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131.
Empirical studies have validated that basic needs satisfaction supported by video game play predicts motivation and engagement outcomes. However, few studies specifically manipulated game features for each of the three basic needs specified in the self-determination theory (SDT) to examine how the game features impact players' need satisfaction and game experience. The current study employed an in-house developed exergame and manipulated the game features in a 2 (autonomy-supportive game features: on vs. off) × 2 (competence-supportive game features: on vs. off) experiment to predict need satisfaction, game enjoyment, motivation for future play, effort for gameplay, self-efficacy for exercise using the game, likelihood of game recommendation, and game rating. The manipulated game features led to the corresponding need satisfaction. Manipulated autonomy-supportive and competence-supportive game features had main effects on most motivation and engagement outcomes. Need satisfaction of autonomy and need satisfaction of competence were both found to be mediators for the relationships between the game features and the motivation and engagement outcomes. The findings add evidence to support the underlying mechanism postulated by SDT for media enjoyment and motivation as well as the emerging entertainment research conceptualizing enjoyment as need satisfaction. The findings also have practical implications for intervention effort that intends to capitalize the motivational pull of video games.  相似文献   
132.
This study was inspired by the rise in television targeting toddlers and preverbal infants (e.g., Teletubbies, Baby Mozart). Overall, we investigated if very young children who are in the early stages of language acquisition can learn vocabulary quickly (fast map) from television programs. Using a fast mapping paradigm, this study examined a group (n = 48) of toddlers (15–24 months) and their ability to learn novel words. Utilizing a repeated measures design, we compared children's ability to learn various novel words in 5 different conditions. These included the presentation and identification of a novel word by an adult speaker via live presentation when the toddler was attending (i.e., joint reference), an adult via live presentation when the toddler was not attending, an adult speaker on television, and an edited clip from a children's television program (Teletubbies). Overall, the toddlers were most successful in learning novel words in the joint reference condition. They were significantly less successful in the children's program condition. Furthermore, there was a significant interaction between age and condition on children's performance. Both younger (15–21 months) and older (22–24 months) participants identified the target objects when they were taught the novel word by an adult speaker; however, it appeared that children under the age of 22 months did not identify the target item when they were taught the novel word via the television program.  相似文献   
133.
Blinks are related to several emotional states, and the present report describes a simple, reliable way to measure blinks from the video stream of an eye obtained during eyetracking, where the source of the eye video is a video camera attached to a head-mounted eyetracker. Computer vision techniques are employed to determine the moments that a blink starts and ends, for the purpose of calculating blink frequency and duration. The video is first processed to show blocks of eyelid and pupil movements, and is then analyzed for blink starts and ends. The moment of a blink start is reported when the eyelid starts to move quickly, exceeding a predetermined threshold. The end of a blink arises when the pupil size increases by less than a separate threshold. We observed several different blink patterns from different subjects, and our algorithm was designed to work for all of these patterns. We evaluated our algorithm by manually measuring the true blinks of five different subjects while they were eyetracked. To test the sensitivity and specificity of the algorithm, we employed a series of threshold values to plot the receiver operating characteristic curves. Using the best thresholds, we achieved excellent sensitivity (>90 %) and specificity (>99 %) over the five subjects. Potential applications of this research include real-time, nonintrusive, continuous and automated measurements of mental workload and other emotional states related to blink rates and durations.  相似文献   
134.
Increased alpha and theta activities in electroencephalography (EEG) have been found during various forms of meditation. However, advanced stage of meditation drew less attention to date. We aimed at exploring EEG characteristics during advanced meditation. Bilateral absolute alpha and theta EEG powers were recorded when a single meditator at rest, exercising breath meditation, and reaching the advanced meditative stage in 10 sessions of meditation. Averaged time-series data were analyzed using simulation modeling analysis to compare the powers during different meditative phases. During breath meditation, significantly higher activities compared with baseline were found only in bilateral theta (P = 0.0406, 0.0158 for left and right sides, respectively), but not in alpha (P = 0.1412, 0.0978 for left and right sides, respectively) bands. When meditation advanced, significantly increased activities were found both in bilateral alpha (P = 0.0218, 0.0258 for left and right sides, respectively) and theta (P = 0.0308, 0.0260 for left and right sides, respectively) bands compared against breath meditation. When advanced meditation compared against baseline, bilateral alpha (P = 0.0001, 0.0001 for left and right sides, respectively) and theta (P = 0.0001, 0.0001 for left and right sides, respectively) bands revealed significantly increased activities. Our findings support that internalized attention manifested as theta activity continuingly enhances significantly in sequential phases of meditation, while relaxation manifested as alpha activity is significant only after the advanced meditative phase is reached.  相似文献   
135.
生活充满抉择,由于知识经验的局限,人们常需寻求他人建议,抑或直接请他人代己决策.诸多研究探讨了自我决策、向他人建议,以及代他人决策之间的差异.探究这种差异的动因之一在于考察何种条件下的决策更优或更“理性”.以往研究表明,自我决策或他人决策(向他人建议或代他人决策)均有可能更易违背理性决策原则,隐含着他人决策优于自我决策的“当局者迷,旁观者清”这一传统智慧有一定的边界条件.研究者一般从认知(建构水平理论)、情绪(类型和卷入度),以及动机(调节聚焦理论)三种视角对自我-他人决策差异进行解释.本文作者提出基于理由的决策(reason-based account)假设来解释自我-他人决策在理性程度上的差异.未来研究可从决策过程及脑机制上深入考察自我-他人决策差异及其机制.  相似文献   
136.
The present study aimed to investigate the psychological displacement paradigm in diary-writing (PDPD) had both immediate and short-term psychological benefits. Participants were randomly assigned to write about their recent negative life experiences two times a week for 2 weeks in PDPD group or comparison group. Results revealed that the PDPD group displayed a decrease in negative emotion and an increase in positive emotion immediately after each writing session; they also showed an increase in psychological well-being relative to the comparison group for at least 2 weeks. Implications for PDPD are discussed.  相似文献   
137.
江汶  佐斌 《心理科学》2013,36(1):157-163
大鱼小池效应(Big Fish Little Pond Effect)是解释不同教育情境中学生自我概念水平的一个特定概念,Marsh将其定义为:能力同等的学生,在平均成绩较高的学校或班级里的学业自我概念较低,而在平均成绩较低的学校或班级则学业自我概念会较高。大鱼小池效应包括学生采用概括他人和特定他人的比较标准所分别产生的同化效应和对比效应,社会比较对学业自我概念形成具有特定影响。大鱼小池效应的未来研究可以从研究方法的改进、调节变量的控制和跨文化比较等方面拓展。  相似文献   
138.
根据教育出版社编辑工作特征,运用调查研究法、特尔菲(Delphi)专家评价法等,编制了编辑胜任力调查量表,通过对分布在全国的7个教育出版社301名编辑问卷测试,并对测试数据采用因素分析与验证分析的方法进行了系统分析,建构了教育编辑胜任力模型。研究结果表明,教育编辑胜任力主要由工作取向、自我取向、人际取向3方面8个因子构成。本研究为教育出版社的优秀编辑的培养、选拔及测评方面提供了新的理论依据。  相似文献   
139.
采取整群抽样的方法,对成都及重庆两地591名流动儿童和272名城市儿童进行问卷调查,考察流动儿童疏离感的特点及其与应对方式和学校态度的关系。结果发现:(1)流动儿童疏离感各维度显著高于城市儿童;流动初中生的疏离感显著高于流动小学生,且男生的疏离感显著高于女生;(2)流动儿童疏离感的三个维度之间存在显著差异,其中社会疏离感最高,其次是环境疏离感,人际疏离感最低;(3)流动儿童疏离感对学校喜欢有显著的负向影响,而对学校回避有显著的正向影响;应对方式在流动儿童疏离感对学校态度的影响中起着部分中介作用。  相似文献   
140.
该研究探讨了我国7~9岁汉族、基诺族、布朗族儿童的“心理旋转”能力,了解不同民族的文化背景、年龄及性别差异是否对“心理旋转”产生影响。结果表明:汉族儿童的结果与基诺族及布朗族儿童结果存在明显差异,7~9岁儿童的心理旋转能力随着年龄增长而发展。未见男女性别上存在“心理旋转”能力上的差异。  相似文献   
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