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The influence of movement kinematics on the accuracy of predicting the time course of another individual's actions was studied. A human point-light shape was animated with human movement (natural condition) and with artificial movement that was more uniform regarding velocity profiles and trajectories (artificial condition). During brief occlusions, the participants predicted the actions in order to judge after occlusion whether the actions were continued coherently in time or shifted to an earlier or later frame. Error rates and reaction times were increased in the artificial compared to the natural condition. The findings suggest a perceptual advantage for movement with a human velocity profile, corresponding to the notion of a close interaction between observed and executed movement. The results are discussed in the framework of the simulation account and alternative interpretations are provided on the basis of correlations between the velocity profiles of natural and artificial movements with prediction performance.  相似文献   
63.
We examined the associations between parental educational/occupational levels and cognitive performance in Spanish adolescents. Cognitive performance was measured by a validated Scholar Aptitudes test in 2,162 participants. Parental educational and occupational levels were positively associated with all specific cognitive abilities and the overall score (p<001 to .04). The odds ratios of having a high cognitive performance (top quartile) in adolescents with high parental educational level were 1.6 to 1.7 times higher than for those with a low parental educational level. Similarly, the odds ratios were 1.9 to 2.4 times higher for adolescents with high parental occupational level. These findings suggest an association between parental educational/occupational levels and cognitive performance in Spanish adolescents and support the parents' role in the creation of a stimulating intellectual environment.  相似文献   
64.
This paper describes the development of a self-report scale for adolescents to assess positive youth development values. It presents a substantial number of psychometric results performed on a sample of 2,400 adolescents (1,068 boys and 1,332 girls) from 12 to 17 years ( M = 14.73, SD = 1.25), who were studying secondary education in Western Andalusia. The results provide evidence of the psychometric quality of items, cross-validity of a structure of eight first-order factors and three second-order factors, obtained through exploratory and confirmatory factor analysis, and adequate reliability. This study concludes that the scale presents adequate evidence of validity and reliability that allows assessment, especially in school contexts, of a broad set of values of particular relevance to positive youth development.  相似文献   
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T. B. Ward (1994) investigated creativity by asking participants to draw alien creatures that they imagined to be from a planet very different from Earth. He found that participant drawings reliably contained features typical of common Earth animals. As a consequence, Ward concluded that creativity is structured. The present investigation predicts that this limitation on creativity is not restricted to drawings: the use of different technology will not change creative output. To investigate this question, participants performed Ward's task twice: once using pencil and paper and once using software made to design creatures (the Spore Creature Creator). Only minor significant differences were found. This preliminarily suggests that changing tools does not affect the overall rigidity of the creative process. This lends further support to Ward's thesis on the structural rigidity of creativity. We conclude by suggesting an elaboration to Ward's thesis that will be explored in future work. We suggest that aesthetics might be one of the factors that contribute to creative constraint, in that creatures that are too unusual would be less interesting.  相似文献   
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Most models of community collaboration emphasize the ability of diverse partners to come together to enact systematic changes that improve the health of individuals and communities. The ability of these groups to leverage resources is thought to be an important marker of successful collaboration and eventual improvements in community health. However, there is a paucity of research addressing linkages between systems change activities and leveraged resources. This study used a sample of collaboratives (N = 157) that received technical assistance and funding through the Georgia Family Connection Partnership (GaFCP) between 2006 and 2007. Data were collected from collaborative report of activities and funding, member ratings of collaborative functioning, and characteristics of the communities served by the collaboratives drawn from US Census data. Cross-lagged regression models tested longitudinal associations between systems change activities and leveraged dollars. The results indicated that systems change activities predict increased leveraging of resources from state/federal and private partners. However, there was no evidence that systems changes were linked with leveraging resources from local groups and agencies. These findings have important implications for providing technical assistance and training to health partnerships. Furthermore, future research should consider the relative strength of different systems change activities in relation to the ability of coalitions to leverage resources.  相似文献   
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The Dictator Game (DG), one of the best-known designs in experimental social science, has been extensively criticized, and declared by some to be defunct, on the grounds that its results are the product of a research artefact. Critics of the DG argue that the behaviour observed in the game (where agents frequently decide to share their money with strangers) is not the outcome of genuine pro-social preferences but must, instead, be interpreted as a response to the cues given by the experimental design, where these cues signal that the game is about ‘sharing’ (i.e. about altruism or pro-social behaviour). Despite this criticism, the DG continues to be extensively used, and some have defended its validity as an instrument capable of measuring the role of social pressure and social norms against economic motivations. This article examines the assumptions implicit in the claim that the DG results are artefactual and spells out the conditions under which the game can be used to test hypotheses about pro-social behaviour. To conclude we show how the DG debate helps to illuminate the pitfalls embedded in the abandonment of the dominance principle, and argue that this is crucial to the expanding agenda of experimental economics.  相似文献   
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