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81.
A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health. An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry. A total of 816 (34.0 percent) individuals completed and returned the questionnaire. The majority (56.3 percent) of respondents used video games on a regular basis. The prevalence of video game addiction was estimated to be 0.6 percent, with problematic use of video games reported by 4.1 percent of the sample. Gender (male) and age group (young) were strong predictors for problematic use of video games. A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types. Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of anxiety and depression. Video game use was not associated with reported amount of physical exercise.  相似文献   
82.
In the introduction to this special issue on youth purpose, the authors discuss the challenges in assessing purpose in adolescents; purpose is a concept that has more often been studied in adults but not in youth. First, theauthors discuss how purpose has been defined in the literature. The authors then situate purpose in the context of a host of related constructs, such as intentional self-regulation, future orientation, goal setting, and identity. Additionally, the authors discuss the importance of accurately measuring youth purpose, as well as in what contexts the assessment of purpose is useful, such as for positive youth development researchers, as well as practitioners and evaluators of youth development programs.  相似文献   
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Developmental system theories recognize that variables from multiple levels of organization within the bioecology of human development contribute to adolescent development, including individual factors, family factors and the neighborhood which includes extracurricular activities. Extracurricular activities provide a context for youth development, and participation has been linked with positive developmental outcomes. This study uses data from a subsample of early adolescents in the 4-H Study of Positive Youth Development to determine whether neighborhood assets moderate the effect of adolescent activity involvement on positive and negative developmental outcomes. The relationship between activity involvement and neighborhood assets was different for girls as compared to boys when assessing outcomes of positive youth development, risk behavior, and depression. Consistent with a developmental systems perspective, the findings affirm the need for researchers and practitioners to consider multiple contextual influences when seeking to understand or promote, respectively, positive youth development.  相似文献   
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The Mayer, Salovey, & Caruso Emotional Intelligence Test (MSCEIT) has been reported to provide reliable scores for the four-branch ability model of emotional intelligence [Mayer, J. D., Salovey, P., & Caruso, D. R. (2002). Mayer–Salovey–Caruso Emotional Intelligence Test (MSCEIT). User's manual. Toronto, Canada: Multi-Health Systems]. However, no studies have yet been reported that have carried out a comprehensive analysis of reliability of scores from MSCEIT, taking into account the different conceptual features of the multifacet measurement design. Results from generalizability analyses of scores from 111 Norwegian executives' responses on the Norwegian version of MSCEIT show that scores reflect considerable amounts of measurement error. Ability scores from Perceiving Emotions are multidimensional, reflecting different types of emotion and the presence or absence of rated emotions in the stimuli. Generalizability (reliability) coefficients for scores from Perceiving Emotions, Facilitating Thought, Understanding Emotion, and Managing Emotions were estimated to .71, .37, .50, and .46, respectively, which is substantially lower than reported in previous studies. The low estimated generalizability coefficients suggest that the scores may not generalize well to intended domains, and the validity of some of the scores may be questioned.  相似文献   
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There seems to be a quantitative increase in creativity scores through the years of childhood and adolescence, with some strong declines at certain developmental stations. However, earlier studies give no information about qualitative changes in creativity development. Traditional divergent thinking tests, for example, give more or less pure quantitative information about cognitive skills. The present investigation examined age trends using the recently developed Test zum schöpferischen Denken—Zeichnerisch, or in English, Test for Creative Thinking‐Drawing Production (TCT‐DP). The TCT‐DP recognizes qualitative response categories. In the present investigation, the TCT‐DP was administered to children between four and eight years of age (N = 272) from kindergarten and the first two school grades. In addition to a quantitative analysis, a special qualitative analysis of the drawings shows how and in which way different subcomponents of creativity develop. Six developmental stages of creativity, closely related to general cognitive development, were identified.  相似文献   
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International Journal of Hindu Studies - This article examines the changing nature of Tantra in the digital era by focusing on three online tāntrik practitioners from Assam. The region of...  相似文献   
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