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61.
This study aimed to determine whether the recall of gestures in working memory could be enhanced by verbal or gestural strategies. We also attempted to examine whether these strategies could help resist verbal or gestural interference. Fifty-four participants were divided into three groups according to the content of the training session. This included a control group, a verbal strategy group (where gestures were associated with labels) and a gestural strategy group (where participants repeated gestures and were told to imagine reproducing the movements). During the experiment, the participants had to reproduce a series of gestures under three conditions: “no interference”, gestural interference (gestural suppression) and verbal interference (articulatory suppression). The results showed that task performance was enhanced in the verbal strategy group, but there was no significant difference between the gestural strategy and control groups. Moreover, compared to the “no interference” condition, performance decreased in the presence of gestural interference, except within the verbal strategy group. Finally, verbal interference hindered performance in all groups. The discussion focuses on the use of labels to recall gestures and differentiates the induced strategies from self-initiated strategies.  相似文献   
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63.
There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence.  相似文献   
64.
We aimed to understand which factors have a functional role in the size coding of responses, either the size of the switches or the force required to trigger each switch. This question is of relevance because it allows a better understanding of processes underlying action coding. In each trial, participants saw a small or large object. Depending on its colour, the participants had to press one of two switches. In the “size” condition, the response device consisted of two switches of different visual size, but both required the same amount of force. In the “force-feedback” condition, the response device consisted in two switches of identical visual size, but one switch required more force than the other. We found a compatibility effect in the “size,” not in the “force-feedback” condition, supporting that the size-coding of responses would be due to the size of the switches.  相似文献   
65.
Researchers often have expectations about the research outcomes in regard to inequality constraints between, e.g., group means. Consider the example of researchers who investigated the effects of inducing a negative emotional state in aggressive boys. It was expected that highly aggressive boys would, on average, score higher on aggressive responses toward other peers than moderately aggressive boys, who would in turn score higher than nonaggressive boys. In most cases, null hypothesis testing is used to evaluate such hypotheses. We show, however, that hypotheses formulated using inequality constraints between the group means are generally not evaluated properly. The wrong hypotheses are tested, i.e.. the null hypothesis that group means are equal. In this article, we propose an innovative solution to these above-mentioned issues using Bayesian model selection, which we illustrate using a case study.  相似文献   
66.
How children participate in worship practices is largely determined by adults. Adults set the stage; they shape the physical environment and determine the subject matter. Adults design the format for children’s participation in various forms of worship and the roles adults perform influence the interactions with children. Many different intentions inform these design choices and roles: Intentions revolving around faith, liturgy, community, and experience. The way adults shape worship with children points to the significance of spirituality. When adults perform directing roles, children’s spirituality can find a point of reference in stories and traditions while adults themselves gain from the process of translation this involves. When adults facilitate exploration, this nourishes both children’s and adults’ spirituality. Finally, when adults and children participate in worship practices together, it may contribute to a sense of community in which faith can be lived and shared.  相似文献   
67.
The present study examined the relationships between work-related characteristics in internships, psychological needs satisfaction, motivation and mental health using a partial least squares path modeling. Midwifery students (N = 214; Mage = 22.8 years) from three French schools completed different questionnaires online. Results showed (1) the importance of work resources (work control and social support) as protective factors of psychological needs satisfaction; and (2) the role of competence need satisfaction through motivation in the relationships between work resources and mental health. Midwifery schools should pay more attention to these two results, and take them into account in midwifery students’ training.  相似文献   
68.
Surgeons are experiencing difficulties implementing recommendations not only owing to incomplete, confusing or conflicting information but also to the increasing involvement of patients in decisions relating to their health. This study sought to establish which common factors including heuristic factors guide surgeons’ decision-making in colon and rectal cancers. We conducted a systematic literature review of surgeons’ decision-making factors related to colon and rectal cancer treatment. Eleven of 349 identified publications were eligible for data analyses. Using the IRaMuTeQ (Interface of R for the Multidimensional Analyses of Texts and Questionnaire), we carried out a qualitative analysis of the significant factors collected in the studies reviewed. Several validation procedures were applied to control the robustness of the findings. Five categories of factors (i.e. patient, surgeon, treatment, tumor and organizational cues) were found to influence surgeons’ decision-making. Specifically, all decision criteria including biomedical (e.g. tumor information) and heuristic (e.g. surgeons’ dispositional factors) criteria converged towards the factor ‘age of patient’ in the similarity analysis. In the light of the results, we propose an explanatory model showing the impact of heuristic criteria on medical issues (i.e. diagnosis, prognosis, treatment features, etc.) and thus on decision-making. Finally, the psychosocial complexity involved in decision-making is discussed and a medico-psycho-social grid for use in multidisciplinary meetings is proposed.  相似文献   
69.
Earlier studies found that self-reported posttraumatic stress disorder (PTSD) symptoms are correlated with negative appraisals of symptoms and with neuroticism. It is unclear whether the latter two are associated. Possibly, an overarching trait such as neuroticism mediates the relationship between PTSD symptoms and negative appraisals of symptoms. Data from a previous study (see I. M. Engelhard, M. A. van den Hout, M. Kindt, A. Arntz, & E. Schouten, 2003) were used in the present effort to address these issues. Neuroticism scores were obtained from 1,372 pregnant women. One hundred and twenty-six women experienced a pregnancy loss, and 117 of them were assessed for PTSD symptoms and negative appraisals of symptoms. The 3 variables of interest were all significantly correlated. The data indicate that negative appraisals of symptoms explain and predict PTSD symptoms independently of neuroticism.  相似文献   
70.
Until now, error and conflict adaptation have been studied extensively using simple laboratory tasks. A common finding is that responses slow down after errors. According to the conflict monitoring theory, performance should also improve after an error. However, this is usually not observed. In this study, we investigated whether the characteristics of the experimental paradigms normally used could explain this absence. More precisely, these paradigms have in common that behavioural adaptation has little room to be expressed. We therefore studied error and conflict adaptation effects in a task that encounters the richness of everyday life's behavioural adaptation--namely, mental arithmetic, where multiple solution strategies are available. In accordance with our hypothesis, we observed that post-error accuracy increases after errors in mental arithmetic. No support for conflict adaptation in mental arithmetic was found. Implications for current theories of conflict and error monitoring are discussed.  相似文献   
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