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   879篇
  免费   19篇
  898篇
  2020年   14篇
  2019年   16篇
  2018年   29篇
  2017年   15篇
  2016年   23篇
  2015年   6篇
  2014年   10篇
  2013年   110篇
  2012年   29篇
  2011年   23篇
  2010年   19篇
  2009年   29篇
  2008年   28篇
  2007年   47篇
  2006年   30篇
  2005年   27篇
  2004年   22篇
  2003年   31篇
  2002年   26篇
  2001年   16篇
  2000年   30篇
  1999年   11篇
  1998年   16篇
  1997年   7篇
  1996年   12篇
  1994年   9篇
  1993年   6篇
  1992年   9篇
  1990年   13篇
  1989年   9篇
  1988年   9篇
  1987年   10篇
  1986年   11篇
  1985年   12篇
  1984年   13篇
  1983年   7篇
  1982年   7篇
  1981年   6篇
  1978年   6篇
  1976年   7篇
  1975年   6篇
  1973年   11篇
  1971年   5篇
  1970年   7篇
  1966年   5篇
  1959年   7篇
  1957年   6篇
  1953年   5篇
  1951年   8篇
  1950年   6篇
排序方式: 共有898条查询结果,搜索用时 15 毫秒
781.
Building on the contributions of diverse theoretical approaches, the authors present a multidimensional model of group identification. Integrating conceptions from the social identity perspective with those from research on individualism-collectivism, nationalism- patriotism, and identification with organizations, we propose four conceptually distinct modes of identification: importance (how much I view the group as part of who I am), commitment (how much I want to benefit the group), superiority (how much I view my group as superior to other groups), and deference (how much I honor, revere, and submit to the group's norms, symbols, and leaders). We present an instrument for assessing the four modes of identification and review initial empirical findings that validate the proposed model and show its utility in understanding antecedents and consequences of identification.  相似文献   
782.
Creating explanations is an important process for students, not only to make connections between novel information and background knowledge, but also to be able to communicate their understanding of any given topic. This article explores students’ explanations in the context of computational science and engineering, an important interdisciplinary field that enables scientists and engineers to solve complex problems. Specifically, this study explores: (a) students’ approaches to create written explanations of programing code and (b) the relationship between students’ explanations and their ability to do computer programing. Students wrote in-code comments for 3 MATLAB® worked-examples, which were qualitatively analyzed using a coding scheme. Different approaches to self-explain were identified using hierarchical cluster analysis, and differences in students’ ability to do computer programing were identified using analysis of variance. The resulting approaches to self-explain were: original solution, mechanistic, principle-based, limited, and goal-based. The findings suggest that experienced students wrote simple in-code comments to self-explain, but students with lower ability to do computer programing wrote more comprehensive explanations, as they may take this as a learning opportunity.  相似文献   
783.
Although there is an increase in research into how narrative identity interrelates with embodiment, the mechanisms underlying this interplay are hardly addressed. In this paper, I target this hiatus in the literature by proposing two mechanisms that can help to (non-exhaustively) elucidate the dynamic interplay of narrative identity and embodiment. I start by briefly sketching the debate so far and then go on to argue that the way narrative self-understanding affects our embodiment can be understood on the model of narrative self-programming. After that I turn to the other side of the interaction. Drawing on research in ecological psychology and phenomenology, I show how embodiment affects our narrative self-understanding through the way in which we engage with affordances in our narrative background. After that I highlight the dynamic and recursive character of this interplay. I end with some conclusions and unresolved issues.  相似文献   
784.
Reminders of death tend to produce strong cognitive and behavioral responses, but little or no emotional response. In three experiments, mortality salience produced an automatic coping response that involved tuning to positive emotional information. Subjects showed increased accessibility of positive emotional information (Experiments 1 and 3) and gave more weight to positive emotion in their judgments of word similarity (Experiment 2) after contemplating death than after thinking about dental pain. This automatic coping response was found both after a delay (Experiments 1 and 2) and directly after the mortality-salience manipulation (Experiment 3), which suggests that the coping process begins immediately. Tuning to positive emotional information in response to mortality salience was unconscious and counterintuitive (Experiment 3). These findings shed light on the coping process that ensues immediately following mortality salience and help to explain why a delay is often necessary to produce effects in line with terror management theory.  相似文献   
785.
Twelve children with and without Down syndrome (DS) performed eight subtests of an apraxia battery to determine under what conditions children with DS had difficulty performing representational and nonrepresentational gestures. Participants with DS also completed a dichotic listening test. Participants with DS performed just as well as control participants on all aspects of the apraxia battery except a subtest in which they were required to pantomime tool use from verbal instruction. This suggests that children with DS have difficulty generating an action from memory following verbal instruction. Given the sufficient context or visual demonstration, children with DS performed similar to the other participants. As well, there was a great deal of within-group variability for dichotic listening ear advantage. Participants with a greater left ear advantage on the dichotic listening test committed more errors on an imitation test that also included a verbal component than participants with a greater right ear advantage.  相似文献   
786.
The Emotion Recognition Task is a computer-generated paradigm for measuring the recognition of six basic facial emotional expressions: anger, disgust, fear, happiness, sadness, and surprise. Video clips of increasing length were presented, starting with a neutral face that changes into a facial expression of different intensities (20%-100%). The present study describes methodological aspects of the paradigm and its applicability in healthy participants (N=58; 34 men; ages between 22 and 75), specifically focusing on differences in recognition performance between the six emotion types and age-related change. The results showed that happiness was the easiest emotion to recognize, while fear was the most difficult. Moreover, older adults performed worse than young adults on anger, sadness, fear, and happiness, but not on disgust and surprise. These findings indicate that this paradigm is probably more sensitive than emotion perception tasks using static images, suggesting it is a useful tool in the assessment of subtle impairments in emotion perception.  相似文献   
787.
Both anecdotal accounts and experimental evidence suggest that people underestimate how long it will take them to complete future tasks. A possible reason for this tendency is that people remember tasks as taking less time than they actually did, with these biased memories causing a corresponding bias in prediction. Two experiments were performed to determine whether or not a systematic bias in memory could explain a similar systematic bias in prediction. In support, it was found that (1) the tendency to underestimate future duration disappears when the task is novel, (2) there is similar bias in estimation of both past and future durations, and (3) variables that affect memory of duration, such as level of experience with the task and duration of delay before estimation, affect prediction of duration in the same way. It appears that, at least in part, people underestimate future event duration because they underestimate past event duration.  相似文献   
788.
Applied psychologists have long been interested in examining expert performance in complex cognitive domains. In the present article, we report the results from a study of expert cognitive skill in which elements from two historically distinct research paradigms are incorporated -- the individual differences tradition and the expert-performance approach. Forty tournament-rated SCRABBLE players (20 elite, 20 average) and 40 unrated novice players completed a battery of domain-representative laboratory tasks and standardized verbal ability tests. The analyses revealed that elite- and average-level rated players only significantly differed from each other on tasks representative of SCRABBLE performance. Furthermore, domain-relevant practice mediated the effects of SCRABBLE tournament ratings on representative task performance, suggesting that SCRABBLE players can acquire some of the knowledge necessary for success at the highest levels of competition by engaging in activities deliberately designed to maximize adaptation to SCRABBLE-specific task constraints. We discuss the potential importance of our results in the context of continuing efforts to capture and explain superior performance across intellectual domains.  相似文献   
789.
790.
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