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91.
The present study had two aims: First, to investigate the joint and specific roles of working memory (WM) and intelligence as predictors of school achievement. And second, to replicate and extend earlier findings (Spinath, Spinath, Harlaar, & Plomin, 2006) on the incremental validity of non-cognitive over cognitive abilities in the prediction of school achievement. The present sample consisted of N = 179 Chinese primary school children in the fourth grade. All measures including working memory (WM), intelligence and motivational items were assessed in class. Teachers provided test scores for the domains of Chinese and Math. We found that WM was a good predictor of school achievement and comparable in predictive power to intelligence. Together, cognitive ability including both WM and intelligence explained 17.8% and 36.4% of the variance in children's Chinese and Math scores, respectively. The relative importance of WM and intelligence varied with school domains with greater predictive power of WM for Math while intelligence explained a greater proportion of the variance in Chinese although the magnitude of this difference was only moderate. Domain-specific motivational constructs contributed only marginally to the prediction of school achievement for both Chinese and Math.  相似文献   
92.
Using a speeded word fragment completion task, we assessed age differences in the automatic accessibility of emotional versus neutral words from semantic memory. Participants were instructed to complete a series of single-solution word fragments as quickly as possible. The results demonstrate that older adults are biased against accessing both positive and negative words relative to neutral words, whereas young adults are biased against accessing positive words only. These findings suggest an arousal-based accessibility bias favouring neutral stimuli in older adults coupled with a valence-based bias accessing negative and neutral stimuli for young adults.  相似文献   
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Studies on cognitive effects of positive emotions have associated positive emotions to broadened attention. Given the widely investigated relationship between self-focused attention and mood, it is important to investigate the effect of positive mood on visuospatial attention for self-related information. We used a performance-based measure to assess fluctuations in attentional broadening from self-related contrasted to not-self-related information. In Experiment 1, we checked that the self-related versus not-self-related stimuli did not evoke differential attention effects in general. In Experiment 2, we manipulated mood and found that an increase in positive mood was associated with a relative broadening of attention for self-related information. These results suggest that the meaning of the target of attention provides an interesting dimension for further investigation into the relation between positive emotions and attentional broadening.  相似文献   
95.
This study represents the first longitudinal examination of the trajectory of overgeneral memory (OGM) in children and how this relates to psychopathology immediately after trauma exposure. We recruited fifty 7‐ to 17‐year‐olds who had experienced an accidental injury that resulted in hospital admission. Assessment of psychological symptoms, OGM and cognitive processes proposed to drive OGM was completed at three points over a 6‐month period post‐trauma. We found that OGM was not related to depressive symptoms and that time since trauma exposure moderated the relationship between post‐traumatic stress disorder symptoms and OGM. Although no relationship was found in the first 3 months following trauma, OGM was protective against post‐traumatic stress disorder symptoms at 6 months post‐trauma. Despite models of OGM (e.g. Williams et al., 2007 ) emphasising the role of rumination and executive control in explaining OGM, we found no evidence that they were related to OGM. Copyright © 2014 John Wiley & Sons, Ltd.  相似文献   
96.
This study explored how four families who were in the midst of the process of a potential diagnosis of ‘Attention Deficit Hyperactivity Disorder’ (ADHD) for their child negotiated competing explanations of the problems. The research drew on a social constructionist, systemic and attachment lens to understand; (a) the constellations of meanings that are constructed by the families to explain the difficulties and (b) how families use strategies in their talk to account for or contest these constellations of meaning. A discursive analysis revealed that the families in this study, following initial explorations, adopted a sequential and cumulative dismissal of psychosocial explanations. Hence, the thrust of the conversation implicitly added up to the only possibility, the inevitable conclusion that it was ADHD. The malleability and flexibility in which the families explored these explanations varied and for some families the process of closure towards ‘illness’ as a dominant explanation sealed alternative conversations more than in others. The findings also revealed a complexity for the parents in balancing the need to offer discipline versus another response and this has clinical implications and highlights the need for further research in this area.  相似文献   
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98.
Primes are pervasive in marketing. Despite frequent use in practice, there has yet to be a framework to categorize priming techniques that is inclusive of measurement challenges and methods for administering primes as well as provides insight for researchers on how to think about and construct research using priming. Prior researchers have provided reviews of priming research, which have set the stage for discussions of priming theories and challenges of using primes in survey research. We build from their review and contribute in four ways by (i) reviewing priming theories rooted in both prospective and retrospective models of memory; (ii) developing a priming framework based on the ABC model of attitudes (affective, behavioral, and cognitive priming) that incorporates lexical priming, priming fluency effects, and methods for administering primes; (iii) addressing priming challenges including discrepancies between the priming method and measurement method; and (iv) positing the influence of personal characteristics on priming, such as the role of skepticism in assimilation and contrast effects. The final model is offered and elaborated upon as a guide for future research. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   
99.
This study evaluated a locally developed cognitive behavior therapy (CBT) intervention program in a public elementary school. In the prevention approach, 118 children were randomly assigned either to an 8‐week intervention or to a waitlist control. Results of statistical analysis indicated that the manualized CBT intervention did not reduce symptoms of anxiety on either self‐reports or parent reports of anxiety symptoms in the general school population. Challenges to translational efforts to public school settings are discussed.  相似文献   
100.
For some adolescent gamers, playing online games may become problematic, impairing functioning in personal, family, and other life domains. Parental and family factors are known to influence the odds that adolescents may develop problematic gaming (PG), negative parenting and conflictual family dynamics increasing the risk, whereas positive parenting and developmentally supportive family dynamics protecting against PG. This suggests that a treatment for adolescent PG should not only address the gaming behaviors and personal characteristics of the youth, but also the parental and family domains. An established research-supported treatment meeting these requirements is multidimensional family therapy (MDFT), which we adapted for use as adolescent PG treatment. We report here on one adaptation, applying in-session gaming. In-session demonstration of the “problem behavior” is feasible and informative in PG. In the opening stage of therapy, we use in-session gaming to establish an alliance between the therapist and the youth. By inviting them to play games, the therapist demonstrates that they are taken seriously, thus boosting treatment motivation. Later in treatment, gaming is introduced in family sessions, offering useful opportunities to intervene in family members' perspectives and interactional patterns revealed in vivo as the youth plays the game. These sessions can trigger strong emotions and reactions from the parents and youth and give rise to maladaptive transactions between the family members, thus offering ways to facilitate new discussions and experiences of each other. The insights gained from the game demonstration sessions aid the therapeutic process, more so than mere discussion about gaming.  相似文献   
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