group findings indicate that most are very reluctant to venture beyond their close friendship networks for help with their psychosocial problems due to a range of individual, cultural, and service‐related barriers. Implications for mental health policymakers, service planners, and service providers are discussed.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号