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981.
Violence can threaten individual wellbeing and tear at the social fabric of communities. At the same time, suffering can mobilize social coping and mutual support. Thus, the backdrop of political violence increases risk factors and stimulates resilience. The current study examined the moderating role of social coping as reflective of risk and resiliency in Northern Ireland, a setting of protracted conflict. Specifically, structural equation modeling was used to investigate whether social coping protects from or exacerbates the negative impact of sectarian crime and nonsectarian crime on maternal mental health (N = 631). Nonsectarian crime predicted greater psychological distress for mothers in Belfast. Mixed support was found for the buffering and depletion moderation hypotheses; social coping functioned differently for nonsectarian crime and sectarian crime. Greater social coping buffered mothers’ psychological distress from the negative effects of nonsectarian crime, but exacerbated maternal mental health problems when facing sectarian crime. Results suggest that social coping is a complex phenomenon, particularly in settings of protracted political violence. Implications for interventions aimed at alleviating psychological distress by enhancing mothers’ social coping in contexts of intergroup conflict are discussed.  相似文献   
982.
983.
Utilizing mood management theory (Zillmann, 1988 Zillmann, D. 1988. “Mood management: Using entertainment media to full advantage”. In Communication, social cognition and affect, Edited by: Donohew, L., Sypher, H. E. and Higgins, E. T. 147171. Hillsdale, NJ: Lawrence Erlbaum Associates, Inc..  [Google Scholar]) and its extension, the mood adjustment approach (Knobloch, 2003 Knobloch, S. 2003. Mood adjustment via mass communication. Journal of Communication, 53: 233250. [Crossref], [Web of Science ®] [Google Scholar]), we recruited participants who were entering a video rental store to assess possible links between mood and video choice. This procedure was done to maximize external validity in examining the relationship between mood and media choice. Participants reported on their current mood before entering the store; on exiting they reported on their rental choices. Overall, aspects of the viewing situation (alone vs. with others), mood, and to some extent planned activities for the night were related to video choice but not always in the ways we had predicted. In general, those who felt angry and bored chose fewer dramas; those who felt calm chose more comedies, and those who felt energetic chose more action movies but avoided crime dramas and comedies. Those who felt nervous, however, chose more–not fewer–horror movies. In addition, those who felt sad chose more–not fewer–dramas and crime dramas but avoided dramatic comedies. Rather, sad people seemed to gravitate to serious films. Possible explanations for such findings are provided. Support for mood management is somewhat stronger than for mood adjustment.  相似文献   
984.
This study examined news selection intentions that followed judgments of story bias and the extent to which those intentions were influenced by source liking. The study also examined the extent to which two personality traits, argumentativeness and need for cognition, affected perceptions of story bias and intent to select an offending source in the future. Participants were more likely to say they would return to the source of a “biased” story if they liked and had selected the source previously than they were if the source was unknown. Individuals high in argumentativeness were less likely than those low in argumentativeness to view a story with negative information about their group as biased. Need for cognition was weakly related to intent to return to an offending source. Implications for consumption of counterattitudinal information and source selection in the current news environment are discussed.  相似文献   
985.
The influence of video game realism and controller naturalness on aggression was examined with an experiment that manipulated game realism and controller naturalness. Perceived controller naturalness increased perceptions of realism of the game and led to greater immersion. The more realistic game was perceived as such and led to greater immersion. Ultimately, greater immersion led to more cognitive aggression. Results are discussed in terms of a mental models approach and the process of model matching.  相似文献   
986.
This study was undertaken to examine why a previous study revealed that children inaccurately recalled “seeing” violence in a nonviolent cartoon clip. We used a 2 (still photo vs. video clip) × 2 (action hero vs. neutral character) repeated measure experimental design and showed preschoolers (33–60 months) two photos and two video clips. Children were asked to tell a story about what might happen next. In addition, parents filled out a brief questionnaire. Results indicate that first, children whose parents reported that they had never been exposed to violent cartoons gave fewer aggressive responses than those who had seen one. Second, character type appears to have a greater effect on children's aggressive mental models than the narrative does. Overall, the effect of stereotypical action characters (as compared to neutral characters) is greater than it is for the video clip versus still-photo manipulation. Third, older children provided more aggressive story endings to the action character in the video sequence compared to younger children who saw the neutral character in the still photo or the neutral character in the video sequence. In sum, a single exposure to action cartoons may help very young children establish mental models for aggression. Second, both older and younger children are influenced by action cartoons, but older children are better able to incorporate story information whereas younger children focus on character appearance. Results are discussed in terms of mental models and child development.  相似文献   
987.
Two experiments were conducted to test several questions regarding very young children's (6–24 months) learning (i.e., simple action imitation and word learning) from video. Specifically, this study tested the video deficit, which is the tendency for infants and toddlers to learn significantly more effectively from live information than they do when identical information is presented on a screen. First, the video deficit was explored using two different tasks. Overall, the pattern of results was similar for action imitation and word learning. Specifically, the video deficit was present for both simple action imitation and for word learning in the middle cohort, but not present for younger and older children. Second, there was some mitigation of the video deficit from seeing socially meaningful actors for action imitation; however for word learning the effect only approached significance. Third, repetition helped children learn words more effectively, especially for the youngest and oldest cohort; however, repetition did not help for simple task imitation.  相似文献   
988.
Susan Goldin-Meadow's Hearing Gestures: How Our Hands Help Us to Think synthesizes findings from various domains to demonstrate that gestures convey meaning and comprise a critical and fundamental form of communication. She also argues convincingly for the cognitive utility of gesture for the gesturer. Goldin-Meadow presents an airtight case that gesture is more than just hand waving and serves as an essential tool for studying the mind.  相似文献   
989.
Young children have an impressive amount of mathematics knowledge, but past psychological research has focused primarily on their number knowledge. Preschoolers also spontaneously engage in a form of early algebraic thinking—patterning. In the current study, we assessed 4-year-old children's knowledge of repeating patterns on two occasions (N = 66). Children could duplicate and extend patterns, and some showed a deeper understanding of patterns by abstracting patterns (i.e., creating the same kind of pattern using new materials). A small proportion of the children had explicit knowledge of pattern units. Error analyses indicated that some pattern knowledge was apparent before children were successful on items. Overall, findings indicate that young children are developing an understanding of repeating patterns before school entry.  相似文献   
990.
This research aimed at investigating the utility of a computerized version of a cognitively stimulating activity as a video game intervention for elderly. The study focused on the effect of a 6-week extensive practice intervention on aspects of cognitive functioning (vigilance, working memory (WM), inhibition, reasoning) of old-old participants (= 29), randomly assigned to trained or active control group. The difference between groups was in the content of the extended video game practice – cognitively complex card game for trained and computerized version of a simple dice-game of chance for control participants. A pretest, posttest and a 4-month follow-up measurement was conducted. Results revealed improvements in both groups, except for improved reasoning found only in trained participants. These results suggest that: (1) improvements are dependent on the complexity of the program, (2) cognitively stimulating activity are a valid training procedure for old-old, (3) novelty of computer use is an important factor in determining training efficacy.  相似文献   
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