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In memory for subject-performed tasks (SPTs), subjects encode a list of simple action phrases (e.g., thumb through a book, knock at the door) by performing these actions during learning. In three experiments, we investigated the size of the levels-of-processing effects in SPTs as compared with those in standard verbal learning tasks (VTs). Subjects under SPT and VT conditions learned lists of action phrases in a surface or a conceptual orienting task. Under both encoding conditions, the subjects recalled fewer items with surface orienting tasks than with conceptual orienting tasks, but the levels-of-processing effects were strongly reduced in the SPT condition. In the SPT condition, items that were encoded in a surface orienting task were still substantially recalled. The items were recalled almost as well as the conceptually encoded items in the VT condition. The distinct reduction of the levels-of-processing effect is caused by the fact that, in SPT encoding even with a verbal surface orienting task, subjects process conceptual information in order to perform the denoted action. We attribute the small conceptual advantage, which remains with SPT despite the conceptual processing for performing, to the fact that items are not as well integrated into memory as they are when conceptual processing is focused on the action component, rather than on the semantic contexts. This lower integration reduces the accessibility of items in the verbal surface task, even with SPT encoding.  相似文献   
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Relative ingroup prototypicality (RIP) is an important concept in the ingroup projection model (IPM) of social discrimination and tolerance. This paper reviews measures of RIP currently in use and critically examines how the notion of RIP is captured by statistical tests treating RIP as a single variable. It is concluded that composite measures of RIP imply multiple statistical hypotheses that have previously been confounded. The value of an alternative multiple regression approach is illustrated in a study testing the hypothesis of a negative relationship between RIP and outgroup attitudes. Results based on the conventional univariate analyses would have confirmed or disconfirmed the hypothesis depending on the scoring method. In contrast, the multiple regression approach described in this paper resolves this ambiguity by suggesting that only outgroup prototypicality may be necessary to predict outgroup attitudes. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   
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Threat has been proposed as an important cause of prejudice with social identification moderating its effects. In the context of the expansion of the European Union, two studies (N = 216 students and N = 107 non‐students) examined how people with different levels of subgroup and superordinate identification respond to threats from an outgroup nested within the same superordinate category as the ingroup. Across experiments, a consistent finding was that participants who strongly identified with the subgroup (Germany) and the superordinate group (Europe) at the same time were most susceptible to a subtle manipulation of threat. Among these participants, threat increased prejudice (Studies 1 and 2) and ingroup projection (Study 2). Findings are discussed with regard to theoretical models of subgroup relations, especially the ingroup projection model, as well as the European integration process. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   
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It is often assumed that graphemes are a crucial level of orthographic representation above letters. Current connectionist models of reading, however, do not address how the mapping from letters to graphemes is learned. One major challenge for computational modeling is therefore developing a model that learns this mapping and can assign the graphemes to linguistically meaningful categories such as the onset, vowel, and coda of a syllable. Here, we present a model that learns to do this in English for strings of any letter length and any number of syllables. The model is evaluated on error rates and further validated on the results of a behavioral experiment designed to examine ambiguities in the processing of graphemes. The results show that the model (a) chooses graphemes from letter strings with a high level of accuracy, even when trained on only a small portion of the English lexicon; (b) chooses a similar set of graphemes as people do in situations where different graphemes can potentially be selected; (c) predicts orthographic effects on segmentation which are found in human data; and (d) can be readily integrated into a full‐blown model of multi‐syllabic reading aloud such as CDP++ (Perry, Ziegler, & Zorzi, 2010). Altogether, these results suggest that the model provides a plausible hypothesis for the kind of computations that underlie the use of graphemes in skilled reading.  相似文献   
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Abstract

Considerable attention has been devoted recently to changes in the psychological contract and the implications for HRM. However, much of our understanding of both the socio-cognitive processes involved in the contracting process and the ability of national HRM systems to accommodate the new demands of psychological contracting is accultural or unicultural. This article reviews the content, process, and context of changes in the contract within Europe. A model of the relationship between national culture and other cross-national factors and the process of contracting is developed.  相似文献   
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A study of 494 employees nested in workgroups from 19 different organizations revealed group identification to be an important factor influencing work-related bullying at both the individual and the group level. Results show that the more employees identified with their group, the less likely they were victims of bullying, which is in line with previous social identity-based analyses of work stress. More importantly, the higher the average level of group identification in the organization, the lower the odds of being a victim versus not being a victim. The latter effect constituted a genuine context effect. These findings redress a neglect of the social bases of workplace bullying and suggest that bullying needs to be understood within a broader perspective of workgroup identities.  相似文献   
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ABSTRACT

Recent studies have found that digital games can be used to improve the players’ mood, especially after emotionally unpleasant experiences. We introduce competence repair as an extension of previous work on mood repair. To investigate the effects of digital games on both mood and competence repair, we conducted 3 studies using quiz games. In the quasi-experimental Study 1 (N = 143), we manipulated the necessity for repair via a false feedback task (positive vs. negative), and looked at the impact of in-game success (victory vs. defeat). In the experimental Studies 2 (N = 91) and 3 (N = 109), we aimed at conceptually replicating and extending the findings on the impact of in-game success by varying participants’ success over a series of 4 matches (Study 2: close game outcomes, Study 3: clear victory/defeat). The results of these studies indicate that the efficacy of digital games for mood repair, as well as competence repair, depends on the necessity for repair, as well as success in the game. However, competence repair occurred even after participants were defeated repeatedly in a series of close matches. These results are discussed in light of the potential of digital games for fulfilling (previously thwarted) psychological needs.  相似文献   
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