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961.
高尿酸血症是一种嘌呤代谢障碍性疾病,早期人们主要关注高尿酸血症对关节及肾脏的影响,但随着尿酸水平的升高,患心血管疾病的风险也相应的增加,近年来越来越多的研究用于证明高尿酸血症与心血管疾病之间的相互作用,人们才逐渐关注高尿酸血症对心血管疾病的影响,并且一直是学者关注的焦点之一,高尿酸血症是否为冠心病的独立危险因素?高尿酸血症是否直接和冠心痛的预后相关?两者之间的关系一直存在争议,本文就高尿酸血症与冠心病关系、高尿酸血症对冠心痛影响的可能机制作一综述.  相似文献   
962.
963.
阅读研究中的主要眼动指标评述   总被引:2,自引:0,他引:2  
眼跳和注视是阅读过程中的两种基本眼动现象.目前在对阅读的眼动研究中分析指标主要包括两类,一类是与眼睛何时移动有关的时间维度的眼动指标,具体包括以字或词为兴趣区的眼动指标,如单一注视时间、首次注视时间、第二次注视时间、凝视时间、离开目标后的首次注视时间、回视时间和总注视时间等,以及以短语或句子为兴趣区的眼动指标,如第一遍阅读时间、向前阅读时间、第二遍阅读时间、回视路径阅读时间、重读时间等.另一类是与眼睛移动位置有关的空间维度的眼动指标,具体包括眼跳距离、注视位置、注视次数、跳读率、再注视比率和回视次数等.在使用眼动指标时,需要注意眼动指标的分类、原始数据的删除标准以及眼动指标的选择等问题.  相似文献   
964.
采用归类任务,比较不同知识条件、不同特征呈现方式下,对非定义特征维度的掌握,验证类别学习的认知学习机制。结果发现对非定义特征维度的掌握,在样例特征固定位置呈现条件下较多,而在样例特征随机呈现条件下较少;在知识定义特征维度条件下较多,而在机械定义特征维度条件下较少。研究结果支持了类别学习的认知学习机制。  相似文献   
965.
This study examined the effects of locus of control, self‐esteem, and organizational climate on psychological empowerment in a sample of Chinese teachers. Participants were 1,272 Chinese teachers (460 men and 821 women) residing in six provinces in China. Results indicated that self‐esteem was a positive predictor of psychological empowerment. Several dimensions of organizational climate, namely professional communication, decision‐making, appraisal and recognition, supportive leadership, and professional growth, were also positive predictors of teachers’ psychological empowerment. Locus of control, although related to psychological empowerment, had no predictive effects when other factors related to empowerment were considered.  相似文献   
966.
Well-coordinated bimanual force control is common in daily life. We investigated the effects of anodal transcranial direct current stimulation (tDCS) over the primary motor cortex on bimanual force control. Under a cross-over study, young adults (n = 19; female = 6, male = 13) completed three bimanual force control tasks at 5%, 25%, and 50% of bimanual maximum voluntary force (BMVF) before and after real or sham tDCS. Real tDCS enhanced accuracy at all BMVF, reduced variability at 5% BMVF, and increased coordination at 5% BMVF. Real tDCS improved force control at 5% and 25% BMVF, and especially increased bimanual coordination at 5% BMVF. These findings might have implications for establishing interventions for patients with hand force control deficits.  相似文献   
967.
ABSTRACT

Previous research has assessed links between violent video game playing, aggression, and desensitization in the moral domain, but here we find that frequent violent video game play additionally may be linked with differences in perceptual processing. In an emotion-induced blindness task – wherein graphic images typically outcompete and impair perception of targets – violent video game players suffered less perceptual disruption following aversive images than non-players did, despite no group difference following neutral images. This difference persisted when controlling for sex and other violent media consumption and despite no group differences in trait aggression, disgust propensity, or disgust sensitivity. Importantly, the recruitment method ensured that participants were not aware of links between the experiment and their videogame playing history. Although a causal relationship has yet to be established, the findings suggest that violent video game players might sometimes, literally see the world differently.  相似文献   
968.
Prior research on mood management through media consumption has encountered mixed results. This study seeks to address these discrepancies by incorporating time of measurement into the examination of regulatory outcomes and by identifying trait-like cognitive moderators that presumably are involved in the regulation of negative moods. Results showed that sad mood initially fostered longer listening to mood-compatible music but such preference decreased over time, suggesting the merits of considering temporal changes in the mood-repair process. In addition, ruminative trait was found to be a significant factor in how people cope with their sad moods, whereas mood salience was not.  相似文献   
969.
This study introduces a social context model within which peer acceptances of prosocial-leadership, aggression, and social withdrawal were examined as functions of the contextual norms of these behaviors. The major postulate of the model is that the extent to which a behavior permeates a social context facilitates peer acceptance of the behavior. Specific hypotheses with respect to classroom and gender as different social contexts were formulated and supported when tested in a sample of 4,650 Chinese middle school students from 82 classes. The discussion emphasizes the theoretical as well as the methodological need for alternative conceptualizations of peer relations that reflect both individual differences and contextual variations.  相似文献   
970.
The authors report 4 experiments exploring long-term analogical transfer from problem solutions in folk tales participants heard during childhood, many years before encountering the target problems. Substantial culture-specific analogical transfer was found when American and Chinese participants' performance was compared on isomorphs of problems solved in European versus Chinese folk tales. There was evidence of transfer even among participants who did not report being reminded of the source tale while solving the target problem. Comparisons of different versions of a target problem indicated that similarity of solution tool affected accessing, mapping, and executing components of problem solving, whereas similarity of goal object had only a moderate effect on accessing. High school students also evidenced greater transfer than did middle school students.  相似文献   
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