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101.
Linn D. Young 《创造性行为杂志》2012,46(3):220-243
To provide a more developed research model of innovation in organizations, we reconsidered current thinking about the effects of organizational justice on innovative behavior at work. We investigated the mediating role of perceived organizational support (POS) between the two constructs. As hypothesized, empirical results showed that justice dimensions were related to innovative behavior of employees, whereas all of their relationships became no longer significant when POS intervened (full mediation). This indicates that organizational justice promotes innovative behavior through the psychological mechanism of POS rather than directly. We discussed implications and limitations of this study, and proposed future research avenues. 相似文献
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Jessica Mange Woo Young Chun Keren Sharvit Jocelyn J. Belanger 《European journal of social psychology》2012,42(5):552-556
Is the same person perceived as more dangerous if the perceiver is induced to think about Arab and Muslim categories versus no category? Using the shooter paradigm, this study investigated the effects of the accessibility of ethnic (Arab) versus religious (Muslim) categories versus no category on spontaneous aggressive responses toward a target with an ambiguous appearance. Results demonstrated that shooting reactions toward armed targets were faster than non‐shooting reactions toward unarmed targets, especially if the target was a man. Despite these main effects, participants made faster decisions to shoot an ambiguous armed target if primed with the category Arab or Muslim (versus no category priming). The findings indicate that the mere priming of these social categories is sufficient to facilitate aggressive responses, even if the targets themselves are ambiguous. Copyright © 2012 John Wiley & Sons, Ltd. 相似文献
106.
Continuous causation, in which incremental changes in one variable cause incremental changes in another, has received little attention in the causal judgment literature. A video game was adapted for the study of continuous causality in order to examine the novel cues to causality that are present in these paradigms. The spatial proximity of an object to an "enemy detector" produced auditory responses as a function of the object's proximity. Participants' behavior was a function of the range of the effect's auditory sensitivity and the moment-to-moment likelihood of detection. This new paradigm provides a rich platform for examining the cues to causation encountered in the learning of continuous causal relations. 相似文献
107.
Stewart AD Klein S Young J Simpson S Lee AJ Harrild K Crockett P Benson PJ 《British journal of psychology (London, England : 1953)》2012,103(2):183-202
We piloted three-dimensional (3D) body scanning in eating disorder (ED) patients. Assessments of 22 ED patients (including nine anorexia nervosa (AN) patients, 12 bulimia nervosa (BN) patients, and one patient with eating disorder not otherwise specified) and 22 matched controls are presented. Volunteers underwent visual screening, two-dimensional (2D) digital photography to assess perception and dissatisfaction (via computerized image distortion), and adjunctive 3D full-body scanning. Patients and controls perceived themselves as bigger than their true shape (except in the chest region for controls and anorexia patients). All participants wished to be smaller across all body regions. Patients had poorer veridical perception and greater dissatisfaction than controls. Perception was generally poorer and dissatisfaction greater in bulimia compared with anorexia patients. 3D-volume:2D-area relationships showed that anorexia cases had least tissue on the torso and most on the arms and legs relative to frontal area. The engagement of patients with the scanning process suggests a validation study is viable. This would enable mental constructs of body image to be aligned with segmental volume of body areas, overcoming limitations, and errors associated with 2D instruments restricted to frontal (coronal) shapes. These novel data could inform the design of clinical trials in adjunctive treatments for eating disorders. 相似文献
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Gerard M. Martin Ashar Pirzada Alexander Bridger Julian Tomlin Christina M. Thorpe Darlene M. Skinner 《Learning and motivation》2011,42(4):288-299
Rats were able to search multiple food cups in a foraging task and successfully return to a fixed, but not a variable, start location. Reducing the number of food cups to be searched resulted in an improvement in performance in the variable start condition. Performance was better when only one or two food cups had to be visited but was still impaired if the food was not found in the first cup searched. Variable start locations impaired performance when only one food cup had to be searched, if that cup was moved over the table. These findings suggest that there is an interaction between memory processes and the navigational processes that allows an animal to return to its start location after a foraging trip. It appears that a fixed location for the food or the start point of a foraging trip is a necessary precondition for accurate performance. 相似文献
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Joachim Stoeber Matt Harvey Joshua A. Ward Julian H. Childs 《Personality and individual differences》2011,51(8):991-995
According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. To investigate if this pattern also holds for online gaming, the present study investigated 160 gamers involved in playing massively multiplayer online role-playing games (MMOs) and examined positive and negative affect (a) when playing and (b) when prevented from playing. In addition, the effects of general affect and craving for playing MMOs were controlled for. Results were as expected from the Dualistic Model of Passion: harmonious passion for online gaming predicted positive affect when playing whereas obsessive passion predicted negative affect when playing and when prevented from playing. Moreover, these effects remained unchanged when general affect and craving were controlled for. With this, the present research shows that individual differences in passion for online gaming explain unique variance in gaming-related emotions. Moreover, the present findings suggests that craving is a variable that future research on positive and negative affect in online gaming should pay closer attention to. 相似文献