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11.
Using Super's Career Pattern Study data, this study investigated the high-school age correlates of occupational stability and change among 148 men between the ages of 25 to 35. Only high-school grades were positively, though weakly, associated with both occupational stability and the degree of vocational progress that resulted from changing fields. In contrast to previous, shorter-term prediction studies, the lack of consistent relationships between high-school age correlates and adult occupational stability and change was probably due to the overriding effects of intervening events and experiences occurring between the high-school years and adulthood.  相似文献   
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This paper attempts to help therapists treat resistant patients who are in career crises. By integrating vocational development and dynamic theories of work, the author suggests ways of helping such patients with their career problems, while preparing them for the more intensive treatment they really need.  相似文献   
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Jeffrey L. Kleinberg 《Group》1996,20(4):287-302
Work Inhibition, defined as an impaired ability to pursue one's career goals, may be treated by combined individual and group therapy. The author presents a method for assessing the degree of work difficulty, a psychodynamic understanding of the problem, and an approach to treatment. He proposes that helping the patient work more actively in group will generalize to the workplace and reduce inhibition. A clinical illustration is provided.  相似文献   
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Violent content video games such as Mortal Kombat and Doom have become very popular among children and adolescents, causing great concern for parents, teachers, and policy makers. This study cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Results suggest there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. This effect is positively associated with type of game violence and negatively related to time spent playing the games. Directions for future programmatic research on video games are outlined.  相似文献   
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Mother–child conversations about pictures systematically differ from mother–child conversations about objects: Pictures are more likely than objects to elicit talk about kinds, whereas objects are more likely than pictures to elicit talk about individuals. The purpose of the current study is to examine whether this difference between pictures and objects is explained by differences in item complexity. Mothers and their 4-year-old children were randomly assigned to one of two conditions: simple or complex. In each condition, participants viewed 12 toy objects and 12 pictures, matched for content. The items were either highly detailed (complex condition) or very plain (simple condition). Replicating previous research, mothers and children provided relatively more focus on kinds when talking about pictures, and relatively more focus on individuals when talking about objects. The current results go further, however, to demonstrate that this effect is independent of the items’ complexity. We therefore propose that the picture–object difference is not due to low-level differences in amount of perceptual detail provided, but rather is due to the greater ease with which pictures serve as representations [DeLoache, J. S. (1991). Symbolic functioning in very young children: Understanding of pictures and models. Child Development, 62, 736–752]. These data indicate the ways in which a fundamental conceptual distinction between kinds and individuals arises in different linguistic expressions and in different contexts.  相似文献   
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By assessing the association strength with TRUE and FALSE, the autobiographical Implicit Association Test (aIAT) [Sartori, G., Agosta, S., Zogmaister, C., Ferrara, S. D., &; Castiello, U. (2008). How to accurately detect autobiographical events. Psychological Science, 19, 772–780. doi:10.1111/j.1467-9280.2008.02156.x] aims to determine which of two contrasting statements is true. To efficiently run well-powered aIAT experiments, we propose a web-based aIAT (web-aIAT). Experiment 1 (n?=?522) is a web-based replication study of the first published aIAT study [Sartori, G., Agosta, S., Zogmaister, C., Ferrara, S. D., &; Castiello, U. (2008). How to accurately detect autobiographical events. Psychological Science, 19, 772–780. doi:10.1111/j.1467-9280.2008.02156.x; Experiment 1]. We conclude that the replication was successful as the web-based aIAT could accurately detect which of two playing cards participants chose (AUC?=?.88; Hit rate?=?81%). In Experiment 2 (n?=?424), we investigated whether the use of affirmative versus negative sentences may partly explain the variability in aIAT accuracy findings. The aIAT could detect the chosen card when using affirmative (AUC?=?.90; Hit rate?=?81%), but not when using negative sentences (AUC?=?.60; Hit rate?=?53%). The web-based aIAT seems to be a valuable tool to facilitate aIAT research and may help to further identify moderators of the test’s accuracy.  相似文献   
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Computer algorithms are increasingly being used to predict people's preferences and make recommendations. Although people frequently encounter these algorithms because they are cheap to scale, we do not know how they compare to human judgment. Here, we compare computer recommender systems to human recommenders in a domain that affords humans many advantages: predicting which jokes people will find funny. We find that recommender systems outperform humans, whether strangers, friends, or family. Yet people are averse to relying on these recommender systems. This aversion partly stems from the fact that people believe the human recommendation process is easier to understand. It is not enough for recommender systems to be accurate, they must also be understood.  相似文献   
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Studies suggest that individuals are less likely to process information they can easily look up. Instead of committing information to memory, they rely on the Internet to store information for them—a phenomenon known as “offloading.” We examine the effects of offloading on political knowledge and voting behavior. Using data from a 10-wave panel experiment designed to study information processing in two distinct information environments, we demonstrate that people whose environment is conducive to offloading learn more during an election campaign than individuals whose information environment is not conducive to offloading, even though they look at less information during the campaign. Individuals in the offloading condition also make better vote choices despite examining less information. These results suggest that offloading reduces cognitive load, thereby freeing up processing space in working memory, which can increase learning of information that is accessed, and improve decision-making.  相似文献   
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