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Neuropsychology Review - Mindfulness-based programs (MBPs) are increasingly utilized to improve mental health. Interest in the putative effects of MBPs on cognitive function is also growing. This...  相似文献   
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Novel and creative therapeutic modalities have been developed in an effort to increase motivation in family therapy for adolescents and families. Many of these approaches incorporate experiential activities or “family play”, which provides a supplemental approach to traditional talk therapy. Incorporating experiential activities into family therapy sessions has been shown to increase engagement and enhance participation in therapy. Therefore, to understand how families view experiential activities within family therapy, we interviewed nineteen adolescents (age 12–17) and their parents/caregivers who were receiving family therapy augmented with experiential activities. We asked a series of open-ended questions to understand the families’ experiences concerning how they initially felt about participating in family therapy and their perceptions of the experiential activities. The activities involved experiential interactions and skill-building exercises that elicited active participation from all family members and encouraged further discussions. Topics of these activities focused on problem areas the family had identified, such as anger management, problem-solving, improving communication, substance use, expressing feelings, coping, etc. Results showed that most caregivers and youth found the experiential activities helpful in creating positive family interactions and developing communication skills. Caregivers and adolescents noted that the activities increased their desire to participate in family therapy sessions and they were more motivated to engage in the treatment process. Clinicians using the methods discussed in this intervention should be aware of the study’s limitations. Implications for clinical practice and research are discussed.  相似文献   
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In this study, preference for social interaction was investigated for three young children diagnosed with autism. The study consisted of conducting a multiple stimulus without replacement preference assessment to determine a hierarchy of preference for the interactions and conducting a reinforcer assessment. Results showed several types of social interaction functioned as reinforcers. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
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Early deceptive behavior often involves acts of wrongdoings on the part of children. As a result, it has often been assumed, although not tested directly, that children are better at identifying lies about wrongdoing than lies about other activities. We tested this assumption in two studies. In Study 1, 67 3- to 5-year-olds viewed vignettes in which a character truthfully or falsely claimed to have committed a good or bad act. Children were biased to label claims that the character had committed a good act as the truth and claims that the character had committed a bad act as lies. In Study 2, 51 4- to 6-year-olds viewed vignettes in which characters either admitted or denied committing a good or bad act. Children were better at identifying truth-tellers and liars when the acts were good. Results suggest that young children initially overgeneralize the concept of lie to include all negative acts and the concept of the truth to include all good acts and only gradually make a distinction between act valence and honesty. As a result, including wrongdoing in scenarios to test children's early understanding of the meaning of lying is likely to underestimate children's abilities.  相似文献   
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Using a personal computer (PC) for simple visual reaction time testing is advantageous because of the relatively low hardware cost, user familiarity, and the relative ease of software development for specific neurobehavioral testing protocols. However, general-purpose computers are not designed with the millisecond-level accuracy of operation required for such applications. Software that does not control for the various sources of delay may return reaction time values that are substantially different from the true reaction times. We have developed and characterized a freely available system for PC-based simple visual reaction time testing that is analogous to the widely used psychomotor vigilance task (PVT). In addition, we have integrated individualized prediction algorithms for near-real-time neurobehavioral performance prediction. We characterized the precision and accuracy with which the system as a whole measures reaction times on a wide range of computer hardware configurations, comparing its performance with that of the “gold standard” PVT-192 device. We showed that the system is capable of measuring reaction times with an average delay of less than 10 ms, a margin of error that is comparable to that of the gold standard. The most critical aspect of hardware selection is the type of mouse used for response detection, with gaming mice showing a significant advantage over standard ones. The software is free to download from http://bhsai.org/downloads/pc-pvt/.  相似文献   
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