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301.
Johannes Engelkamp 《Journal of Cognitive Psychology》2013,25(3):257-274
In memory for subject-performed tasks (SPTs), subjects encode a list of simple action phrases (e.g. "lift the pen", "open the book") by performing these actions during learning. Performing tasks has proved to be a much more efficient type of encoding than verbal tasks (VTs), in which subjects only listen to the action phrases in order to memorise them. It is assumed that good item-specific encoding after SPTs plays an important role in the SPT effect. The role of relational encoding for the SPT effect is less clear, as is the question of whether SPT encoding is automatic or controlled. Two experiments were conducted to address these issues. Subjects learned lists which were categorically structured in VTs and SPTs, under focal attention or divided attention. The results indicated that relational encoding does not differ between VTs and SPTs, and that free recall is impaired in both cases by divided attention, more so in VTs than in SPTs. It is concluded that the SPT effect is primarily based on item-specific information rather than on relational information, and that VTs are more dependent than SPTs on active encoding. 相似文献
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303.
The effectiveness of psychodynamic psychotherapy has been a “hot topic” in scientific and healthcare related debates in recent years. During this time a significant amount of new evidence supporting the effectiveness of psychodynamic psychotherapy has been published. The paper provides an overview on current psychodynamic psychotherapy research, with a focus on meta-analytic findings and randomized effectiveness trials. The results in the literature show robust evidence for the effectiveness of psychodynamic therapies for a wide range of psychiatric disorders. The methodological quality of current studies is good and comparative trials with other forms of psychotherapy yield mostly equivalent results. However, further studies are needed with regard to different mental disorders as well as effectiveness studies in everyday practice. 相似文献
304.
Eesha Kokje Johannes Gerwien Christiane von Stutterheim 《Journal of Neuropsychology》2022,16(2):306-323
Event perception and cognition is integral to our everyday experience and functional ability. A commonly reported complaint in Alzheimer’s disease (AD) is the inability to follow narratives – be it textual, conversational, video, or pictures. This phenomenon has received little systematic research so far. In the current study, we developed a novel paradigm to examine macro-event recognition in individuals with AD in the early stage and its preceding stage of mild cognitive impairment (MCI) in comparison with cognitively healthy older adults, using pictures depicting events. In Experiment 1, we examined participants’ ability to integrate pictorially depicted sub-events into macro-events. The pictures were presented in a scrambled order, and participants were expected to arrange them in the temporally and causally appropriate sequence, as dictated by the macro-event schema. Additionally, we investigated the effect of cueing the appropriate event schema by providing a word cue (verb). In Experiment 2, macro-event recognition was examined again using a cognitively less taxing paradigm, where pictures depicting sub-events were presented in correct order, but staggered, and recognition speed was measured. We observed significant deficits in the AD and MCI groups’ performance compared with the cognitively healthy older adults, across both experiments, suggesting event perception and cognition is impaired early in the course of AD. There was no effect of cueing on the performance of any of the groups. The theoretical and clinical implications of these findings are discussed. 相似文献
305.
Patrick Mussel Alexander S. McKay Matthias Ziegler Johannes Hewig James C. Kaufman 《欧洲人格杂志》2015,29(4):459-467
The present study investigates how the construct intellect, according to the Theoretical Intellect Framework (TIF), predicts creativity. The TIF is a theoretical model describing the structure of the construct intellect, a sub‐dimension of the Big Five domain openness to experience. People (N = 2709) from two sub‐samples (undergraduate students and Amazon MTurkers) completed one of three creativity tasks (self‐reported, remote associates, or rated photo caption) and the Intellect Scale. The results support hypotheses derived from the TIF, as the operation Create, rather than the operations Think or Learn, significantly and in some cases uniquely predicted the self‐reported creativity indicators. Creativity indicators with a strong cognitive load (remote associates test and rated photo caption), however, were predicted by the operation Think. Results are discussed with regards to the nomological net of the operation Create and the construct validity of the creativity assessments. We provide implications for applied purposes and call for further examination of the TIF with additional creativity measures. Copyright © 2015 European Association of Personality Psychology 相似文献
306.
307.
Johannes Roessler 《Philosophical explorations》2015,18(2):153-168
308.
Johannes Bloechle Stefan Huber Korbinian Moeller 《Journal of Cognitive Psychology》2015,27(4):478-489
The idea of embodied numerosity denotes that seemingly abstract number concepts (e.g., magnitude) are rooted in bodily experiences and situated action. In the present study we evaluated whether there is an embodied representation of the place–value structure of the Arabic number system and if so whether this representation is influenced by situated aspects. In a two-digit number magnitude comparison task participants had to directly touch the larger of two numbers. Importantly, pointing responses were systematically biased toward the decade digit of the target number. Additionally, this leftward bias towards the tens digit was reduced in unit–decade incompatible number pairs. Thereby, we demonstrated an influence of place–value processing on manual pointing movement. Our results therefore corroborate the notion of an embodied representation of the place–value structure of Arabic numbers which is modulated by situated aspects. 相似文献
309.
Temporal processing in French children with dyslexia was evaluated in three tasks: a word identification task requiring implicit temporal processing, and two explicit temporal bisection tasks, one in the auditory and one in the visual modality. Normally developing children matched on chronological age and reading level served as a control group. Children with dyslexia exhibited robust deficits in temporal tasks whether they were explicit or implicit and whether they involved the auditory or the visual modality. First, they presented larger perceptual variability when performing temporal tasks, whereas they showed no such difficulties when performing the same task on a non‐temporal dimension (intensity). This dissociation suggests that their difficulties were specific to temporal processing and could not be attributed to lapses of attention, reduced alertness, faulty anchoring, or overall noisy processing. In the framework of cognitive models of time perception, these data point to a dysfunction of the ‘internal clock’ of dyslexic children. These results are broadly compatible with the recent temporal sampling theory of dyslexia. 相似文献
310.
Emese Domahidi Johannes Breuer Rachel Kowert Ruth Festl Thorsten Quandt 《Media Psychology》2018,21(2):288-307
Research examining online games often focuses on their potential to negatively impact players. One of the most common concerns is that playing online with others can displace offline relationships and, consequently, detrimentally affect one’s level of “offline” social support. However, there has been little empirical evidence supporting these causal claims. The current study addresses this by outlining a longitudinal analysis between gaming- and non-gaming-related friendships and social support among a representative sample of social online players (i.e., people who play online video games with others). The results indicate that social online video game play with online or offline friends is not related to perceived social support, positively or negatively, cross-sectionally or longitudinally. Taken together, these results dispute the long-held claims of the social displacement hypothesis and instead suggest that social online video game play does not have negative real-world consequences on players’ offline friendships or levels of offline social support. 相似文献