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   401篇
  免费   15篇
  2023年   4篇
  2022年   2篇
  2021年   3篇
  2020年   8篇
  2019年   13篇
  2018年   19篇
  2017年   14篇
  2016年   14篇
  2015年   12篇
  2014年   12篇
  2013年   51篇
  2012年   15篇
  2011年   16篇
  2010年   20篇
  2009年   11篇
  2008年   14篇
  2007年   10篇
  2006年   21篇
  2005年   10篇
  2004年   16篇
  2003年   14篇
  2002年   12篇
  2001年   5篇
  2000年   3篇
  1999年   6篇
  1998年   8篇
  1997年   6篇
  1996年   6篇
  1995年   3篇
  1993年   2篇
  1991年   4篇
  1990年   3篇
  1987年   3篇
  1986年   4篇
  1985年   3篇
  1983年   2篇
  1981年   5篇
  1980年   2篇
  1979年   3篇
  1978年   2篇
  1977年   2篇
  1976年   6篇
  1975年   4篇
  1974年   4篇
  1973年   4篇
  1972年   3篇
  1968年   1篇
  1967年   2篇
  1958年   1篇
  1955年   1篇
排序方式: 共有416条查询结果,搜索用时 31 毫秒
31.
32.
The purpose of the present study was to compare the effects of teacher public (i.e., loud) and private (i.e., quiet) praise on students' appropriately engaged behavior (AEB) and disruptive behaviors (DB). Employing a combined multiple-baseline withdrawal design, the effects of loud and quiet praise were assessed across two pairs of secondary classrooms. Each classroom's mean percentage of observed intervals of AEB and DB across loud and quiet praise intervention phases was assessed and compared. Overall, visual analysis of the data, multilevel modeling, and effect sizes showed that both loud and quiet praises were more effective than no treatment at increasing AEB and decreasing DB. In addition, there were no statistical or clinically significant differences between the loud and quiet praise interventions. The results are discussed in light of appropriate practices and controversies in the literature.  相似文献   
33.
34.
Keith Lehrer has been publishing on free will and compatiblism since 1960. Our concern here is to present an account of the development on his work on the subject.  相似文献   
35.
Within-group differences amongst gamers must be considered when studying the psychological correlates of gameplay. A conceptual framework, whereby gaming may be treated as a means to other ends—such as coping with boredom or bonding with friends—or as an end in itself, was the basis upon which the Gaming Styles Questionnaire was developed. Factor analysis and criterion-group validity, based on data obtained from a heterogeneous sample of gamers, offered support to a continuum of gamers, ranging from those for whom gaming is a means to other ends to those for whom gaming is an end in itself. Although age did not correlate with gaming style, men’s endorsement of gaming as an end in itself was stronger than women’s.  相似文献   
36.
37.
38.
39.
We examined the influence of semantic similarity and proactive interference (PI) on the word length effect (WLE) in immediate serial recall. Word length was manipulated by comparing memory for monosyllabic versus multisyllabic words. PI effects were evaluated by manipulating semantic similarity in the to-be-remembered lists and examining its impact on the WLE’s magnitude across eight-trial blocks. Words were sampled from a single semantic category across the entire block, from a single category within the list, or from different categories. Robust WLEs were observed in single-category blocks and when words were from different categories. However, when all the within-list words were from the same semantic category, the WLE was sharply attenuated. Except for the within-list semantic similarity condition, there was a buildup in PI levels in the form of protrusion errors across trials. However, the magnitude of the WLE did not increase with the PI buildup, suggesting that it was not affected by PI across trials.  相似文献   
40.
We asked adults with Asperger Syndrome to judge pictorial stimuli in terms of certain social stereotypes to evaluate to what extent they have access to this type of social knowledge. Sixteen adults with Asperger Syndrome and 24 controls, matched for age and intelligence, were presented with sets of faces, bodies and objects, which had to be rated on a 7-point scale in terms of trustworthiness, attractiveness, social status, and age, or, in the case of objects, price. Despite impaired performance on two important aspects of social cognition (second-order mentalizing and face recognition) the social judgements of the individuals with Asperger Syndrome were just as competent and consistent as those of their matched controls, with only one exception: there was a trend for them to be less able to judge the attractiveness of faces if they were the same sex. We explain this difference in terms of a weakness in mentalizing, specifically the ability to take a different point of view: While all other stereotypic attributions could be made from an egocentric point of view, judging the attractiveness of faces of one's own sex requires taking the perspective of someone of the opposite sex, a challenge for people with mentalizing problems. We conclude that individuals with Asperger Syndrome show preserved aspects of social knowledge, as revealed in the attribution of stereotypes to pictures of people. These findings suggest that there are dissociable subcomponents to social cognition and that not all of these are compromised in Asperger Syndrome.  相似文献   
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