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201.
蔡敏 《心理学探新》2012,32(3):257-262
研究在文献分析、大学生访谈、专家反馈及理论建构的基础上,编制了大学生婚恋观初始问卷。研究者在50名大学生中征求了对于问卷内容的修改建议,对300名大学生实施了试测,进行了项目分析和探索性因素分析,初步确定出问卷的维度和项目。在正式测试中,将1608名大学生随机分成对等两组,分别进行了探索性和验证性因素分析。研究结果表明,大学生婚恋观问卷包含六个维度,分别为择偶条件、婚恋价值、情感需求、性爱道德、婚姻本质及夫妻地位。该问卷的六个维度与构想模型拟合较好,并具有良好的信度和效度指标,可以作为大学生婚恋观的测评工具。  相似文献   
202.
Novel products present unknown opportunities as well as unknown risks. Past research suggested that low psychological control highlights risks and reduces the adoption of novel products. Consistent with a situated cognition perspective, we show that this depends on the specifics of low control. Across five studies, novelty seeking was lower after consumers thought about instances of low (vs. high) personal influence, but higher after consumers thought about instances of low (vs. high) predictability of the world. Thinking about a lack of personal influence increased the perceived importance of personal capability and in turn impaired the exploration of novel options, whereas thinking about an unpredictable world increased the perceived importance of preparedness for an unknown future and in turn the exploration of novel options. Throughout, perceiving low personal influence benefited familiar products, whereas seeing the world as unpredictable benefited novel products. This highlights that understanding consumers' responses to a lack of control requires joint consideration of the specifics of threat and task, consistent with situated cognition principles.  相似文献   
203.
The purpose of the present study was to validate the Classroom Climate Inventory (CCI) in Korean middle schools. Specifically, we investigated whether the original eight‐factor structure of the Japanese version of the CCI (Involvement, Affiliation, Friction, Satisfaction, Self‐disclosure, Task Orientation, Order, and Equity) is appropriate for Korean middle schools. The results indicated that the Korean version of the CCI showed a different factor structure from the Japanese CCI. In the cross‐culturally validated CCI, the Friction factor included in the Japanese version was divided into two factors (i.e., Harmony and Conflict), and Equity was excluded. The final model of the Korean CCI displayed acceptable goodness‐of‐fit indices, which indicated that it is a valid instrument by which to measure the classroom climate of Korean middle schools. Lastly, implications for future research and limitations are discussed.  相似文献   
204.
Interrelated functions of the three orientations to happiness were examined by a cross-sectional survey, in the context of a ski resort experience. Accordingly, a conceptual framework of pleasure, flow, and involvement influencing satisfaction was established. Utilizing structural equation modeling, the conceptual framework was tested by analyzing data collected from 279 participants who enjoyed skiing and/or snowboarding. Results from bootstrap test indicated that direct and total effects from flow had the highest predictive power on satisfaction. In contrast, pleasure showed higher explanatory power on subjective experiences of flow and meaning, and influenced satisfaction only by indirect effects through those elements. Together, these findings support the research model synthesizing the behavioral constructs of sport participation with subjective well-being perspectives. Moreover, the expanded model in a sporting context further evidences the functional roles of the orientations to happiness by results consistent with extant literature of positive psychology. Roles of embodiments of orientations to happiness in an action-based exercise and its implications are further discussed.  相似文献   
205.
Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction.  相似文献   
206.
Interactive three-dimensional (3D) virtual environments like Second Life have great potential as venues for effective e-health marketing and e-brand management. Drawing from regulatory focus and interactivity literatures, this study examined the effects of the regulatory fit that consumers experience in interactive e-health marketing on their brand satisfaction and brand trust. The results of a two-group comparison experiment conducted within Second Life revealed that consumers in the regulatory fit condition show greater brand satisfaction and brand trust than those in the regulatory misfit condition, thus confirming the persuasive influence of regulatory fit in e-brand management inside 3D virtual worlds. In addition, a structural equation modeling analysis demonstrated the mediating role of consumers' perceived interactivity in explaining the processional link between regulatory fit and brand evaluation. Theoretical contributions and managerial implications of these findings are discussed.  相似文献   
207.
根据情绪弹性的理论构建,编制出二维结构的青少年情绪弹性问卷。问卷经探索性因素分析,抽取出积极情绪能力和情绪恢复能力两个维度,表明情绪弹性的理论构建是合理的;通过问卷的信、效度检验,表明该问卷可以作为测评青少年情绪弹性的有效工具。运用本问卷对青少年的调查表明,青少年的情绪弹性存在着显著的性别和年级差异,男生明显高于女生,高中生明显高于初中生。  相似文献   
208.
ABSTRACT

Virtual simulations allow users to feel and manipulate objects as they would in the physical world. Guided by exemplification theory and risk communication research, a virtual exemplar was developed to allow users to feel the weight of the caloric density of unhealthy snacks (e.g., potato chips) to heighten risk perceptions on snack choices. A 3 (base-rate statistics, print exemplar, virtual exemplar) × 3 (Time 1, Time 2, Time 3) mixed design experiment (N = 152) compared the effect of three mediated modes of delivering health information at baseline, immediately after, and 1 week after treatments. Virtual exemplars led to greater spatial presence, issue involvement, and recommended health behavior than did base-rate statistics or print exemplars, but had no effect on perceived vividness. Heightened perceived susceptibility following virtual exemplars persisted for 1 week. Findings emphasized the importance of spatial presence elicited by an exemplar in heightening the perceived susceptibility of health risks both immediately after and 1 week after exposure. The role of spatial presence and vividness in the context of virtual exemplars that afford the illusion of firsthand experiences is discussed and compared against traditional exemplification research that has focused on the impact of secondhand experiences.  相似文献   
209.
探讨情绪弹性和性别变量对青少年加工负性情绪信息时注意偏向的影响,采用情绪stroop实验范式,以46名青少年为被试,以负性情绪图片为实验材料,考察不同情绪弹性和性别的青少年在负性情绪图片颜色识别时的反应时间差异。结果发现,情绪弹性对负性情绪图片颜色识别的主效应显著,统计效力非常明显;性别对负性情绪图片颜色识别的主效应显著,统计效力明显;情绪弹性与性别在颜色识别上的交互作用不显著。这说明青少年负性情绪信息加工过程中产生的注意偏向效应受情绪弹性和性别因素的影响。  相似文献   
210.
In this study, we simulated environmental heat exposure to 18 participants, and obtained functional magnetic resonance image (fMRI) data during resting state. Brain functional networks were constructed over a wide range of sparsity threshold according to a prior atlas dividing the whole cerebrum into 90 regions. Results of graph theoretical approaches showed that although brain networks in both normal and hyperthermia conditions exhibited economical small-world property, significant alterations in both global and nodal network metrics were demonstrated during hyperthermia. Specifically, a lower clustering coefficient, maintained shortest path length, a lower small-worldness, a lower mean local efficiency were found, indicating a tendency shift to a randomized network. Additionally, significant alterations in nodal efficiency were found in bilateral gyrus rectus, bilateral parahippocampal gyrus, bilateral insula, right caudate nucleus, bilateral putamen, left temporal pole of middle temporal gyrus, right inferior temporal gyrus. In consideration of physiological system changes, we found that the alterations of normalized clustering coefficient, small-worldness, mean normalized local efficiency were significantly correlated with the rectal temperature alteration, but failed to obtain significant correlations with the weight loss. More importantly, behavioral attention network test (ANT) after MRI scanning showed that the ANT effects were altered and correlated with the alterations of some global metrics (normalized shortest path length and normalized global efficiency) and prefrontal nodal efficiency (right dorsolateral superior frontal gyrus, right middle frontal gyrus and left orbital inferior frontal gyrus), implying behavioral deficits in executive control effects and maintained alerting and orienting effects during passive hyperthermia. The present study provided the first evidence for human brain functional disorder during passive hyperthermia according to graph theoretical analysis using resting-state fMRI.  相似文献   
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