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971.
Apathy is a common, disabling neuropsychiatric syndrome that occurs across many brain disorders and may be associated with diminished motivation in behavioural, cognitive, emotional and social domains. Assessment is complicated by the variability of symptoms across apathy domains and self-report from patients, which can be misleading due to their lack of insight. Independent evaluation by clinicians also has limitations though if it has to be performed with limited time. Caregiver reports are a viable alternative, but current assessments for them either do not distinguish between different apathy domains or are interview-based and take long to administer. In this study, we developed a brief caregiver questionnaire version of the recently developed Apathy Motivation Index (AMI), which is a self-report tool. We confirmed three apathy factors in this new caregiver measure (AMI-CG) that were also present in the AMI: Behavioural Activation, Emotional Sensitivity and Social Motivation. Furthermore, we validated the scores against more extensive caregiver interviews using the established Lillle apathy rating scale as well as patient self-reports of apathy, measures of depression, anhedonia, cognition, activities of daily living and caregiver burden across four different neurological conditions: Parkinson's disease, Alzheimer's disease, subjective cognitive impairment and limbic encephalitis. The AMI-CG showed good internal reliability, external validity and diagnostic accuracy. It also uncovered cases of social apathy overlooked by traditional instruments. Crucially, patients who under-rated their apathy compared to informants were more likely to have difficulties performing everyday activities and to be a greater burden to caregivers. The findings provide evidence for a multidimensional conceptualization of apathy and an instrument for efficient detection of apathy based on caregiver reports for use in clinical practice.  相似文献   
972.
It is known that patients with borderline personality disorder (BPD) show attention deficits and impulsivity. The main aim of this study was to explore the effects of Dialectical Behavioral Therapy-Mindfulness training (DBT-M), used as an adjunct to general psychiatric management (GPM), on attention variables in patients diagnosed with BPD. A second objective was to assess the relation of mindfulness formal practice on clinical variables. A sample of 60 patients with BPD was recruited. Forty of them were allocated to GPM + DBT-M treatment and the other 20 received GPM alone. At the termination of the mindfulness training, DBT-M + GPM group showed a significant improvement on commissions, hit reaction time, detectability scores from the CPT-II neuropsychological test, and also on the composite scores of inattention and impulsivity. Further, the more minutes of mindfulness practice were correlated to greater improvement in general psychiatric symptoms and affective symptomatology, but not in CPT-II measures. This is probably the first study so far assessing the effects of this single DBT module in patients with BPD. The results suggest a positive effect of such intervention on attention and impulsivity variables.  相似文献   
973.
In two experiments, 4- to 9-year-olds played a game in which they selected one of two boxes to win a prize. On regret trials the unchosen box contained a better prize than the prize children actually won, and on baseline trials the other box contained a prize of the same value. Children rated their feelings about their prize before and after seeing what they could have won if they had chosen the other box and were asked to provide an explanation if their feelings had changed. Patterns of responding suggested that regret was experienced by 6 or 7 years of age; children of this age could also explain why they felt worse in regret trials by referring to the counterfactual situation in which the prize was better. No evidence of regret was found in 4- and 5-year-olds. Additional findings suggested that by 6 or 7 years, children's emotions were determined by a consideration of two different counterfactual scenarios.  相似文献   
974.
Scholars began serious study into the social psychology of creativity about 25 years after the field of creativity research had taken root. Over the past 35 years, examination of social and environmental influences on creativity has become increasingly vigorous, with broad implications for the psychology of human performance, and with applications to education, business, and beyond. In this article, we revisit the origins of the social psychology of creativity, trace its arc, and suggest directions for its future.  相似文献   
975.
The motive to attain a distinctive identity is sometimes thought to be stronger in, or even specific to, those socialized into individualistic cultures. Using data from 4,751 participants in 21 cultural groups (18 nations and 3 regions), we tested this prediction against our alternative view that culture would moderate the ways in which people achieve feelings of distinctiveness, rather than influence the strength of their motivation to do so. We measured the distinctiveness motive using an indirect technique to avoid cultural response biases. Analyses showed that the distinctiveness motive was not weaker-and, if anything, was stronger-in more collectivistic nations. However, individualism-collectivism was found to moderate the ways in which feelings of distinctiveness were constructed: Distinctiveness was associated more closely with difference and separateness in more individualistic cultures and was associated more closely with social position in more collectivistic cultures. Multilevel analysis confirmed that it is the prevailing beliefs and values in an individual's context, rather than the individual's own beliefs and values, that account for these differences.  相似文献   
976.
Past research has provided abundant evidence that exposure to violent video games increases aggression and aggression‐related variables. In contrast, little is known whether and why video game exposure may also decrease aggressive behavior. In fact, two experiments revealed that playing a prosocial (relative to a neutral) video game reduces aggressive behavior. Mediational analyses showed that differences in both aggressive cognition and aggressive affect underlie the effect of type of video game on aggressive behavior. These findings are in line with assumptions of the General Learning Model and point to the importance of the cognitive and affective routes in predicting how aggressive behavior is affected by exposure to video games. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   
977.
This study investigated the automatic activation of ageism by using a go/no‐go version of the masked evaluative priming task. Pictures of younger persons, of older persons in everyday contexts, and of older persons depicting age‐related conditions of decline were used as masked primes that preceded positive and negative target adjectives conveying either other‐relevant valence (e.g., just and mean) or possessor‐relevant valence (e.g., serene and lonely). The evaluative priming effect (denoting relative negativity of old‐everyday primes in comparison with younger primes) was significant, as hypothesized, only for possessor‐relevant targets. It was not moderated by explicit ageism. A second priming index (denoting relative negativity of old‐decline primes in comparison with old‐everyday primes) predicted, however, explicit ageism. Again, this result was, as expected, constrained to the index based on possessor‐relevant targets. This study provides further evidence that prejudice in terms of automatic evaluations of social stimuli can be more fine grained beyond a mere one‐dimensional positive–negative differentiation. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
978.
Patients with primary progressive aphasia (PPA) vary considerably in terms of which brain regions are impacted, as well as in the extent to which syntactic processing is impaired. Here we review the literature on the neural basis of syntactic deficits in PPA. Structural and functional imaging studies have most consistently associated syntactic deficits with damage to left inferior frontal cortex. Posterior perisylvian regions have been implicated in some studies. Damage to the superior longitudinal fasciculus, including its arcuate component, has been linked with syntactic deficits, even after gray matter atrophy is taken into account. These findings suggest that syntactic processing depends on left frontal and posterior perisylvian regions, as well as intact connectivity between them. In contrast, anterior temporal regions, and the ventral tracts that link frontal and temporal language regions, appear to be less important for syntax, since they are damaged in many PPA patients with spared syntactic processing.  相似文献   
979.
The effect of additivity pretraining on blocking has been taken as evidence for a reasoning account of human and animal causal learning. If inferential reasoning underpins this effect, then developmental differences in the magnitude of this effect in children would be expected. Experiment 1 examined cue competition effects in children's (4- to 5-year-olds and 6- to 7-year-olds) causal learning using a new paradigm analogous to the food allergy task used in studies of human adult causal learning. Blocking was stronger in the older than the younger children, and additivity pretraining only affected blocking in the older group. Unovershadowing was not affected by age or by pretraining. In experiment 2, levels of blocking were found to be correlated with the ability to answer questions that required children to reason about additivity. Our results support an inferential reasoning explanation of cue competition effects.  相似文献   
980.
The purpose of this study was to determine whether or not blind children perseverate during a modified Piagetian A-not-B reaching task, with conditions that employ luminous AB targets and acoustic AB targets. Ten congenitally blind children, ages 1–4 years, with residual vision for light, took part in this study. Behavioral and kinematic data were computed for participants’ reaches, performed in six A trials and in two B trials, in both stimulus conditions. All of the children perseverated in the luminous condition, and none of them perseverated in the condition using acoustic targets. The children tilted their heads in the direction of the target as they reached towards it. However, this coupling action (head-reaching) occurred predominantly in the A trials in the acoustic condition. In the luminous condition, in contrast to the acoustic condition, the children took longer times to initiate the reaching movement. Also, in the luminous condition, the children explored the target surroundings, unlike the acoustic condition, in which they reached straight ahead. For these blind children, sound was more relevant to reaching than was the luminous stimulus. The luminous input caused perseveration in congenitally blind children in a similar way that has been reported in the literature for typically-developing, sighted infants, ages 8–12 months, performing A-not-B tasks with visual inputs.  相似文献   
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