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Three experiments tested the hypothesis that people can execute focused searches of semantic cases when answering questions about complex facts, such as “the teacher watered the peas, the corn, and the lettuce with the hose.” In Experiment 1, answer time varied mainly with the number of concepts in the relevant or focused case, supporting the hypothesis. Experiment 2 indicated that the irrelevant case undergoes some processing. Experiment 3 confirmed that search in Experiments 1 and 2 focused on semantic cases rather than on taxonomic categories. It is proposed that focused memory search has a high probability of retrieving the relevant case and a low probability of retrieving the irrelevant case. In the latter event, the irrelevant concepts receive full processing. 相似文献
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In several studies attributing positive health benefits to running, the benefits include reduced depression, fatigue, anger, and increased vigor. Until now, little research has focused on Masters track and field athletes. The present study reports on 587 men and women Masters who participated in a mailed survey measuring mood states using the Profile of Mood States. In comparison to other groups of athletes, these Masters tend to be less depressed, less angry, and less fatigued. Attribution to lifestyle and maturity with their sport is discussed. 相似文献
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Rutherford B. Porter 《Journal of School Psychology》1984,22(3):223-231
This report relates personal experiences as they influenced the emerging role of the school psychologist, especially in Pennsylvania and Indiana from 1930 to 1970. 相似文献
5.
Gerald S. Blum Marcia L. Porter 《Quarterly journal of experimental psychology (2006)》1972,24(4):431-438
This investigation continues the exploration of a largely neglected topic in the field of attention, levels of mental concentration, by ascertaining under optimal conditions the capacity for shifting quickly from one level to another. Previous research in our laboratory had applied a set of five post-hypnotically cued levels of concentration or “cognitive arousal”, covering a very wide range, to a variety of perceptual and cognitive tasks. In the present study two highly trained undergraduate hypnotic subjects, one male and one female, were given progressively shorter time durations in which to respond to the post-hypnotic cues before viewing tachisto-scopically flashed consonants under cue influence. The results indicate a striking capacity to shift degrees of cognitive arousal very rapidly to one extreme or the other, on the order of 100 ms or less. 相似文献
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This experiment compared the extent to which students learned facts included in computer-based-training frames that required
an overt response to those that did not. Frames included two types of facts: Some facts had one word missing which had to
be supplied by the student (active facts). Other facts had no missing words and required no overt response (passive facts).
Each student completed four 14-fact modules in random order. Two of the modules contained frames with all active facts. Each
frame in the other two modules contained one active and six passive facts. Paper pretests and posttests showed that students
learned twice as many facts when all facts in the module were active than when only one in seven were active. The modules
that included passive facts required one-fifth the time to complete than those with only active facts. Students learned more
facts per minute of training in one of the two modules that included passive facts than in the two modules with only active
facts. 相似文献
10.
David B. Porter 《Behavior research methods》1995,27(2):229-234
Computer games offer unique opportunities to apply unobtrusive constraints to action that permit meaningful analysis without destroying the integrity of the game itself. To a much greater extent than most traditional laboratory tasks, computer games represent holistic, meaningful, and natural human activity. Considerable concern about the appropriate analysis and interpretation of results, however, remains. One strategy that addresses these concerns involves the adoption of separate but convergent analytic perspectives. This article suggests that three such perspectives (viz., the objective, the subjective, and the empirical) can be combined to provide the necessary logical leverage to allow meaningful research. Alternative analyses of data collected from the playing of a particular arcade-type computer game are used to illustrate this point. 相似文献