全文获取类型
收费全文 | 265篇 |
免费 | 22篇 |
专业分类
287篇 |
出版年
2024年 | 1篇 |
2023年 | 4篇 |
2022年 | 5篇 |
2021年 | 7篇 |
2020年 | 11篇 |
2019年 | 12篇 |
2018年 | 18篇 |
2017年 | 17篇 |
2016年 | 15篇 |
2015年 | 19篇 |
2014年 | 14篇 |
2013年 | 39篇 |
2012年 | 12篇 |
2011年 | 13篇 |
2010年 | 9篇 |
2009年 | 11篇 |
2008年 | 18篇 |
2007年 | 9篇 |
2006年 | 11篇 |
2005年 | 6篇 |
2004年 | 7篇 |
2003年 | 6篇 |
2002年 | 5篇 |
2001年 | 3篇 |
2000年 | 1篇 |
1999年 | 1篇 |
1997年 | 1篇 |
1996年 | 1篇 |
1989年 | 1篇 |
1988年 | 1篇 |
1979年 | 2篇 |
1976年 | 2篇 |
1975年 | 2篇 |
1974年 | 3篇 |
排序方式: 共有287条查询结果,搜索用时 15 毫秒
101.
Jodi Price Lindsey M. Clement Barbara J. Wright 《Neuropsychology, development, and cognition. Section B, Aging, neuropsychology and cognition》2014,21(1):68-98
Numerosity estimation, the rapid assessment of the number of items in a visual scene, is historically inaccurate. We assessed whether providing feedback regarding the correct numerosity on either 0%, 50%, or 100% of the trials would affect younger and older adults’ estimation accuracy for randomized, clustered (i.e., groups of 3 or 7 dots), and stacked (i.e., column) dot formats. Participants provided estimates and confidence ratings in six blocks, each containing 48 trials (16 numerosities shown in each format). Feedback frequency was manipulated between participants during blocks 1–4; no feedback was provided during blocks 5 and 6, which contained old and new numerosities and previously estimated presentations rotated 90°. Estimation accuracy was age equivalent across blocks despite younger adults initially being more accurate than older adults. Feedback improved both age groups’ accuracy. Stacked presentations were most accurately estimated but were more likely to be over-estimated than clustered and randomized presentations. Older adults gave lower confidence ratings than younger adults despite both age groups showing increased confidence across blocks, for more structured presentation formats, and as feedback frequency increased. These results expand our understanding of the role of presentation format and feedback in producing age equivalence or age-related differences in numerosity estimation. 相似文献
102.
Lindsey Lilienthal Elaine Tamez Jill Talley Shelton Joel Myerson Sandra Hale 《Psychonomic bulletin & review》2013,20(1):135-141
Working memory (WM) training has been reported to benefit abilities as diverse as fluid intelligence (Jaeggi et al., Proceedings of the National Academy of Sciences of the United States of America, 105:6829–6833, 2008) and reading comprehension (Chein & Morrison, Psychonomic Bulletin & Review, 17:193–199, 2010), but transfer is not always observed (for reviews, see Morrison & Chein, Psychonomics Bulletin & Review, 18:46–60, 2011; Shipstead et al., Psychological Bulletin, 138:628–654, 2012). In contrast, recent WM training studies have consistently reported improvement on the trained tasks. The basis for these training benefits has received little attention, however, and it is not known which WM components and/or processes are being improved. Therefore, the goal of the present study was to investigate five possible mechanisms underlying the effects of adaptive dual n-back training on working memory (i.e., improvements in executive attention, updating, and focus switching, as well as increases in the capacity of the focus of attention and short-term memory). In addition to a no-contact control group, the present study also included an active control group whose members received nonadaptive training on the same task. All three groups showed significant improvements on the n-back task from pretest to posttest, but adaptive training produced larger improvements than did nonadaptive training, which in turn produced larger improvements than simply retesting. Adaptive, but not nonadaptive, training also resulted in improvements on an untrained running span task that measured the capacity of the focus of attention. No other differential improvements were observed, suggesting that increases in the capacity of the focus of attention underlie the benefits of adaptive dual n-back training. 相似文献
103.
Creativity is a valuable attribute that involves the generation of original ideas; attention is a vital function that facilitates information selection. There is some evidence that creative people may have poorer attention and are generally more distracted than others, and this distractibility is thought to enable the production of novel ideas. Previous research has largely supported this relationship between creativity and attention, yet they are both multifaceted constructs that can be measured in numerous ways. Using multiple measures of each construct, the aim of this study was to examine which features of creativity and attention might be related in a group of 100 adults (18–80 years, M = 26.9, SD = 11.5). Figural divergent-thinking (DT) originality was positively related to self-reported concentration; yet no other relationships were found. Results suggest that there is no consistent relationship between creativity and attention, and past studies that linked creativity to attention, having used just one or two measures, may be premature in their conclusions. 相似文献
104.
Jack C. Watson Damien Clement Lindsey C. Blom Emma Grindley 《Journal of Applied Sport Psychology》2013,25(2):231-246
The purpose of this study was to determine the extent to which the Association for Applied Sport Psychology (AASP) conference programs address cultural diversity. A content analysis was conducted by analyzing 5214 AASP conference program abstracts from 1986 to 2007. Only 10.5% of all abstracts included discussion of a cultural diversity issue and 31.9% included a diverse sample. Of those abstracts that addressed cultural diversity issues, the majority addressed gender, with almost no attention to race and ethnicity, nationality, sexual orientation, social class, disability, or older adults. These results highlight the continuing neglect, but compelling need to address cultural diversity in sport and exercise psychology, and specifically within AASP programming. 相似文献
105.
Two studies provide evidence that, in friendships, people offer support to partners more often than they request identical support for themselves. In one study, people reported being more likely to offer different types of support (e.g., a ride to a train station) than to request identical support. This effect was more pronounced for casual than established friendships. In a second study, people assigned randomly to be in a position to give support or to seek identical support from a friend gave more support than they sought. The observed asymmetry is attributed to people balancing desires to establish and strengthen communal relationships against desires to protect the self from rejection, not to people being inherently more unselfish than selfish. 相似文献
106.
Catherine P. Bradshaw Anne L. Sawyer Lindsey M. O’Brennan 《American journal of community psychology》2009,43(3-4):204-220
Social disorganization theory suggests that certain school-level indictors of disorder may be important predictors of bullying-related attitudes and behaviors. Multilevel analyses were conducted on bullying-related attitudes and experiences among 22,178 students in 95 elementary and middle schools. The intraclass correlation coefficients indicated that 0.6–2% of the variance in victimization, 5–10% of the variance in retaliatory attitudes, 5–6% of the variance in perceptions of safety, and 0.9% of the variance in perpetration of bullying was associated with the clustering of students within schools. Although the specific associations varied somewhat for elementary schools as compared to middle schools, the hierarchical linear modeling analyses generally suggested that school-level indicators of disorder (e.g., student–teacher ratio, concentration of student poverty, suspension rate, and student mobility) were significant predictors of bullying-related attitudes and experiences. Student-level characteristics (i.e., sex, ethnicity, status in school) were also relevant to students’ retaliatory attitudes, perceptions of safety, and involvement in bullying. Implications for school-based research and violence prevention are provided. 相似文献
107.
The tendency to co-ruminate, or frequently discuss and rehash problems with peers, may serve as one mechanism in the dramatic rise in depression observed during adolescence, particularly among adolescent girls. In the current study, our goal was (a) to test the hypothesis that adolescents' levels of co-rumination would predict the onset of clinically significant depressive episodes over a 2-year follow-up and (b) to determine whether levels of co-rumination would mediate gender differences in risk for depression onset. Both hypotheses were supported. Results of survival analysis revealed that adolescents with higher levels of co-rumination at the initial assessments exhibited a significantly shorter time to depression onset. Levels of co-rumination also mediated the gender difference in time to depression onset. These results were maintained even when adolescents' baseline levels of depressive symptoms and rumination were covaried statistically. Finally, co-rumination also predicted the course of illness in terms of episode severity and duration. Results suggest that co-rumination contributes a unique risk for the development of depression in adolescents. 相似文献
108.
Sex Differences and Similarities in Video Game Experience,Preferences, and Self-Efficacy: Implications for the Gaming Industry 总被引:1,自引:0,他引:1
Melissa Terlecki Jennifer Brown Lindsey Harner-Steciw John Irvin-Hannum Nora Marchetto-Ryan Linda Ruhl Jennifer Wiggins 《Current psychology (New Brunswick, N.J.)》2011,30(1):22-33
As computer technology continues to pervade every facet of life, the study of video game playing becomes more relevant. Studies
show that sex differences continue to exist between men and women, boys and girls, in video game experience, favoring males.
Few studies show any overlap in preferences between young men and women in their video gaming choices. The current study surveyed
over 2,000 college undergraduates for video game experience, preferences, and self-efficacy. Although it was found that men
play video games more often, have had more experience, and feel more confident in their game playing ability, a moderate female
gaming population was found to exist, who also play video games regularly. Almost as many similarities as differences were
found between men and women in their gaming preferences. Suggestions and implications for the video game industry are discussed. 相似文献
109.
110.