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181.
As the Internet, the global medium of the future, expands exponentially, it has become increasingly relevant to scientific research. So far, there is but little evidence that online testing is suitable for collecting ability-test data. The present article aims to shed light on some aspects of the issue by comparing the performance in a computer-administered ability test of one lab sample and two online samples using a quasi-experimental design. Mean score differences appeared, but can be explained by differences in age and education, and were not due to the test setting (online vs. laboratory). Also, there were no structural differences between the achievement scores of both samples. Some limitations on generalizability are discussed.  相似文献   
182.
Although several studies have implicated parental socialization in children's development of multiple executive functions, little is known about how parenting may predict inhibitory control when emotion is involved. In this study, 42 children completed two tasks with their mothers at 3.5 years. Maternal emotion language was coded during a storybook task, and maternal scaffolding was coded during a puzzle task. At 3.5 and 4 years, children's inhibitory control was assessed with Day–Night and Happy–Sad card games, Stroop‐like tasks that differ in that the latter contains emotion content. Accuracy and latency on Happy–Sad were predicted by maternal emotion language but not scaffolding. In contrast, latency on Day–Night was predicted by scaffolding but not emotion language. This shows context‐specificity in the links between parenting and cognitive control, such that emotion socialization predicted children's performance in an emotional context only, while more general scaffolding behaviours predicted inhibitory control in the non‐emotional condition. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   
183.
The concern of this work is how knowledge based on design experience can be developed, disseminated, articulated, and acquired. We propose the notion of inspirational patterns, or i-patterns, which refers to abstractions of core ideas and essential elements from a class of coherent examples, pointing to promising regions in the design space. Most current work on patterns concentrates on proven solutions to recurring problems; i-patterns, on the other hand, are oriented toward the innovative and inspirational. The design domain of interest to us is interaction design, which can be roughly defined as design with digital materials. More specifically, we focus on the intersection of tangible interfaces and social computing that is called embodied interaction. The paper presents nine i-patterns for embodied interaction, including “Virtual information is tied to positions in the material world” and “Heterogeneous virtual information fuses into a few sensory parameters.” Published in Proc. Nordes 2005, submitted for republication in Knowledge, Technology and Policy.  相似文献   
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The current research applied the regulatory fit hypothesis (E. T. Higgins, 2000) to the evaluation of groups, suggesting that individuals' group appraisal depends on how well the groups fit their regulatory needs. Specifically, it was predicted that higher power groups would fit and be more valued by those individuals with a promotion focus because these groups provide a better opportunity to sustain nurturance and achievement needs. Alternatively, lower power groups were predicted to fit and be more valued by those individuals with a prevention focus because these groups necessitate (and thus sustain) a focus on safety and security. Five studies found support for these predictions by both assessing and manipulating regulatory focus and group power and by using explicit and implicit measures of group attraction. Moreover, these regulatory fit effects occurred specifically for group power and not for general differences in group status.  相似文献   
185.
Königs K  Knöll J  Bremmer F 《Perception》2007,36(10):1507-1512
Previous studies have shown that the perceived location of visual stimuli briefly flashed during smooth pursuit, saccades, or optokinetic nystagmus (OKN) is not veridical. We investigated whether these mislocalisations can also be observed for brief auditory stimuli presented during OKN. Experiments were carried out in a lightproof sound-attenuated chamber. Participants performed eye movements elicited by visual stimuli. An auditory target (white noise) was presented for 5 ms. Our data clearly indicate that auditory targets are mislocalised during reflexive eye movements. OKN induces a shift of perceived location in the direction of the slow eye movement and is modulated in the temporal vicinity of the fast phase. The mislocalisation is stronger for look- as compared to stare-nystagmus. The size and temporal pattern of the observed mislocalisation are different from that found for visual targets. This suggests that different neural mechanisms are at play to integrate oculomotor signals and information on the spatial location of visual as well as auditory stimuli.  相似文献   
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A constructivist theory of the evolution of cognitive development is proposed. Seven propositions are posed plus supporting evidence. Constructing fundamental physical and logicomathematical conceptual universals underlies the development of cognition in primate phylogeny, ontogeny and history. Nevertheless, diverging onset and offset ages, velocity, extent, sequencing and organization mark the evolution of cognitive development in primate phylogeny. Thus, the evolution is heterochronic, not simply recapitulatory. Converging origins followed by diverging development of primates' conceptual constructions insures species‐specific cognitive specializations. Some specializations (e.g. recursive classifying) evolved in great ape development but not in monkey development; while others (e.g. hierarchically integrated classifying) evolved in human development only. Human enculturation and language (symbolic) rearing fosters quantitative but not qualitative progress in most of chimpanzees’ developing cognition. Heterochronic evolution provided humans with the widest and most synchronic ontogenetic window of opportunity for progressive cognitive development. The descendant cognitive development – humans’ precocial, integrated and extended intellectual constructions – bridges the evolution and history of ideas.  相似文献   
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A Java-based microworld environment for studying resource management is described. FISH 3 may be used in research or the classroom to investigate commons dilemmas and resource dilemmas. The program uses ocean fishing as its metaphor; participants (“fishers”) experience the metaphor through both graphics (“fish” may be seen in an ocean) and text (e.g., resource replenishment is translated as “spawning”). In either stand-alone or networked modes, either with all human fishers or a mixture of human and computer fishers, 15 parameters such as the number of resource units (fish), participants (fishers), and trials (seasons), payoff values, the rate and period of resource regeneration (spawning), harvesting greed by computer fishers, awareness of other harvesters’ actions, uncertainty in the amount of the resource, operating costs, and whether the resource is visible to harvesters may be varied.  相似文献   
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