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71.
Sexpert, an expert computer program designed to counsel couples on their sexual relationships, was evaluated. Eighty-one heterosexual couples were assigned to one of three experimental manipulations (Sexpert, video, and self-help book) or a control condition. Daily sexual behavior monitoring forms and structured retrospective reports served as measures of baseline and post-manipulation behavior. Daily monitoring of sexual behavior failed to show significant changes occurring after the manipulations. However, retrospective data concerning the postmanipulation period show that compared with the control, the Sexpert, video, and book manipulations had a significant positive impact on couples’ sexual behavior, communication, and learning about sexuality. Sexpert, video, and book were similarly evaluated, except that Sexpert was evaluated as more engaging. In addition, subjects retrospectively reported positive changes in communication, relationship satisfaction, and sexual behavior during the baseline period. This suggests that daily behavioral monitoring is intrusive and may confound the variables measured by it.  相似文献   
72.
Commercial database programs such as dBase and Paradox, although developed originally for business applications, are versatile and powerful tools that can be used for an academic purpose such as evaluating student performance. They can be used to write and store test questions, assemble and print classroom or on-line laboratory tests, and calculate grades, test statistics, and so forth. Databases are flexible, unlike textbook “ancillary” test bank programs that are inextricably bound to the strictly linear format and brief shelf life of specific textbook editions. A prototypical relational database program is described, with which an instructor can produce tests based on generic terms adapted from Boneau’s (1990) study of psychological literacy, as well as on behavioral learning objectives adapted from Bloom’s (1956) taxonomy of educational objectives. As a relational database, the program integrates terms, objectives, questions, tests, and test scores, and avoids unnecessary data duplication and waste of computer storage space.  相似文献   
73.
High and low self-monitors heard either a physically attractive or unattractive source promote a new product with either strong or weak arguments. High self-monitors were persuaded by the physically attractive source only when she presented strong arguments. In contrast, low self-monitoring individuals were persuaded by the physically attractive source regardless of argument strength. Neither high nor low self-monitors were persuaded by the physically unattractive source, regardless of the quality of the arguments she offered. Cognitive response and recall data suggest that high self-monitors may have been systematically processing the physically attractive source's message and low self-monitors may have been more heuristically processing her message. Results are discussed in terms of their implications for advertising strategies.  相似文献   
74.
75.
Recent research on the Ms. stereotype suggests a potentially important exception to the strong link between gender and managerial stereotypes observed in the 1970s. Specifically, we hypothesized that a woman who prefers “Ms.” as her title of address would be seen by perceivers of both sexes as more similar in the “requisite” traits of a successful, middle manager than would a woman who prefers a traditional title of address for herself. These hypotheses were tested by having respondents rate a “successful, middle manager” or other stimulus persons varying in titles of address, sex, and marital status. Correlational analyses of respondents' ratings of stimulus persons yielded strong support for the hypotheses. That is, a woman preferring Ms. as her title of address was seen by adult perceivers of both sexes as possessing the “requisite” personality characteristics of a successful, middle manager; whereas a traditionally titled woman was not. Implications of these findings are discussed.  相似文献   
76.
This experiment compared the extent to which students learned facts included in computer-based-training frames that required an overt response to those that did not. Frames included two types of facts: Some facts had one word missing which had to be supplied by the student (active facts). Other facts had no missing words and required no overt response (passive facts). Each student completed four 14-fact modules in random order. Two of the modules contained frames with all active facts. Each frame in the other two modules contained one active and six passive facts. Paper pretests and posttests showed that students learned twice as many facts when all facts in the module were active than when only one in seven were active. The modules that included passive facts required one-fifth the time to complete than those with only active facts. Students learned more facts per minute of training in one of the two modules that included passive facts than in the two modules with only active facts.  相似文献   
77.
This study investigated the personality and family-of-origin differences in male and female alcoholics. Results indicated that, regarding personality, men (both type 1 and type 2) were less troubled than were women. Implications for treatment based on these results are included.  相似文献   
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79.
The aim of this study was to apply the narrative approach in analyzing family therapy meetings in cases of acute psychosis. The self-narrative is essential in acute psychosis since it is either collapsed or not coherent enough. The results indicate that it is important to create concrete practices that produce stories concerning the patient in relation to others. The self-narrative must be re-authored by the patient even though it is socially constructed. This is achieved by creating multiple perspectives of self-narratives in so-called therapy meetings with the patient, family members, and staff members representing different professionals.  相似文献   
80.
Computer games offer unique opportunities to apply unobtrusive constraints to action that permit meaningful analysis without destroying the integrity of the game itself. To a much greater extent than most traditional laboratory tasks, computer games represent holistic, meaningful, and natural human activity. Considerable concern about the appropriate analysis and interpretation of results, however, remains. One strategy that addresses these concerns involves the adoption of separate but convergent analytic perspectives. This article suggests that three such perspectives (viz., the objective, the subjective, and the empirical) can be combined to provide the necessary logical leverage to allow meaningful research. Alternative analyses of data collected from the playing of a particular arcade-type computer game are used to illustrate this point.  相似文献   
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