首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   409篇
  免费   16篇
  2023年   3篇
  2022年   3篇
  2021年   7篇
  2020年   12篇
  2019年   9篇
  2018年   13篇
  2017年   11篇
  2016年   14篇
  2015年   10篇
  2014年   6篇
  2013年   51篇
  2012年   24篇
  2011年   24篇
  2010年   9篇
  2009年   10篇
  2008年   14篇
  2007年   15篇
  2006年   11篇
  2005年   14篇
  2004年   6篇
  2003年   12篇
  2002年   14篇
  2001年   12篇
  2000年   6篇
  1999年   12篇
  1998年   5篇
  1997年   6篇
  1995年   5篇
  1994年   4篇
  1993年   6篇
  1992年   5篇
  1991年   6篇
  1990年   4篇
  1989年   2篇
  1988年   4篇
  1987年   4篇
  1986年   3篇
  1985年   5篇
  1984年   3篇
  1983年   4篇
  1982年   5篇
  1981年   5篇
  1980年   2篇
  1979年   2篇
  1978年   2篇
  1976年   5篇
  1975年   4篇
  1973年   2篇
  1968年   3篇
  1967年   2篇
排序方式: 共有425条查询结果,搜索用时 15 毫秒
311.
What can be done to improve student engagement and learning in college lectures? One approach is to ask questions that students answer during the lecture. In two lab experiments, students received a 25‐slide PowerPoint lecture in educational psychology that included four inserted multiple‐choice questions (questioning group) or four corresponding statements (control group). Students in the questioning group used a personal response system (PRS), in which they responded to questions using a hand‐held remote control, saw a graph displaying the percentage of students voting for each answer, and heard the teacher provide an explanation for the correct answer. Students in the control group received the corresponding slide as a statement and heard the teacher provide an explanation. The questioning group outperformed the control group on a retention test in Experiment 1 (d = 1.23) and on a transfer test in Experiment 2 (d = 0.74), but not on other tests. The results are consistent with a generative theory of learning, and encourage the appropriate use of questioning as an instructional method. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   
312.
313.
The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, Cerevrum, on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing speed. Participants completed a pretest of cognitive assessments, played one of the two mini-games within Cerevrum (Stardust or Heroes) for 1.5 hr over three 30-min sessions and then completed a posttest of cognitive assessments and a questionnaire about interest and engagement during the game. An inactive control group completed only the pretest and posttest. Results showed no significant differences among the Heroes group, Stardust group, and control group on the posttest scores, even when controlled for pretest scores. These findings do not support the claim that playing brain-training games for a short period results in transfer of cognitive training to nongame venues.  相似文献   
314.
In this study, we utilized reliability generalization procedures to examine internal consistency estimates across 3 scales measuring the belief in a just world. The distribution of reliability estimates for the measures suggest low to moderate ranges of internal consistency reliability coefficients. The Global Belief in a Just World Scale (Lipkus, 1991) produced the highest average reliability score (alpha = .81) compared to the Just World Scale (Rubin & Peplau, 1973; alpha = .64) and the Just World Scale Revised (Rubin & Peplau, 1975; alpha = .68).  相似文献   
315.
In a typical haptic search task, separate items are presented to individual fingertips. The time to find a specific item generally increases with the number of items, but is it the number of items or the number of fingers that determines search time? To find out, we conducted haptic search experiments in which horizontal lines made of swell paper were presented to either two, four or six of the participants' fingertips. The task for the participant was to lift the finger under which they did not feel (part of) a line. In one of the conditions separate non-aligned lines were presented to the fingertips so that the number of items increased with the number of fingers used. In two other conditions the participants had to find an interruption in a single straight line under one of the fingertips. These conditions differed in the size of the gap. If only the number of items in the tactile display were important, search times would increase with the number of fingers in the first condition, but not depend on the number of fingers used in the other two conditions. In all conditions we found that the search time increased with the number of fingers used. However, this increase was smaller in the single line condition in which the gap was large enough for one finger to not make any contact with the line. Thus, the number of fingers involved determines the haptic search time, but search is more efficient when the stimulus can be interpreted as consisting of fewer items.  相似文献   
316.
The present study investigated developmental patterns in children's interpretation of anxiety-related physical symptoms and emotional reasoning, and to what extent these phenomena are influenced by children's level of cognitive development. A large sample of 4-13-year-old children (N=358) were exposed to vignettes in which the presence and absence of physical symptoms was systematically varied. In addition, children completed a series of conservation tasks and a theory-of-mind-test. Results demonstrated that from the age of 7, children were increasingly able to link physical symptoms to anxiety. Furthermore, cognitive development appeared to enhance children's ability to interpret physical symptoms as a sign of anxiety. Further, children's tendency to infer danger from vignettes with physical symptoms (i.e., emotional reasoning) was already prominent in 4-6-year-olds. The implications for physical symptom-based theories of childhood anxiety are briefly discussed.  相似文献   
317.
The effects of stimulus availability on preference were evaluated using two conditions of a modified preference assessment. Different preference hierarchies were found in 15-s access conditions than in 15-min access conditions. Subsequent comparisons of a short-availability high-preference stimulus and a long-availability high-preference stimulus verified differential preferences for stimuli based on duration of availability.  相似文献   
318.
319.
320.
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号