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61.
《青少年心理健康素质调查表》动力系统分量表的编制   总被引:8,自引:2,他引:6  
本文旨在介绍青少年心理健康素质动力系统量表的编制及其标准化过程。量表编制的重要理论基础为马斯洛的五级动机理论和弗兰克尔的自我超越动机理论。研究的测量工具有:自尊量表,自我超越生命意义量表,指向自我生命意义量表和对意义的追寻量表。被试为北京市某中学的334名初中高中学生。结果显示:青少年心理健康素质动力系统量表的内部一致性Cronbach′sα=0.90,效标效度较理想。研究结论:该量表可以作为测量青少年心理健康素质动力系统的一个较为可靠的工具。  相似文献   
62.
放松训练和腹式呼吸对应激的影响   总被引:16,自引:0,他引:16  
探讨腹式呼吸和放松训练对应激引起的T波幅度降低和心率升高的对抗作用。被试为 3组 38名女大学生。结果表明 :(1)放松训练和腹式呼吸均能显著促进T波幅度升高和对抗应激时T波幅度的降低 ,但腹式呼吸的效果优于放松训练。 (2 )应激会引起心率的显著上升和T波幅度的显著降低。 (3)心率不是测量放松训练和腹式呼吸效果的敏感指标。结论 :腹式呼吸和放松训练可以有效地缓解心血管系统的应激反应  相似文献   
63.
Two studies were conducted to investigate whether player personality or social cognition influence preferences for heroic roles in role-playing games (RPG). In Study 1, 149 teenager subjects were categorized into five groups according to the Guilford Personality Inventory. Heroes were clustered into three types based on their attributes. The analysis of variance (ANOVA) results indicated that each personality group did not display distinctive preference for any particular heroic type. However, of the three heroic types teenagers most strongly preferred, Justice Warrior was followed, in order of preference, by Visionary Leader and Saint. In Study 2, the influence of three player social cognition factors (similarity, proximity, and familiarity) on player preference for heroic roles was studied. Multiple regression analysis results indicated that similarity and familiarity predicted player preferences for heroic roles.  相似文献   
64.
远与近:侈移中国精神风俗   总被引:1,自引:0,他引:1  
尚杰 《世界哲学》2007,(1):13-32
中国人内心的举止习惯,属于精神风俗,也是中国人的做事方式,是我们最重要的精神传统,表现在生活世界的方方面面。本文仅从“巫”、“血亲”、“懒散”三个方面,详细分析了中国人内心活动中“近”的特征,以及由此产生的文化类型,进而对学界长期以来固执地以西方知识论类型的哲学概念解释中国思想史,做一种纠偏的尝试。  相似文献   
65.
A localization task required participants to indicate which of 4 locations contained a briefly displayed target. Most displays also contained a distractor that was not equally probable in these locations, affecting performance dramatically. Responses were faster when a display had no distractor and almost as fast when the distractor was in its frequent location. Conversely, responses were slower when targets appeared in frequent-distractor locations, even thou targets were equally likely in each location. Negative-priming effects were reliably smaller when targets followed distractors in the frequent-distractor location compared to the rare-distractor location, challenging the episodic-retrieval account Experiment 2 added a 5th location that rarely displayed distractors and never targets, yet responses slowed most when distractors appeared there. The results confirmed that the attentional system is sensitive to first- and higher-order statistical patterns and can make short- and long-term adjustments in preferences based on prior history of inspecting unsuccessful locations.  相似文献   
66.
Designing action games for appealing to buyers.   总被引:1,自引:0,他引:1  
This study aims to identify design features for action games that would appeal to game-buyers, rather than game-players. Sixteen frequent-buyers of computer games identified 39 design features that appeal to buyers by contrasting different versions of Pacman games. Twenty-eight versions of Pacman were then evaluated in terms of the identified design features by 45 participants (27 male and 18 female college students). Qnet2000 neural network software was used to determine the relative importance of these design features. The results indicated that the top 10 most important design features could account for more than 50% of "perceived fun" among these 39 design features. The feature of avatar is important to game-buyers, yet not revealed in previous player-oriented studies. Moreover, six design factors underlying the 39 features were identified through factor analysis. These factors included "novelty and powerfulness," "appealing presentation," "interactivity," "challenging," "sense of control," and "rewarding," and could account for 54% of total variance. Among these six factors, appealing presentation has not been emphasized by player-oriented research. Implications of the findings were discussed.  相似文献   
67.
作为体制外的思想家,卢梭的《论科学与艺术》是他一生思想的雏形,它贡献了卢梭式的雄辩,一种激情与理性完美的结合。本文探讨了卢梭思想的深刻之处,即他将自由与幸福分别考虑,并把自由与绝对孤独联系起来,激情的最深处似乎是无激情的,且无法与人交流的,正是在这里导致了朝向道德法的精神超越。  相似文献   
68.
Statistical methods for identifying aberrances on psychological and educational tests are pivotal to detect flaws in the design of a test or irregular behavior of test takers. Two approaches have been taken in the past to address the challenge of aberrant behavior detection, which are (1) modeling aberrant behavior via mixture modeling methods, and (2) flagging aberrant behavior via residual based outlier detection methods. In this paper, we propose a two-stage method that is conceived of as a combination of both approaches. In the first stage, a mixture hierarchical model is fitted to the response and response time data to distinguish normal and aberrant behaviors using Markov chain Monte Carlo (MCMC) algorithm. In the second stage, a further distinction between rapid guessing and cheating behavior is made at a person level using a Bayesian residual index. Simulation results show that the two-stage method yields accurate item and person parameter estimates, as well as high true detection rate and low false detection rate, under different manipulated conditions mimicking NAEP parameters. A real data example is given in the end to illustrate the potential application of the proposed method.  相似文献   
69.
70.
新无神论是21世纪美国最引人注目的一个宗教文化现象,它对具有浓郁宗教色彩的美国社会价值观提出了质疑和挑战,引发了美国宗教文化界的巨大震荡和空前论战。本文对新无神论在美国的突起、新无神论的一般特征和主要论点、对新无神论的回应与诘难、新无神论勃兴的缘由等做了介绍和探讨,揭示了美国宗教文化界这场大论战的来龙去脉。  相似文献   
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