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251.
Mentally placing the self in the physical position of another person might engage social perspective taking because participants have to match their own position with that of another. We investigated the influence of personal (sex), interpersonal (siblings, parental marital status), and cultural (individualistic, collectivistic) factors on individuals' abilities to mentally take the position of front‐facing and back‐facing figures in an online study (369 participants). Replicating findings from laboratory studies responses were slower for front‐facing than back‐facing figures. Having siblings, parents' marital status, and cultural background influenced task performance in theoretically predictable ways. The present perspective‐taking task is a promising experimental paradigm to assess social perspective taking and one that is free from the response biases inherent in self‐report.  相似文献   
252.
The authors evaluated age-related variations in contextual cueing, which reflects the extent to which visuospatial regularities can facilitate search for a target. Previous research produced inconsistent results regarding contextual cueing effects in young children and in older adults, and no study has investigated the phenomenon across the life span. Three groups (6, 20, and 70 years old) were compared. Participants located a designated target stimulus embedded in a context of distractor stimuli. During exposure, the location of the target could be predicted from the location of the distracters in each display. During test, these predictable displays were intermixed with new displays that did not predict the target location. Response times to locating predictable relative to unpredictable targets were compared. All groups exhibited facilitation effects greater than 0 (95% CIs [.02, .11], d = .4; [.01, .12], d = .4; and [.01, .10], d = .4, for the children, young adults, and older adults, respectively) indicating that contextual cueing is robust across a wide age range. The relative magnitude of contextual cueing effects was essentially identical across the age range tested, F(2, 103) = 1.71, ηρ2 = .02. The authors argue that a mechanism that uses environmental covariation is available to all age ranges, but the expression of the contextual cueing may depend on the way it is measured.  相似文献   
253.
All the steps in the model of therapeutic assessment used with children (TA–C) are designed to involve and impact the child's parents. However, a distinctive process that parallels and accompanies the testing sessions with the child might be the most significant in helping parents shift their story of their child and family. In this process, parents are invited to observe their child's testing sessions (in an adjacent room through a live video feed, through a 1-way mirror, or in the corner of the testing room) and process the experience with the assessor (either simultaneously in the case of the 2-assessor model or after the fact in the 1-assessor model). We discuss the development and evolution of what we have come to call the “behind the mirror” method. We describe the therapeutic intent of the method and delineate 13 techniques utilized to enlist parents as active collaborators. We illustrate each technique using the case study of a 10-year-old boy where the 2-assessor model and live video feed method were used. We also provide research findings from the case study that address the parents’ experience of the assessment and their changed view of their child.  相似文献   
254.
This investigation studied variability in visual thresholds for six subjects for 50 consecutive days. The results show the following:

1. Session-to-session variability agrees closely with the variability estimates made by Hecht and Zegers.

2. No periodic or cyclic trends appeared for the group or for any individual subject.

3. For all six subjects for the first 15 days of testing, a learning phenomenon was observed for the mean and standard-deviation data. There was a slow rise over the last 10 days of testing for the mean, but not for the standard-deviation data. (A discussion of the possible causes of the rise of the mean over the last 10 days suggested the influence of extraneous factors, such as boredom and fatigue.)

4. No effect of the menstrual cycle upon the threshold values was found.

4. No effect of the menstrual cycle upon the threshold values was found.  相似文献   
255.
This experiment investigated the effects of peer vs. adult frustration on aggressive responses of eight-year-old boys. In addition, the effect of frustration vs. nonfrustration on aggressive responding was tested.

In two experimental conditions, groups of four boys were brought into a room and read instructions preparing them for a game-competition situation. Either a peer or an adult confederate disrupted the group's goal completion. A control condition without disruption was also used.

Considerably more aggression was expressed in the peer condition than in the adult condition, on the basis of the aggression category of the Rosenzweig Picture-Frustration Test, Children's Form (20). Frustration in general led to significantly more aggression than no frustration.

The results indicated that boys of middle childhood are more attentive to and are likely to exhibit more aggressive reaction to peer frustration than adult frustration. In addition, frustration in general yielded more aggressive reaction than no frustration, supporting the original frustration-aggression theory proposed by Dollard et al. (8).  相似文献   
256.
257.
This article reviews a wide range of risk factors associated with the development of conduct problems in children, with a particular focus on the influence of time spent engaged in different types of activities. The review reveals the behavioral benefits to children and adolescents of participation in activities with physical, social, and restful properties and those that can be described as structured. Further highlighted is the need for parents and occupational therapists to be aware of children's time use and daily activity participation, and the potential for these activities to be harnessed to facilitate positive behavioral outcomes for children.  相似文献   
258.
The study examined the relationship between emotional intelligence (EI) and several addiction-related behaviours (gambling problems, Internet abuse, and computer gaming misuse) in two adolescent samples: 270 clinical outpatients (180 males and 90 females) and 256 special needs students (160 males and 96 females). Gambling problems, Internet abuse, and computer gaming misuse were positively inter-correlated in both samples; approximately half of the variability in these addiction-related behaviours could be accounted for by a common dysfunctional preoccupation latent variable. Latent variable path analysis found emotional intelligence to be a moderate predictor of dysfunctional preoccupation in both adolescent samples.  相似文献   
259.
The current research was aimed at examining how attachment styles are connected to attraction to death among eating disorder (ED) patients. A sample of 34 anorexic and 34 bulimic patients was matched by age, sex, and socioeconomic status to 37 normal controls. They were administered the Adult Attachment Scale, the Beck Depression Inventory, and the Multi-Attitude Suicidal Tendency Scale. Results show that ED patients scored significantly higher on the insecure attachment scale and were less attracted to and more repulsed by life than controls. No significant differences were found on death variables. A significant difference between the three attachment styles was found beyond depression. The results suggest a model that may explain the diversities of attachment styles and the relationship with death among ED patients. Insecure attachment style may explain the repulsion by life, while the illness itself may serve as a false “secure base” and may protect from the fear of death. Clinicians may thus attempt to replace the “illness secure base” by enriching the attraction to life.  相似文献   
260.
Abstract

Recent years have seen a tremendous rise in the development and distribution of persuasive games: digital games that are used to influence players’ attitudes and/or behavior. Three studies (NStudy 1?=?134; NStudy 2?=?94; NStudy 3?=?161) tested the effects of a persuasive game on immersion, identification, and willingness to help. The results showed that playing the persuasive game did not result in substantially stronger willingness to help, relative to the control conditions. Video and printed text resulted in more immersion than the digital game, but playing the game resulted in substantially higher perceptions of embodied presence.  相似文献   
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