首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   571篇
  免费   36篇
  2023年   6篇
  2022年   3篇
  2021年   6篇
  2020年   13篇
  2019年   14篇
  2018年   30篇
  2017年   22篇
  2016年   28篇
  2015年   14篇
  2014年   25篇
  2013年   68篇
  2012年   28篇
  2011年   32篇
  2010年   25篇
  2009年   22篇
  2008年   32篇
  2007年   24篇
  2006年   26篇
  2005年   16篇
  2004年   17篇
  2003年   11篇
  2002年   24篇
  2001年   8篇
  2000年   5篇
  1999年   8篇
  1998年   10篇
  1997年   2篇
  1996年   8篇
  1995年   5篇
  1994年   9篇
  1993年   4篇
  1992年   4篇
  1991年   6篇
  1990年   4篇
  1989年   4篇
  1988年   2篇
  1986年   2篇
  1985年   5篇
  1984年   3篇
  1982年   2篇
  1979年   2篇
  1978年   2篇
  1974年   2篇
  1973年   2篇
  1972年   3篇
  1969年   3篇
  1968年   3篇
  1967年   2篇
  1966年   3篇
  1931年   1篇
排序方式: 共有607条查询结果,搜索用时 15 毫秒
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   
52.
53.
54.
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.
Abstract

This 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.
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.
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   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号