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21.
Contemporary Chinese ethics faces two theoretical tasks: expansion in breadth and exploration in depth. The former refers to the opening of the problem area, and the latter refers to the deepening of ethics itself. To get out of the dilemma that academic results in the area are abundant in quantity but low in quality, contemporary Chinese ethics should expand and deepen in the three dimensions, namely, “no longer,” “being” and “not yet.” Within the framework of “no longer,” efforts should be made to deepen the studies of the history of moral concept and practice, and the ethics of culture from the perspective of genetics; with regard to the perspective of “being,” the ethical reflection on public crisis, system and Lnstitutional ethics, the dilemma of virtue theory and normative theory, and the conflicts and generalization between different moral paradigms will become the difficulties that require in-depth analysis and demonstration. As for the contemporary Chinese ethics towards “not yet,” attention must be paid to the duality of modern technology, the origin of human ethics based on building a community with a shared future for mankind and the moral philosophy that goes deep into people’s minds. To complete the above theoretical tasks, one must have judgment, thinking, and willingness, which can only be cultivated in the experience and thinking of “practical” life.  相似文献   
22.
An important, but as yet incompletely resolved, issue is whether spatial knowledge acquired during navigation differs significantly from that acquired by studying a cartographic map. This, in turn, is relevant to understanding the generalizability of the concept of a “cognitive map,” which is often likened to a cartographic map. On the basis of previous theoretical proposals, we hypothesized that route and cartographic map learning would produce differences in the dynamics of acquisition of landmark-referenced (allocentric) knowledge, relative to view-referenced (egocentric) knowledge. We compared this model with competing predictions from two other models linked to route versus map learning. To test these ideas, participants repeatedly performed a judgment of relative direction (JRD) and a scene- and orientation-dependent pointing (SOP) task while undergoing route and cartographic map learning of virtual spatial environments. In Experiment 1, we found that map learning led to significantly faster improvements in JRD pointing accuracy than did route learning. In Experiment 2, in contrast, we found that route learning led to more immediate and greater improvements overall in SOP accuracy, as compared to map learning. Comparing Experiments 1 and 2, we found a significant three-way interaction effect, indicating that improvements in performance differed for the JRD versus the SOP task as a function of route versus map learning. We interpreted these findings as suggesting that the learning modality differentially affects the dynamics of how we utilize primarily landmark-referenced versus view-referenced knowledge, suggesting potential differences in how we utilize spatial representations acquired from routes versus cartographic maps.  相似文献   
23.
We tested the hypothesis that a sense of responsibility drives group representatives' decisions to be more risk averse compared with decisions made by individuals. The hypothesis was supported when the monetary considerations (i.e., payoff inequality and the magnitude effect) were controlled for in the potential gain domain as well as in the potential loss domain. Evidence showed that this is because the group representatives were concerned about how they would view themselves (e.g., guilt and self‐blame) and also how they would be viewed by others (i.e., to avoid being blamed and looked down upon by others). This study provided new insights into understanding group representatives' decision making under risk. Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   
24.
To assess the dynamical effects of creative interaction networks on team creativity evolution, this paper elaborates a theoretical framework that links the key elements of creative interaction networks, including node, edge and network structure, to creativity in teams. The process of team creativity evolution is divided into four phases, including formation, growth, maturity and decline/restart. The importance of domain‐relevant knowledge, creativity‐relevant skill, interaction frequency, interaction length, network density and closeness centrality are emphasized in specific phases of team creativity evolution in a complex creative context. To test our assumptions, a longitudinal study of creative teams in a “Challenge Cup” Creative Business Plan Competition for university students is performed and the full networks of 17 creative entrepreneur teams are mapped. Both static comparison and dynamic analysis are conducted to analyze the relationship between creative interaction networks and team creativity evolution. For specific phases of team creativity evolution, we find confirmation of our predictions. The implications of dynamic creative interaction networks for all the phases of creative teams from formation to decline/restart are discussed.  相似文献   
25.
We conducted three studies to investigate indulgent choice in settings with and without impression management by public–private manipulation with evaluation. Study 1 showed that the participants were less indulgent under public scrutiny due to the employment of impression management. Study 2 focused on the impression management context to test the moderate effect of self‐consciousness in two impression managed contexts. Study 3 focused on context without impression management to test the moderate effects of self‐awareness on choices. We found that depending on differences in primed personality, individuals tended to make choices other than those they favoured privately when anticipating that others might form impressions of them based on the decisions made. The findings of all three studies support our basic prediction that people are less indulgent under impression management and suggest that people tend to manage their impression by eating healthier (less indulgently) in public.  相似文献   
26.
神经性厌食症和神经性贪食症是主要的进食障碍症状。进食障碍的影响因素有社会文化因素(例如媒体和同伴的影响)、家庭因素(如困惑和冲突)、消极情绪、低自尊水平和对自身的不满及认知和生物方面的因素等。  相似文献   
27.
按学生体质健康标准测试内容及评分标准的规定,连续10年(2002年~2012年)从大连海洋大学学生的体检、体测资料中,每年随机抽取200名(男、女各100名)、年龄在19岁~21岁的样本,探讨其体质健康的变化趋势.统计结果显示,体质及格者、良好者、优秀者的平均增长速度分别为2.4%、-1.2%、-1.9%.可见,大学生体质健康有逐年下降的趋势.建议学校认真落实健康第一的指导思想,加强对大学生的健康教育;对不良的生活方式进行干预.  相似文献   
28.
Nostalgic experience evokes emotions and activates the cognitive process of recalling and reconstructing information in memory. This study investigated the effects of nostalgia on creativity using experiments and questionnaires. Two-hundred-and-eighty university students were randomly assigned to experimental and control groups, in which participants received and completed different writing tasks (nostalgic experience vs. common life experience). They also responded to questionnaires measuring personality, nostalgia proneness, and creativity. Results showed that participants who were primed with nostalgic experience demonstrated higher creativity than the control group. In both groups, women demonstrated higher creativity than men. When specific aspects of the nostalgic experience were used to predict creativity, results showed that: (a) nostalgia triggered by social interaction and negative affect was positively related to creativity; (b) nostalgic experience containing tangibles positively predicted creativity; (c) the total number of triggers and the amount of, but not the positivity or salience of self in, nostalgia narrative contributed positively to creativity; and (d) higher agreeableness and openness, but not nostalgia proneness or other personality traits, were associated with higher creativity. Implications for both research and practice are discussed.  相似文献   
29.
Most impulse purchasing research investigates individual‐level factors. This paper, however, examines the influence of shopping companion gender on impulse purchasing. The results of the three studies show that shoppers were more likely to exhibit impulse purchase behavior when shopping with an opposite gender companion. In addition, shoppers who were in the low‐cohesive condition and who shopped with an opposite gender companion were more likely to exhibit impulse purchase behavior than those who shopped with the same gender companion, and those who were susceptible to interpersonal influence were also more likely to exhibit impulse purchase behavior when shopping with an opposite gender companion. For shoppers who were not as susceptible to interpersonal influence, the influence of their companion's gender appeared to diminish on impulsive purchasing.  相似文献   
30.
As the workforce ages it becomes important to examine if there is misperception of creativity and age in work contexts. A laboratory experiment examined perceptions of the creativity of a team with both young and old workers and of a team composed entirely of young workers. Scripted videos portrayed such teams engaged in designing an outdoor advertising campaign. Altogether, 220 participants were randomly assigned to watch one of the video clips and complete a structured questionnaire. No significant differences were observed in the perceptions of the two teams' performance or of the quality of the resulting advertising proposal. In general, there was also no significant difference in the individual characteristics attributed to the four characters on the teams. However, participants aged 35 or above evaluated both teams and all four characters more favorably than participants aged 20–34.  相似文献   
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