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   12926篇
  免费   531篇
  国内免费   2篇
  2021年   75篇
  2020年   136篇
  2019年   170篇
  2018年   240篇
  2017年   264篇
  2016年   268篇
  2015年   202篇
  2014年   271篇
  2013年   1463篇
  2012年   461篇
  2011年   498篇
  2010年   312篇
  2009年   326篇
  2008年   489篇
  2007年   449篇
  2006年   439篇
  2005年   440篇
  2004年   442篇
  2003年   424篇
  2002年   453篇
  2001年   222篇
  2000年   186篇
  1999年   202篇
  1998年   216篇
  1997年   209篇
  1996年   165篇
  1995年   176篇
  1994年   163篇
  1993年   181篇
  1992年   169篇
  1991年   144篇
  1990年   145篇
  1989年   129篇
  1988年   123篇
  1987年   133篇
  1986年   118篇
  1985年   150篇
  1984年   190篇
  1983年   196篇
  1982年   197篇
  1981年   180篇
  1980年   146篇
  1979年   137篇
  1978年   185篇
  1977年   157篇
  1976年   166篇
  1975年   143篇
  1974年   160篇
  1973年   109篇
  1972年   77篇
排序方式: 共有10000条查询结果,搜索用时 15 毫秒
41.
The generation effect refers to the memory advantage of words that have been generated rather than read. Such a read-generate comparison confounds qualitative task differences and raises methodological problems. A revised methodology is proposed circumventing these problems in that the encoding task is held constant and all stimuli have to be generated, but the degree of generativeness (i.e. the amount of cueing) is varied. In Experiment 1, 1, the (refined version of the) generation effect is demonstrated in a within-subjects design; with increasing generation activity left to the subject, free recall performance increases. No effect is obtained for degree of target masking. The same finding is replicated and shown to be independent of self-paced study time when generative activity is manipulated between subjects (Experiment 2) or within subjects (Experiment 3). As all learning trials involve generation, encoding time is controlled statistically, and free recall is used as a measure of memory, this refined generation effect cannot be explained as an artifact of selective attention or elaboration. Rather, generative activity seems to increase the mobilization of cognitive resources. This motivational account is supported by Experiment 4 showing an enhanced generation effect for positive mood.  相似文献   
42.
43.
44.
45.
46.
47.
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   
48.
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   
49.
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   
50.
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   
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