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51.
This study examines how the victimization of a close friend, or vicarious peer victimization, affects adolescent violence. Competing processes linking vicarious peer victimization and violence are empirically evaluated including social learning theory, general stain theory, and peer group selection models. The analyses use peer-network data from three waves of the National Longitudinal Study of Adolescent Health (Add Health). Regression models demonstrate that the association between vicarious peer victimization and violence is attributed primarily to peer-group selection and social learning mechanisms. These findings indicate that victimization affects not only the immediate victims of violence, but permeates throughout adolescent social networks. 相似文献
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Lawrence Vogel 《International Journal of Philosophical Studies》2013,21(1):55-72
This paper is concerned with the implications of Husserl's phenomenological reformulation of the problem of error. Following Husserl, I argue that the phenomenon of error should not be understood as the accidental failure of a fully constituted cogito, but that it is itself constitutive of the cogito's formation. I thus show that the phenomenon of error plays a crucial role in our self-understanding as unified subjects of experience. In order to unpack this 'hermeneutical function' of error, I focus on three inter-related notions which are recurrently used by Husserl to refer to the central aspects of error apprehension: explosion (Explosion), replacement (Ersatz), and cancellation (Durchstreichung). My discussion, however, does not remain committed to the Husserlian framework as such. This is not only because Husserl's notion of explosion proves itself untenable, but because the Husserlian paradigm does not make room for a linguistic dimension intrinsic, in my view, to the realization of error. Hence, I proceed by reconstructing the Husserlian terms as tropes of realization, as narratological devices in the 'language game' of error. I argue that these hermeneutical devices are necessary for maintaining what Nietzsche would call the self's 'semblance of unity'. The assumption of one single subject is perhaps unnecessary; perhaps it is just as permissible to assume a multiplicity of subjects, whose interaction and struggle is the basis for our thought and our consciousness in general? (Nietzsche, The Will to Power #490) 相似文献
55.
Karin de Boer 《International Journal of Philosophical Studies》2013,21(4):534-558
AbstractThis article challenges Honneth’s reading of Hegel’s Philosophy of Right in The Pathologies of Individual Freedom: Hegel’s Social Theory (2001/2010). Focusing on Hegel’s method, I argue that this text hardly offers support for the theory of mutual recognition that Honneth purports to derive from it. After critically considering Honneth’s interpretation of Hegel’s account of the family and civil society, I argue that Hegel’s text does not warrant Honneth’s tacit identification of mutual recognition with symmetrical instances of mutual recognition, let alone his subsequent projection of symmetrical forms of mutual recognition onto the various spheres of the Philosophy of Right as a whole. I conclude by indicating an alternative way in which Hegel’s text might be used to understand contemporary society. 相似文献
56.
Ninety-three children from a child guidance clinic were asked to select the Rorschach card which represented their mother, their father, the card they liked best, the card they liked least, and the most frightening card. In comparing the present data with earlier findings, it was determined that no reliable selection of a parental card could be safely made. However, card X appears to represent consistently the best liked card and Card IV a negative reaction card. As in earlier studies, none of the significant results represents a majority of the group's choices for any one stimulus value. 相似文献
57.
Kelly R. Wolfe Karin S. Walsh Nina C. Reynolds Frances Mitchell Alyssa T. Reddy Iris Paltin 《Child neuropsychology》2013,19(4):370-384
Medical advances have resulted in increased survival rates for children with brain tumors. Consequently, issues related to survivorship have become more critical. The use of multimodal treatment, in particular cranial radiation therapy, has been associated with subsequent cognitive decline. Specifically, deficits in executive functions have been reported in survivors of various types of pediatric brain tumor. Survivors are left with difficulties, particularly in self-monitoring, initiation, inhibition, and planning, to name a few. Another domain in which survivors of pediatric brain tumor have been reported to show difficulty is that of social skills. Parents, teachers, and survivors themselves have reported decreased social functioning following treatment. Deficits in executive functions and social skills are likely interrelated in this population, as executive skills are needed to navigate various aspects of social interaction; however, this has yet to be studied empirically. Twenty-four survivors of pediatric brain tumor were assessed using a computerized task of executive functions, as well as paper-and-pencil measures of social skills and real-world executive skills. Social functioning was related to a specific aspect of executive functions, that is, the survivors' variability in response time, such that inconsistent responding was associated with better parent-reported and survivor-reported social skills, independent of intellectual abilities. Additionally, parent-reported real-world global executive abilities predicted parent-reported social skills. The implications of these findings for social skills interventions and future research are discussed. 相似文献
58.
Karin Rodhe 《The Psychoanalytic quarterly》2013,82(4):1049-1066
59.
Pseudocontingencies (PCs) allow for inferences about the contingency between two variables X and Y when the conditions for genuine contingency assessment are not met. Even when joint observations X i and Y i about the same reference objects i are not available or are detached in time or space, the correlation r(X i ,Y i ) is readily inferred from base rates. Inferred correlations are positive (negative) if X and Y base rates are skewed in the same (different) directions. Such PC inferences afford useful proxies for actually existing contingencies. While previous studies have focused on PCs due to environmental base rates, the present research highlights memory organization as a natural source of PC effects. When information about two attributes X and Y is represented in a hierarchically organized categorical memory code, as category-wise base rates p(X) and p(Y), the reconstruction of item-level information from category base rates will naturally produce PC effects. Three experiments support this contention. When the yes base rates of two respondents in four questionnaire subscales (categories) were correlated, recalled and predicted item-level responses were correlated in the same direction, even when the original responses to specific items within categories were correlated in the opposite direction. 相似文献
60.
Empirical studies have validated that basic needs satisfaction supported by video game play predicts motivation and engagement outcomes. However, few studies specifically manipulated game features for each of the three basic needs specified in the self-determination theory (SDT) to examine how the game features impact players' need satisfaction and game experience. The current study employed an in-house developed exergame and manipulated the game features in a 2 (autonomy-supportive game features: on vs. off) × 2 (competence-supportive game features: on vs. off) experiment to predict need satisfaction, game enjoyment, motivation for future play, effort for gameplay, self-efficacy for exercise using the game, likelihood of game recommendation, and game rating. The manipulated game features led to the corresponding need satisfaction. Manipulated autonomy-supportive and competence-supportive game features had main effects on most motivation and engagement outcomes. Need satisfaction of autonomy and need satisfaction of competence were both found to be mediators for the relationships between the game features and the motivation and engagement outcomes. The findings add evidence to support the underlying mechanism postulated by SDT for media enjoyment and motivation as well as the emerging entertainment research conceptualizing enjoyment as need satisfaction. The findings also have practical implications for intervention effort that intends to capitalize the motivational pull of video games. 相似文献