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891.
Even though theistic philosophers and scientists agree that God created, sustains, and providentially governs the physical universe and even though much has been published in general regarding divine action, what is needed is a fine‐grained, conceptually coherent account of divine action, causation, dispositions, and laws of nature consistent with divine aseity, satisfying the widely recognized adequacy conditions for any account of dispositions.1 Such an account would be a basic part of a more comprehensive theory of divine action in relation to the fundamental concepts of science and of mathematics. Our aim in this article is simply to present such a theory.  相似文献   
892.
Alvin Plantinga's evolutionary argument against naturalism states that evolution cannot produce warranted beliefs. In contrast, according to Plantinga, Christian theism provides (I) properly functioning cognitive faculties in (II) an appropriate cognitive environment, in accordance with (III) a design plan aimed at producing true beliefs. But does theism fulfill criteria I–III? Judging from the Bible, God employs deceit in his relations with humanity, rendering our cognitive functions unreliable (I). Moreover, there is no reason to suppose that God's purpose would be to produce true beliefs in humans (III). Finally, from the theistic/religious perspective, it is impossible to tell whether observations have natural or supernatural causes, which undermines an appropriate cognitive environment (II). Reliable identification of deceit or miracles could alleviate these problems, but the theistic community has failed to resolve this issue. Dismissal of parts of the Bible, or attempts to find alternative interpretations, would collapse into skepticism or deism. Thus, Plantinga's problem of epistemic warrant backfires on theism.  相似文献   
893.
Summary: On formula‐scored exams students receive points and penalties for correct and incorrect answers, respectively, but they can avoid the penalty by withholding incorrect answers. However, test‐takers have difficulty strategically regulating their accuracy and often set an overly conservative metacognitive response bias (e.g., Higham, 2007). The current experiments extended these findings by exploring whether the comparative difficulty of surrounding test questions (i.e., easy vs. hard)—a factor unrelated to the knowledge being tested—impacts metacognitive response bias for medium‐difficulty test questions. Comparative difficulty had no significant influence on participants' ability to choose correct answers for medium questions, but it did affect willingness to report answers and confidence ratings. This difference carried over to corrected scores (scores after penalties are applied) when comparative difficulty was manipulated within‐subjects: Scores were higher in the hard condition. Results are discussed in terms of implications for interpreting formula‐scored tests and underlying mechanisms of performance.Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   
894.
We examined whether observers' language proficiencies affected their abilities to detect native and non‐native speakers' deception. Native and non‐native English speakers were videotaped as they either lied or told the truth about having cheated on a test. A total of 284 laypersons—who were either native or non‐native English speakers themselves—viewed these videos and indicated whether they believed that the speakers were being truthful or deceptive. Observers were more accurate when judging native speakers than when judging non‐native speakers, suggesting that perceptual fluency aided deception detection. Although there was no effect of observers' language proficiencies on discrimination, their belief that interviewees were telling the truth increased with proficiency. On the whole, these findings suggest that non‐native speakers may be at greater risk of being incorrectly classified in forensic contexts.Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   
895.
Online game playing has become popular entertainment, yet its relationship with individuals' multitasking ability was inconsistent. Types of online game genre so far have not been compared and may be associated with multitasking abilities. This study proposed to explore the relationships between types of online game playing and multitasking ability, using Edinburgh Virtual Errands Test (EVET). One hundred and sixteen participants playing different online game genres, including multiplayer online battle arena (MOBA), other online game playing, and no‐online game playing were compared. Each participant was required to fill in Chen's Internet Addiction Scale and the Internet Usage Questionnaire and perform EVET and working memory tests. The results showed a positive correlation between multitasking ability and working memory. In addition, a positive association was found between MOBA‐type gaming and multitasking abilities measured by EVET. In conclusion, MOBA‐type gaming compared with other game playing is associated with better multitasking abilities in a virtual environment.Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   
896.
The current study is developed to identify factors that affect trainees’ acquiescent tendency in organizational trainer evaluations. We posit that conflict‐handling style affects ones tendency to acquiesce in trainer evaluations, and this relationship is regulated by cultural influence. Surveys were sent to employees with training experience in Taiwan and North America, 395 valid responses were collected. Results showed that the two individual conflict‐handling styles: non‐confrontation style and dominating style, are positively related to acquiescent tendency; and their relationship is found moderated by the influence of Confucian work dynamism, thus confirming the influence of cultural norms. Our findings contribute to HRD practitioners by highlighting the different conflict‐handling style and culture influence will result in different level of acquiescent propensity, trainer evaluations results should be interpreted more carefully and cautiously.  相似文献   
897.
The UPPS‐P model of impulsivity is gaining popularity among personality and substance use researchers, but questions remain as to whether its five facets have incremental validity in explaining substance use over a more parsimonious model specifying only two facets: reward drive and rash impulsiveness. In three cross‐sectional studies (total N = 486), we investigated whether the novel components of the UPPS‐P model (negative Urgency, Premeditation, Perseverance, Sensation seeking, Positive urgency) predicted typical and problematic alcohol and cannabis use after accounting for reward drive, rash impulsiveness and trait neuroticism (assessed with the Eysenck Personality Questionnaire). Reward drive and rash impulsiveness scores were calculated using principal components analysis of multiple scales, including UPPS‐P premeditation and sensation seeking. Results showed that rash impulsiveness was a robust predictor of typical and problematic substance use. The novel facets of the UPPS‐P did not improve prediction of typical substance use. The urgency scales inconsistently predicted problematic use. Specifically, negative urgency predicted one of three measures of negative consequences from alcohol use, and positive urgency only predicted negative consequences from cannabis use. Results suggest that the three novel facets of the UPPS‐P model add little over a two component model in explaining substance use, although may provide preliminary evidence for the utility of a revised global urgency construct in explaining problematic substance use. Copyright © 2017 European Association of Personality Psychology  相似文献   
898.
The present study investigates to what degree individual differences can predict frequency and duration of actual behaviour, manifested in mobile application (app) usage on smartphones. In particular, this work focuses on the identification of stable associations between personality on the factor and facet level, fluid intelligence, demography and app usage in 16 distinct categories. A total of 137 subjects (87 women and 50 men), with an average age of 24 (SD = 4.72), participated in a 90‐min psychometric lab session as well as in a subsequent 60‐day data logging study in the field. Our data suggest that personality traits predict mobile application usage in several specific categories such as communication, photography, gaming, transportation and entertainment. Extraversion, conscientiousness and agreeableness are better predictors of mobile application usage than basic demographic variables in several distinct categories. Furthermore, predictive performance is slightly higher for single factor—in comparison with facet‐level personality scores. Fluid intelligence and demographics additionally show stable associations with categorical app usage. In sum, this study demonstrates how individual differences can be effectively related to actual behaviour and how this can assist in understanding the behavioural underpinnings of personality. Copyright © 2017 European Association of Personality Psychology  相似文献   
899.
This study investigates decision making in mental health care. Specifically, it compares the diagnostic decision outcomes (i.e., the quality of diagnoses) and the diagnostic decision process (i.e., pre‐decisional information acquisition patterns) of novice and experienced clinical psychologists. Participants' eye movements were recorded while they completed diagnostic tasks, classifying mental disorders. In line with previous research, our findings indicate that diagnosticians' performance is not related to their clinical experience. Eye‐tracking data provide corroborative evidence for this result from the process perspective: experience does not predict changes in cue inspection patterns. For future research into expertise in this domain, it is advisable to track individual differences between clinicians rather than study differences on the group level. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
900.
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