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271.
A First Step to a Conceptual Framework of Parent Empowerment: Exploring Relationships Between Parent Empowerment and Academic Performance in a National Sample
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This study tested a parent empowerment framework using a national sample of 9,982 parents from the Parent and Family Involvement Survey (National Center for Education Statistics, 2007 ) to investigate relationships between parent empowerment and children's academic performance. A multinomial logistic regression demonstrated significant relationships between parents' competence, self‐determination, community belonging, community participation, and academic performance, which differentiate among parents based on racial/ethnic, language, and socioeconomic backgrounds. Findings highlight the importance of parent empowerment interventions that consider structural barriers in schools. 相似文献
272.
Purpose
This study aims at testing the mediating role of team reflexivity in the relationships between team learning, performance-prove, and performance-avoid goal orientations and team creative performance and assessing the relative importance of the three types of team goal orientation in team reflexivity and creative performance.Methodology
We conducted Study 1 on 68 student teams by using a two-wave time-lagged design. In Study 2, we carried out a cross-sectional field study on 108 intact work teams in diverse Korean companies.Findings
Team learning goal orientation was significantly associated with team creative performance. While team learning and performance-prove goal orientations were equally influential in predicting team reflexivity, team performance-avoid goal orientation had no relationship with team reflexivity and creative performance. Team reflexivity mediated the relationships between team learning and performance-prove goal orientations and team creative performance.Implications
By revealing that team learning and performance-prove goal orientations can contribute to team creative performance through the facilitation of team reflective process, this study provides practitioners with insight into critical antecedents and team process that are conducive to the creative performance of work teams.Originality/Value
This is one of the first studies to explore a mediating mechanism between team goal orientation and creative performance. This study attends to the role of team reflexivity as a key team-regulatory process that underlies the relationship between team goal orientation and team performance. Furthermore, the use of multiple studies in different contexts strengthens the robustness of the study findings.273.
The relative preference for a target product over a competitor can be increased by providing a third alternative (a “decoy”) that is clearly inferior to the target but is not necessarily inferior to the competitor. In 3 experiments, we examined the conditions in which these decoy effects occur. When participants reported their preferences immediately after being exposed to the information about them, the influence of decoys on preferences was attributable to the justification they provided for choosing the target over the competitor. (That is, a decoy had an impact if and only if the target was superior to the decoy but the competitor was not.) When participants evaluated each product individually before making their choices, however, they based their preferences on these evaluations. In this case, decoys exerted their influence through their impact on the values that participants assigned to the attributes on which the evaluations were based. This influence was evident even when the decoy was clearly inferior to both the target and competitor. Moreover, it occurred under conditions in which the target and competitor were in different product categories and also when the decoy was in a totally different product domain than the target and competitor. 相似文献
274.
275.
Kim L. Johnston Katherine M. White Paul Norman 《Journal of applied social psychology》2004,34(12):2524-2549
The relationship between subjective norm and behavioral intentions is the weakest link of the theory of reasoned action. Numerous approaches have addressed this issue, including the assertion that the weak contribution is a result of a small number of individuals who are under normative control. The present research examines this individual‐difference approach in the domain of health behaviors. Respondents were 287 students who rated their intentions, attitudes, and subjective norms in relation to 32 health behaviors and 5 substance‐use behaviors. Regression analyses, between subjects and within subjects, demonstrated that both behaviors and people can be under attitudinal or normative control. Support for an individual‐difference approach was less conclusive when findings were examined separately for specific health behaviors. 相似文献
276.
According to popular interpretations of both the mood repair and affect-as-information theories, affective states of the same valence should have equivalent influences on behavior. We propose, instead, the Different Affect–Different Effect (DADE) model. Building on cognitive and psychoevolutionary theories of affect, we predict that while sadness leads to seeking pleasurable stimuli (consistent with mood repair predictions), anxiety leads to becoming more attentive (consistent with affect-as-information predictions). These predictions are tested using consumption stimuli and, across two experiments, results were consistent with our hypotheses. This research helps resolve apparent discrepancies among our findings and those found in previous mood repair and affect-as-information literatures. Specifically, we suggest that in previous demonstrations of mood repair through seeking pleasurable stimuli, the mood-state in question was most closely related to that of sadness. Likewise, we argue that in previous demonstrations of sadness leading to greater attentiveness, the procedure used to evoke sadness is also likely to have evoked anxiety. 相似文献
277.
Kim P. Roberts Michael E. Lamb Kathleen J. Sternberg 《Applied cognitive psychology》2004,18(2):189-202
Three‐ to nine‐year‐old children (n=144) interacted with a photographer and were interviewed about the event either a week or a month later. The informativeness and accuracy of information provided following either open‐ended or direct rapport building were compared. Children in the open‐ended rapport‐building condition provided more accurate reports than children in the direct rapport‐building condition after both short and long delays. Open‐ended rapport‐building led the three‐ to four‐year‐olds to report more errors in response to the first recall question about the event, but they went on to provide more accurate reports in the rest of the interview than counterparts in the direct rapport‐building condition. These results suggest that forensic interviewers should attempt to establish rapport with children using an open‐ended style. Published in 2004 by John Wiley & Sons, Ltd. 相似文献
278.
This article analyzes the way a series of recent policy statements have been used to promote and shape the take-up of e-commerce
in Denmark. Issuing periodic policy statements, with a combination of direct and indirect modes of intervention, is one of
the roads governments are taking to influence the evolutions of ICT. The policy statements present the goals, launch initiatives,
and assess achievements. Complementing a co-or self-regulation strategy, the policy statement approach has become particularly
important in areas where governments seek to influence the take-up of a technology without appearing to tip the scales.
She did her Ph.D. at the Center for Electronic Commerce, at Department of Informatics, Copenhagen Business School. Helle Zinner
Henriksen has a degree in Law (University of Copenhagen, 1995). Her research interests include: Adoption and diffusion of
Interorganizational Information Systems, e-government, and institutional regulation of electronic commerce and e-government.
Kim Viborg Andersen is a researcher in organizational and policy aspects of IT. Andersen’s research encompasses various applications:
economic models, EIS/BIS, health data network, EDI, e-commerce, and mobile applications primarily within the public sector
domain. He is co-founder of the AIS SIG on e-government, vice-chair of the IFIP WG 8.4 on interdisciplinary e-business and
on various editorial boards for journals. He is head of the Center for Research on Information Technology in Policy Settings
(CIPS) at the Copenhagen Business School. 相似文献
279.
Lessons Learned from the Parents Matter! Program 总被引:1,自引:1,他引:0
Nicholas Long Kim S. Miller Leslie C. Jackson Gretchen K. Lindner Regina G. Hunt A. Doris Robinson W. Dean Goldsby Lisa P. Armistead 《Journal of child and family studies》2004,13(1):101-112
We present a discussion of some of the lessons the investigators learned during the development and implementation phases of the Parents Matter! Program (PMP). Lessons were learned that are relevant to various groups involved in large scale, multi-site, community-based intervention studies: investigators, community leaders, community members, project staff, and participants. Specific lessons learned include: (1) forge collaboration early: (2) maintain communication; (3) clearly delineate policies and procedures; and (4) develop proactive strategies. We also include a list of important questions to consider when contemplating similar projects. 相似文献
280.
Abstract We present a five-part model of players' rule behaviors in a multiplayer online game (utilization, emergence, usefulness, usefulness-balance, and balance-usefulness). The model was identified through a pilot study involving nine expert players. The model fitness was then verified in a main experiment involving eighteen regular players. Our results showed that the utilization (4 players) and emergence (4 players) models were most frequently used, followed by the balance-usefulness (3 players), usefulness (3 players), and usefulness-balance (2 players) models. The coding scheme for this research was built from video observations and a literature review. We suggest this model is applicable for the implementation of a human-like virtual character's artificial intelligence algorithm in the game editors and the server loader for quality assurance. 相似文献