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31.
    
Focusing on researchers, the predominant discourse on reflexivity has seldom considered the contribution that participants could make to research through their self‐reflections. To bring to light the significance of participants' self‐reflection in participatory inquiries, I develop the concept of participant reflexivity, referring to the process in which participants use insights gained through self‐reflection for data analysis and group discussion. My discussion is based on a community‐based participatory research project conducted with a group of adult learners on their educational experiences. I examined the accounts shared by one of the participants by using insights from the theories of reflexive interview, dialogical narrative analysis and video ethnography, and found that her accounts played a pivotal role in evoking group reflections and drawing the conclusion of the project. I argue that participant reflexivity is a useful construct that can do justice to what participants can uniquely offer in participatory inquiries. The concept can also contribute to advancing knowledge of reflexivity by complementing the researcher‐focused predominant discourse on reflexivity. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
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Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction.  相似文献   
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Analyses of information integration and of retention were used to examine the processing of deviant information in prediction and evaluation tasks. Sets of test scores were presented serially for a group of hypothetical students, and subjects were asked to evaluate the performance of each student or predict each student’s performance on a comprehensive final exam. An averaging model with greater weight for the more recent scores than for the earlier scores was supported for both types of task, but the recency was more pronounced in the prediction task. Weighting of deviant scores differed in the prediction and evaluation tasks. Significant discounting (underweighting) of deviant scores was obtained only in the prediction task, The ability to recall deviant scores on uncued tests of retention was higher in the prediction task than in the evaluation task. Prediction of future performance based on inconsistent measures of past performance thus appears to be an active process involving the discovery and discounting of unrepresentative information.  相似文献   
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School connectedness refers to students' beliefs that their peers and adults at school care about their learning and themselves as individuals. School connectedness has been widely documented as a significant predictor for positive student outcomes, yet little is known about factors associated with it as an outcome variable. Guided by the advocating student-within-environment framework situated with the social development model, this study explored individual and contextual factors associated with school connectedness among 1,201 students in Grades 4 to 8. Gender, ethnicity, grade level, and social skills were found to be significant individual factors, whereas school support for learning and acceptance of diversity were significant contextual factors. Together, the individual and contextual factors explained 47% of the variance in school connectedness. Our findings also revealed grade-related variability concerning associations between the factors and school connectedness. These findings provide further insights into fostering connectedness in the context of counseling in schools with consideration to students' developmental needs.  相似文献   
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Do people judge others based on the brands they use? Prior research finds evidence to this effect, yet we argue this phenomenon is far from universal. Drawing on research on implicit self‐theories, we find that only entity (but not incremental) theorists are prone to judging people based on their brand use (Studies 1 and 2). We show that entity theorists infer that people use brands to signal who they are to others, thereby forming perceptions of these people based on the personality of the brands they use, but incremental theorists are reluctant to make inferences about brand users’ signaling motives (Studies 3, 4, and 5). When tendencies to make signaling inferences are reduced, entity theorists no longer judge people based on their brand use (Studies 3 and 4). Furthermore, even incremental theorists judge people based on their brand use when given the information that their brand use is not driven by situational forces, but is potentially driven by a signaling motivation (Study 5).  相似文献   
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The striatum is associated with the learning and retention of motor skills. Several studies have shown that motor learning induces neuronal changes in the striatum. We investigated whether macroscopic change in striatum volume occurs in a segment of the human population who learned basketball-related motor skills and practiced them throughout their entire athletic life. Three-dimensional magnetic resonance imaging volumetry was performed in basketball players and healthy controls, and striatum volumes were compared based on basketball proficiency, region and side. We identified morphological enlargement in the striatum of basketball players in comparison with controls. Our results suggest that continued practice and repetitive performance of basketball-related motor skills may induce plastic structural changes in the human striatum.  相似文献   
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Instructional applications (apps) are educational software programs that can be accessed via mobile technologies (e.g., iPad, smartphone) and used to help students acquire various academic skills, including mathematics. Although research suggests that app-based instruction (AI) can be effective, there is a paucity of research comparing AI, to teacher-directed instruction (TDI) or to a combination of instructional approaches (CI) involving both AI and TDI in tandem. In an alternating treatments design, we compared AI, TDI, and CI conditions during instruction targeting multiplication facts with six students with learning disabilities. Results were inconsistent across students, and no condition emerged as consistently better than the others. Students completed social validity rating scales, and all approaches were favored by at least one student. Our results support findings from previous research involving similar comparisons between these instructional formats in which no (or minimal) differences across conditions were detected. We conclude that there may not be a meaningful difference between the outcomes achieved using AI, TDI, or CI for many students. Results are discussed in terms of directions for the future research.  相似文献   
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This study examined the psychometric quality of the Affect-Balance Scale (ABS) (Bradburn, 1969) using data collected from 292 middle-aged and older adults, living independently. The dimensionality of the scale was examined, the quality of individual items was tested, and the validity of the ABS was studied. Using a tetrachoric correlation matrix with the robust weighted least squares (WLSMV) estimation method of the Mplus program, we found that two moderately correlated (r = -0.37) constructs are needed to adequately account for the pattern of item scores in the ABS. Two of the 10 ABS items were found to be problematic. When raw sum scores were used in analysis, the correlation between the positive-affect and the negative-affect subscales was lower (r = -0.17), indicating that random and nonrandom measurement error masked the relationship between the two. While affect-balance correlated substantially with five criterion well-being measures, the negative-affect subscale (which constitutes half of the ABS) had a similar pattern of correlations, with only slightly lower magnitude. The theoretical construct of nobreak 'balance' is also questioned. The 'balance' scoring method (subtracting the negative-affect subscale score from the positive-affect subscale score) nets exactly the same score as does summing scores from both subscales together. Accordingly, the summed scores have the very same correlations with other variables as do the balance scores.  相似文献   
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