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141.
This study examined the relationship between depressive symptoms and bias in the prediction of future life events. Responding to internet announcements, 153 participants varying widely in self-reported depression symptom severity estimated the probability of 40 events occurring over the succeeding 30 days. After the 30-day period, participants reported which events occurred. Optimistic/pessimistic biases were related to level of depressive symptoms. A non-significant optimistic bias characterized participants with low depressive symptoms whereas a significant pessimistic bias characterized participants with high depressive symptoms. Those reporting mild symptoms did not exhibit a systematic pessimistic or optimistic bias. General imprecision in predictions for undesirable events was associated with depressive symptoms. These findings suggest that depression is associated with pessimistic bias rather than accuracy in judgment. 相似文献
142.
Non-visual gaze patterns (NVGPs) involve saccades and fixations that spontaneously occur in cognitive activities that are not ostensibly visual. While reasons for their appearance remain obscure, convergent empirical evidence suggests that NVGPs change according to processing requirements of tasks. We examined NVPGs in tasks with long-term memory (LTM) and working memory (WM) requirements. Experiment 1 yielded significantly higher eye movement rate (EMR) in tasks requiring LTM search than in a WM task requiring maintenance of information. Experiment 2 manipulated accessibility of items in study-test episodic tasks using the levels of processing paradigm. EMR was high in episodic recall irrespective of item accessibility. Experiment 3 examined functional significance of saccades in LTM tasks. Voluntary saccadic suppression produced no evidence that saccades contribute to task performance. We discuss the apparent epiphenomenal nature of spontaneous saccades from an evolutionary perspective and outline a neuroanatomical model of the link between the saccadic and memory system. 相似文献
143.
Nathan Robert Howard 《Philosophy and phenomenological research》2021,102(2):302-317
I defend the widely-held view that acting with moral worth does not require a desire for rightness as such. Some have recently come to reject this view, arguing that desires for rightness as such are necessary for avoiding a certain kind of luck thought incompatible with morally worthy action. I show that those who defend desires for rightness as such on the basis of this argument misunderstand the relationship between moral worth and the kind of luck that their argument employs. Consequently, the argument provides no reason to doubt the popular view that a desire for rightness as such is no part of virtue. I conclude by suggesting that a family of worries about merely accidentally right action presuppose one side of the recent debate about objectivism and perspectivism concerning moral rightness. 相似文献
144.
Philip Nielsen Henk Rigter Niels Weber Nicolas Favez Howard A. Liddle 《Family process》2023,62(1):108-123
For some adolescent gamers, playing online games may become problematic, impairing functioning in personal, family, and other life domains. Parental and family factors are known to influence the odds that adolescents may develop problematic gaming (PG), negative parenting and conflictual family dynamics increasing the risk, whereas positive parenting and developmentally supportive family dynamics protecting against PG. This suggests that a treatment for adolescent PG should not only address the gaming behaviors and personal characteristics of the youth, but also the parental and family domains. An established research-supported treatment meeting these requirements is multidimensional family therapy (MDFT), which we adapted for use as adolescent PG treatment. We report here on one adaptation, applying in-session gaming. In-session demonstration of the “problem behavior” is feasible and informative in PG. In the opening stage of therapy, we use in-session gaming to establish an alliance between the therapist and the youth. By inviting them to play games, the therapist demonstrates that they are taken seriously, thus boosting treatment motivation. Later in treatment, gaming is introduced in family sessions, offering useful opportunities to intervene in family members' perspectives and interactional patterns revealed in vivo as the youth plays the game. These sessions can trigger strong emotions and reactions from the parents and youth and give rise to maladaptive transactions between the family members, thus offering ways to facilitate new discussions and experiences of each other. The insights gained from the game demonstration sessions aid the therapeutic process, more so than mere discussion about gaming. 相似文献
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Sarah P. Carter Benjamin Loew Elizabeth S. Allen Laura Osborne Scott M. Stanley Howard J. Markman 《Military psychology》2015,27(2):108-114
Military spouses often have concerns regarding the impact of their communication on soldiers during deployment. However, literature is mixed regarding how communication between soldiers and spouses may impact soldiers’ self-reported work functioning during deployment, suggesting the need to evaluate moderating factors. In the current study, 3 relationship factors (marital satisfaction, conflictual communication, and proportion of conversation focused on problems) were tested as moderators of communication frequency and negative marriage-to-work spillover for soldiers. Whereas the 3 relationship factors were independently related to negative spillover, none significantly moderated the relationship between communication frequency and spillover. The overall pattern of results suggests that (a) lower marital satisfaction, a focus on problems during communication, and conflictual communication are each strongly linked to spillover for deployed soldiers; and (b) military couples may be self-restricting deployment communication frequency when experiencing less marital satisfaction and higher rates of negative communication. Implications for communication during deployment are discussed. 相似文献
149.
Howard J. Klein Beth Polin Kyra Leigh Sutton 《International Journal of Selection & Assessment》2015,23(3):263-283
Onboarding is frequently used by organizations to help socialize newcomers, but little research has focused on the specific onboarding practices organizations use or the effectiveness of those practices in facilitating newcomer adjustment. To begin addressing this gap, this study explores specific onboarding practices and evaluates the Inform‐Welcome‐Guide framework of onboarding practices. Data are presented from representatives of 10 organizations regarding what onboarding practices they offer and how those practices are offered. Three hundred seventy‐three new employees from those same 10 organizations also shared their perceptions of the practices they experienced, when those practices were experienced, and the perceived helpfulness of those practices. Lastly, the extent to which new employees were socialization was assessed. Several research questions and hypotheses among these variables were examined, and most of the hypotheses supported. Implications of these findings for future research and practice are discussed. 相似文献
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