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171.
Lying requires a long‐term memory search and is a cognitive load task. Telling a spontaneous lie is associated with a higher cognitive load compared with the truth, although when memories are planned before telling a lie, the cognitive load can be less compared with the truth; therefore, telling a spontaneous lie could be associated with a higher cognitive load compared with a planned lie. In this study, we examined cognitive load, as measured through oculometrics, to identify deceit in interviews. Twenty‐four subjects were questioned, and their answers classified as spontaneous lies, planned lies, and truths. Results show that saccades and fixations were associated with a higher cognitive load when telling spontaneous lies compared with telling truths. Blinks and pupillometry show that subjects require greater cognitive load when telling truths compared with planned lies. Finally, telling spontaneous lies required higher cognitive load compared with planned lies, as assessed by blinks.  相似文献   
172.
Although many studies have focused on aggression or visual-spatial cognition effects of video games, the problem-solving aspects have been largely ignored. This study sought to expand the existing literature on video game effects by focusing on a rarely-tested outcome: creative production. As a game with few rules and a high amount of player freedom, Minecraft exemplifies a game that fosters players’ abilities for creative expression. This experimental study included 352 undergraduates and it compared the effect of playing Minecraft on creativity measures compared to watching a TV show (passive control), a driving game (game control), and playing Minecraft with specific instructions (an instructional control). A within-subjects analysis found a significant correlation between trait creativity and game play habits. Between-groups experimental analyses showed that players randomly assigned to play Minecraft without instruction demonstrated significantly higher scores on post-game creativity measures compared to those who played Minecraft with instructions to “be creative,” those who played a driving game, or those who watched a television show. Results indicate that effects are not solely predicted by game mechanics, but also by the way the player plays.  相似文献   
173.
Estimations that include numerical information are ubiquitous in our daily lives, for example, housing prices, calories, etc. In the present work, we investigate how the type of information used in an estimate, particularly its level of imprecision, influences evaluations of source trustworthiness after the target value of the estimate is revealed. Specifically, building upon prior work suggesting that (a) imprecise estimates are perceived to be less accurate than precise estimates and (b) performing below expectations results in negative source evaluations, we hypothesize that if the estimate is revealed to be incorrect, imprecise estimates (i.e., 400) elicit higher source trustworthiness than precise estimates (i.e., 417), even if the imprecise estimate is objectively more incorrect (i.e., target value: 570). In addition, we find that this effect also influences consumers’ loyalty toward the source of the estimate. Four studies and a single‐paper meta‐analysis offer triangulating evidence for this prediction and its underlying psychological mechanism. Overall, this work contributes to research on estimates, source evaluations, numerical information, and the influence of errors on consumer behavior.  相似文献   
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Gamma-hydroxybutyric acid (GHB) is a drug with abuse potential, popularly known as "liquid ecstasy". It is an endogenous compound of the mammalian brain which satisfies many of the criteria for consideration as a neurotransmitter or neuromodulator. In this study, the effects of acute administration of GHB (40, 80 and 120 mg/kg, ip) on anxiety, tested in the light/dark box, were examined in male mice of the OF.1 strain. Likewise, we compared the behavioural profile of GHB with that induced by mCPP (1 mg/kg, ip), a compound with known anxiogenic actions. GHB-treated mice spent notably less time in the lit area (40 and 80 mg/kg) and more time in the dark area (all doses), whereas the total number of 'rearings', transitions and latency were significantly reduced. A very similar behavioural profile was observed in mCPP-treated animals. Overall, these findings indicate that GHB exhibits anxiogenic-like properties in male mice. It is suggested that the anxiogenic effects of GHB could be related to its ability to modulate GABA and/or dopaminergic receptors.  相似文献   
176.
This article reviews the literature on how culture influences anxiety in Latino youth. First, a review of cross-cultural variations in prevalence and measurement is presented. Then, the article focuses on how culture impacts the meaning and expression of anxiety. Specifically, we discuss the meaning and expression of anxiety, the impact of culture on anxiety at a societal level and through its effect on family and cognitive processes, and the influence of immigration and acculturation on anxiety. Finally, we propose recommendations on how to advance the literature in this area building on existing knowledge.  相似文献   
177.
This set of studies tests the link between infra-humanization, symbolic threat, and discrimination within normative contexts. In two experiments, manipulating the degree of humanity of a disliked outgroup has an effect upon the discrimination towards it. The infra-humanized outgroup is more discriminated than the humanized one. Also, the perception of symbolic threat plays the role of a justifying factor for discrimination, and mediates the relationship between degrees of humanity and discrimination. Study 2 further shows that this mediation occurs only when an egalitarian norm is activated, and not when meritocracy is made salient. The discussion focuses on factors likely to prevent infra-humanization of outgroups. It also considers how norms may change the role of threat.  相似文献   
178.
Why do some countries, regions and schools have more bullying than others? What socio‐economic, socio‐political and other larger contextual factors predict school bullying? These open questions inspired this study with 53.316 5th‐ and 9th‐grade students (5% of the national student population in these grades), from 1,000 schools in Colombia. Students completed a national test of citizenship competencies, which included questions about bullying and about families, neighborhoods and their own socio‐emotional competencies. We combined these data with community violence and socio‐economic conditions of all Colombian municipalities, which allowed us to conduct multilevel analyses to identify municipality‐ and school‐level variables predicting school bullying. Most variance was found at the school level. Higher levels of school bullying were related to more males in the schools, lower levels of empathy, more authoritarian and violent families, higher levels of community violence, better socio‐economic conditions, hostile attributional biases and more beliefs supporting aggression. These results might reflect student, classroom and school contributions because student‐level variables were aggregated at the school level. Although in small portions, violence from the decades‐old‐armed conflict among guerrillas, paramilitaries and governmental forces predicted school bullying at the municipal level for 5th graders. For 9th graders, inequality in land ownership predicted school bullying. Neither poverty, nor population density or homicide rates contributed to explaining bullying. These results may help us advance toward understanding how the larger context relates to school bullying, and what socio‐emotional competencies may help us prevent the negative effects of a violent and unequal environment. Aggr. Behav. 35:520–529, 2009. © 2009 Wiley‐Liss, Inc.  相似文献   
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