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Recent research has shown superstitious behaviour and illusion of control in human subjects exposed to the negative reinforcement conditions that are traditionally assumed to lead to the opposite outcome (i.e. learned helplessness). The experiments reported in this paper test the generality of these effects in two different tasks and under different conditions of percentage (75% vs. 25%) and distribution (random vs. last-trials) of negative reinforcement (escape from uncontrollable noise). All three experiments obtained superstitious behaviour and illusion of control and question the generality of learned helplessness as a consequence of exposing humans to uncontrollable outcomes.  相似文献   
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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   
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Several studies show the importance of basic psychological needs (BPN) for decreasing burnout and increasing grade point average (GPA), but, to our knowledge, no prior study has explored the potential contextual differences in Southeastern European countries. Moreover, even less is known about how this relationship may differ during stressful (exam) and less stressful (beginning of the semester) periods. Measures of the Maslach Burnout Inventory—Student Survey and BPN Satisfaction and Frustration Scale were translated and adapted. The study included a cross-sectional sample of students from Croatia, Serbia and Slovenia during beginning of the semester and exam period. Across all countries and both contexts, students with high autonomy need satisfaction showed the strongest decrease in burnout, followed by those with high competence need satisfaction. Students with high academic achievement showed an increase due to competence need satisfaction. Competence and autonomy need satisfaction were higher beginning of a semester, while burnout was higher during the exam period. BPN play an important role in educational settings—satisfaction of the need for autonomy and competence protects students from burnout, and the need for competence predicts greater academic achievement regardless of culture or time of the semester.  相似文献   
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Adding rainbow filters in support of LGBTQ+ movements or changing profile pictures to black squares to show support for the BlackLivesMatter movement have become common contemporary expressions of solidarity. However, these actions are often criticized as being ‘performative’ and falling short of genuine social change. Despite its popularity, little is known about what performative allyship is and what its pitfalls or potential benefits may be. We review the existing psychological literature on intergroup relations and allyship to provide a definition and framework for studying performative allyship and its consequences for social change. We propose that the term performative allyship refers to easy and costless actions that often do not challenge the status quo and are motivated primarily by the desire to accrue personal benefits. The literature suggests that engaging in performative allyship may have a negative impact on the physical and mental well-being of disadvantaged groups, but also on allies. We discuss negative and some positive consequences of engagement in performative allyship on disadvantaged groups, allies and society at large and provide directions for future research.  相似文献   
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Previous research has reported that aspects of social cognition such as nonliteral language comprehension are impaired in adults with Tourette’s syndrome (TS), but little is known about social cognition in children and adolescents with TS. The present study aims to evaluate a measure of sarcasm comprehension suitable for use with children and adolescents (Experiment 1), and to examine sarcasm comprehension in children and adolescents with TS-alone or TS and attention deficit hyperactivity disorder (ADHD; Experiment 2). In Experiment 1, the measure of sarcasm comprehension was found to be sensitive to differences in nonliteral language comprehension for typically-developing children aged 10 to 11 years old compared to children aged 8 to 9 years old; the older group performed significantly better on the comprehension of scenarios ending with either direct or indirect sarcastic remarks, whereas the two age groups did not differ on the comprehension of scenarios ending with sincere remarks. In Experiment 2, both the TS-alone and TS+ADHD groups performed below the level of the control participants on the comprehension of indirect sarcasm items but not on the comprehension of direct sarcasm items and sincere items. Those with TS+ADHD also performed below the level of the control participants on measures of interference control and fluency. The findings are discussed with reference to the possible contribution of executive functioning and mentalizing to the patterns of performance.  相似文献   
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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   
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