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191.
192.
Noting the pervasiveness of videogames in American culture, the authors set out to examine the effects that playing videogames has on children. Thirty-one children were matched on sex, randomly assigned to play either a violent (karate) videogame or a nonviolent (jungle vine swinging) videogame, and then observed during free play. The main results were that the children who had played the jungle swing videogame later played more with a jungle swing toy and that the children who played the violent videogame later showed more aggression. The authors interpreted the findings as an indication that young children who play videogames later tend to act similarly to how their videogame character acted.  相似文献   
193.
Subjects (N= 28) performing a complex disjunctive concept-formation task on a microcomputer were given the opportunity to seek help following failure to correctly identify concepts. The proportion of those seeking help was significantly greater when the source of help was the computer itself (86%) rather than another person (36%). Consistent with past research, those who did not ask for help gave reasons other than the potential negative social consequences of doing so. Self-report data and a systematic test for the presence of experimenter-induced demand ruled out several possible sources of confounding. The results have implications for designers of time-sharing and networked computer systems.  相似文献   
194.
The individual deciding on a nuclear weapons production policy is faced with a dilemma in which a choice must be made to support one of several conflicting defense policies. In order to investigate the social-psychological variables that are related to armament policy decision making, a telephone survey was conducted in the City of St. Louis, Missouri. Adult subjects (N= 110) responded to questions concerned with cognitive, attitudinal, and emotional responses to nuclear arms. Participants were also asked to choose a weapons production policy for the United States under conditions of continued and decreased Soviet nuclear arms production. Results indicated that respondents decisions about nuclear weapons production were related to their support for deterrence, the availability of their nuclear-related images, their emotional response to nuclear war, their attributions of responsibility for the prevention of nuclear war, and their political party affiliation. Distinctions between antinuclear decision-makers and pronuclear decision-makers are discussed.  相似文献   
195.
We interviewed spinal-cord-injured, other handicapped, and nonhandicapped subjects to investigate the relation between the perception of autonomic arousal and experienced emotion. The three groups differed significantly on only one measure of affect intensity, with the spinal-cord-injured subjects more often reporting stronger fear in their lives now compared with the past. In addition, spinal-cord-injured subjects often described intense emotional experiences. Spinal-cord-injured subjects who differed in their level of autonomic feedback differed in intensity on several measures. Subjects with greater autonomic feedback tended to report more intense levels of negative emotions. The findings indicate that the perception of autonomic arousal may not be necessary for emotional experience. There were weak trends in our data, however, suggesting that the perception of arousal may enhance the experience of emotional intensity. The subjective well-being reports of the handicapped groups were comparable to those of nonhandicapped subjects, indicating successful coping with their disability.  相似文献   
196.
Traits and states are concepts that people use to both describe and understand themselves and others. We show that people view these concepts as prototype-based categories that have a graded internal structure and fuzzy boundaries and identify a set of attributes that define the prototypical cores of two categories: traits and states. Prototypical traits are stable, long-lasting, and internally caused. Prototypical states are temporary, brief, and caused by external circumstances. These prototypes are not defined by averages, as the family-resemblance principle would suggest, but by ideal (or extreme) attribute values. Like other ideal-based categories, traits and states serve particular goals. Trait concepts permit people to predict the present from the past; state concepts identify those behaviors that can be controlled by manipulating the situation. These two complementary schemas are part of the extensive theory of psychological causality that is implicit in language. Abstract social concepts differ from object categories in their category standards, the nature of their attributes, and the interrelations among those attributes.  相似文献   
197.
198.
Prior work has suggested that methodological and conceptual confounding may play a role in the associations obtained between stressful life events, social resources, and adaptive outcome. Of particular concern in our work were (a) the source and method of assessment; (b) conceptual overlap between life stress and resource items and symptoms of disorder; and (c) induced response bias through the instructional sets of the stress measures. A second goal was to extend our understanding of the life stress-adjustment linkage in groups for whom little data of this type exist. By using multi-trait-multimethod procedures we found that both distal major life events and proximal daily stressors had important degrees of unique and shared variance with adaptive functioning, whereas the effects for social support were inconclusive. Further, the importance of considering possible sources of potential confounding in producing quite different levels of association between life stress and adaptation was underscored by the results.  相似文献   
199.
The influence of positive and negative moods on children's recall and recognition memory and impression-formation judgments was investigated in a two-list experimental design. A total of 161 schoolchildren, 8 to 10 years old, were presented with audiovisual information containing positive and negative details about 2 target children. Each presentation was preceded by happy or sad mood manipulations. One day later, the children were again placed in a happy or sad mood, and their recall and recognition memory and impression-formation judgments were assessed. Results showed that memory was better when (a) the children felt happy during encoding, retrieval, or both; (b) the material was incongruent with learning mood; (c) the 2 target characters were encountered in contrasting rather than in matching mood states; and (d) recall mood matched encoding mood. A happy mood increased the extremity of both positive and negative impression-formation judgments. Results are contrasted with experimental data obtained with normal or depressed adults, and implications are considered for contemporary theories of mood effects on cognition and for social-developmental research.  相似文献   
200.
The effect of a 10-day behavior modification treatment program on locus of control was investigated. The subjects were children (N = 130; 6 to 12 years old) with severe behavioral disorders who were predominantly from low socioeconomic backgrounds, from broken homes, and socially deprived. Pre- and post-testing was done with the Nowicki-Strickland Preschool and Primary Internal-External Control Scale (Nowicki & Duke, 1974) and the Nowicki-Strickland Locus of Control Scale for Children (Nowicki & Strickland, 1973). Children between the ages of 10 and 12 responded to therapy with a significant increase in internality, but younger children did not.  相似文献   
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