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51.
The advantage of interactive over separation imagery in associative recall was markedly diminished when a unique imaginary context was provided for each imaged pair of words. Separation imagery was much more sensitive to contextual redundancy than was interactive imagery. Context was viewed as facilitating organization at encoding as well as affecting cue loading at retrieval. A three-element associative model is described. 相似文献
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Subjects classified either the numerosity or numeric value of elements in successive stimulus displays. In separate experiments, responses were indicated by oral naming, card sorting, manual tapping, and oral “tapping.” Incongruent levels of numeric value slowed naming and sorting, but not tapping, when numerosity was the cue for responding. Incongruent numerosity slowed tapping, but not naming and sorting, when numeric value was the cue. Changes in stimulus response mapping may thus critically alter the ability to ignore an irrelevant stimulus dimension. 相似文献
53.
Some effects of positive life events on community mental health 总被引:1,自引:0,他引:1
Measures of positive and negative events were derived from a life-event inventory to test the predictions of an equilibrium model and a positive mental health model of psychological well-being. These measures were related to indicators of individual and community well-being with data obtained through a household survey of 454 residents. Residents who reported more negative events also reported more psychological distress and less positive adjustment. Positive events were associated with reports of positive adjustment. An analysis of census tract scores on life events revealed that the relative absence of positive events in census tracts was associated with higher service utilization rates to the community mental health center serving those tracts. The number of negative events was unrelated to service rates for census tracts but was related to several demographic indicators of well-being. 相似文献
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Experiment 1 examined short-term memory with a serial probe task in 20 younger (mean age: 6 years, 3 months) and 20 older (mean age: 8 years, 8 months) deaf children. Four sets of stimuli were used: familiar animals, unfamiliar nonsense forms, fingerspelled letters, and lower-case print. In contrast to earlier research with hearing children, strong primacy effects were found with all stimuli at both ages, with frequent gestural and/or oral labeling but little cumulative rehearsal evident. To determine whether results were uniquely tied to deafness, identical procedures were used in Experiment 2 with 20 younger (4 years, 9 months) and 20 older (5 years, 10 months) hearing children. Again, overt activity was common, with strong primacy effects on animals and nonsense forms in the older group and on animals in the younger group. Contrasts between present and earlier findings suggest the need to consider the degree to which stimulus labels are overlearned, the role of nonverbal mediators in rehearsal, and the effects of changing educational experiences. 相似文献
56.
Steven P. Warner Frank D. Miller Mark W. Cohen 《Journal of applied behavior analysis》1977,10(4):737-737
A variety of behavioral procedures have been employed in recent years to modify disruptive classroom behavior. Such methods have been developed with the belief that curtailing disruptive behavior would strengthen positive classroom performance. In this study, two procedures, the good behavior game and the teacher-attention method, were compared to determine short-run effectiveness. Four teachers (two fourth-grade and two fifth-grade) implemented both methods in their classrooms over a five-week period. Presentation of methods was alternated in a counterbalanced design to control for order effects. Each of the four classrooms consisted of 25 students. A time-sampling procedure was used to record the presence or absence of disruptive behavior within 15-second intervals. Disruptive behavior was defined as any talking-out or out-of-seat behavior without permission. The results indicated that both procedures were effective in modifying disruptive classroom behavior, but that the good behavior game reduced disruptive behavior significantly better than the teacher-attention method. In addition, all teachers preferred the game to the teacher-attention procedure. This reaction seemed related to the effort involved in initiating the two activities. The good behavior game required less effort on the teacher's part. However, use of the game alone raises certain ethical considerations. One such issue involves abuse of peer pressure. Also, there is a possibility that negative rules may tend to promote resentment. Positively stated rules would ameliorate that problem. Another relates to the possibility that some teachers might be carried away by the ease of the game's implementation to the extent that behavior control becomes the primary objective in the classroom. As a result, one might consider use of the game to maximize short-term change, but then phase out this procedure in favor of another method (e.g., teacher attention) for long-run effects. 相似文献
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In three studies, we examined how individuals evaluate a rape victim based on whether she reports or does not report her rapist. Across all three studies, a victim who did not report the perpetrator was evaluated more negatively than a victim who did report the perpetrator. In Studies 2 and 3, symbolic concerns (the view that the victim’s actions violated shared values and disempowered herself) mediated the effect of reporting on evaluation of the victim. The effects of the victim’s relationship to the perpetrator (Study 1) and the victim’s decision to forgive the perpetrator (Study 2) were also examined. Results indicate that observers evaluate victims who do not report their perpetrators more negatively, and that this evaluation may be the result of perceptions of not reporting rape as a transgression. 相似文献
60.
Uma Kedharnath Lynn M. Shore James H. Dulebohn 《International Journal of Selection & Assessment》2020,28(3):351-363
This study explores job seekers’ information‐seeking and pre‐hire trust, and the role of reciprocation wariness in the development of pre‐hire trust. Individuals seeking a job with a technology company (N = 192) reported their perceptions of the organization’s website usability and perceived similarity to their recruiter, organizational trustworthiness and trust, and intent to accept a job offer. Wariness moderated the relationship between website usability perceptions and trustworthiness. Unexpectedly, the interaction was in the opposite direction of what we predicted. In addition, job seekers’ perceived similarity to their recruiter related to trustworthiness, and trust related to intent to accept a job offer. Our findings suggest that to some extent, recruiting organizations can encourage trust perceptions in the pre‐hire context. 相似文献