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261.
Facioscapulohumeral muscular dystrophy (FSHD), is a dominantly inherited, late onset, progressive disease. At present, no treatment or prevention of symptoms are available. There is considerable clinical variability, even within families. The gene whose defect causes FSHD has not been identified, but molecular diagnosis can be made by analyzing D4Z4 repeat length on chromosome 4q35. The results can support or rule out the clinical diagnosis of FSHD, but there are also "gray zone", non-conclusive results. During the years 2000-6, 66 individuals (including 7 asymptomatic individuals), were tested in our institute for D4Z4 repeat number. In 77% of the cases the results were conclusive: two thirds of them supported a diagnosis of FSHD while in a third this diagnosis was ruled out. In 23% the results were in the gray zone. Cognitive involvement was rare, occurring only when the D4Z4 repeat size was very small (<15 kb). Maximal utilization of the existing molecular test for FSHD demands detailed clinical and family pedigree information. We recommend that comprehensive genetic counseling always be given before and after molecular testing for FSHD, in addition to the neurological follow-up. Presymptomatic testing should only be offered when complete molecular evaluation can be offered, including 4qA and 4qB variant analysis.  相似文献   
262.
The aim of this research is to examine the psychometric properties of a Spanish version of the Human System Audit transformational leadership short-scale (HSA-TFL-ES). It is based on the concept of Bass developed in 1985. The HSA-TFL is a part of the wider Human System Audit frame. We analyzed the HSA-TFL-ES in five different samples with a total number of 1,718 workers at five sectors. Exploratory Factor Analysis corroborated a single factor in all samples that accounted for 66% to 73% of variance. The internal consistency in all samples was good (alpha = .92 - .95). Evidence was found for the convergent validity of the HSA-TFL-ES and the Multifactor Leadership Questionnaire. These results suggested that the HSA-TFL short-scale is a psychometrically sound measure of this construct and can be used for a combined and first overall measurement.  相似文献   
263.
There is little question that parent–child joint reading is related to a number of positive childhood outcomes, such as vocabulary acquisition and school success. With the growth of tablet computers, parents are now able to read to their children using different platforms. This study used a repeated-measures design with parents and their preschool-aged children to test the difference between reading interactions and child comprehension on two platforms: traditional books and electronic iPad books. Results indicated that in the electronic reading condition, parents used more talk about the book format and environment than in the traditional book condition, where they used more evaluative comments about content. Children comprehended significantly more in the traditional book condition than in the electronic book condition. Additional analyses suggested that this finding was related to the increase in distraction talk by parents in the electronic book condition. Results suggest that it is important to consider the specific content of parent–child reading interactions and the increased cognitive load these interactions can place on children, as parent questions about the book format and the environment were related to decreases in child comprehension.  相似文献   
264.
This paper presents a qualitative observational study aimed at exploring microtransitions in the relational dynamics of family functioning when the children are adolescents. Three concurrent levels were considered central for family functioning in this period: the acknowledgment of emerging competences, the redefinition of the power structure, and the regulation of interpersonal distances. Twenty-eight non-clinical Italian families with at least one adolescent child were interviewed and video-recorded in their homes. A stance-taking process analysis was carried out on the family interactive sequences arising in the course of the interviews. This analysis was based on the stances taken by all family members in relation to their reciprocal evaluations, positions, and alignments, which allowed us to point out the interlocking of competences, power and distances. Out of all the possible theoretical combinations of these three dimensions, we identified four forms of interaction. In two forms, the emerging changes were not incorporated in the families’ interactive repertoires by either reconfirming family stability or resisting family changes. In these ways of interacting competences, power, and distances were not reorganized. In the other two forms, instead, family microtransitions were observable in the extent to which family members either explored family changes or legitimated family reorganizations. In these processes, they could redefine and readdress their ways of interacting.  相似文献   
265.
This research examined the effects of vocational interest levels and differentiation on annual income. Following the environmental perspective, we investigated whether relationships existed at the occupation level of analysis. Using data from 665 occupations in the U.S. obtained from U.S. Bureau of Labor Statistics and O*Net, we demonstrated that certain vocational interests – namely investigative, enterprising, and realistic interests – were most critical in predicting annual income for occupations. Controlling for interest levels, differentiation not only positively predicted annual income but also moderated each interest's relationship with income. In addition, occupations' education and training requirement partially mediated the effects of interest profiles on income. Our findings reveal the need for a better understanding of how characteristics of an occupation's interest profile may shape the experiences of its workers.  相似文献   
266.
Abstract

From the 1950s onward, psychologists have generally assumed that people possess a general need for cognitive consistency, whose frustration by an inconsistency elicits negative affect. We offer a novel perspective on this issue by introducing the distinction between epistemic and motivational impact of consistent and inconsistent cognitions. The epistemic aspect is represented by the updated expectancy of the outcome addressed in such cognitions. The motivational aspect stems from value (desirability) of that outcome. We show that neither the outcome’s value nor its updated expectancy is systematically related to cognitive consistency or inconsistency. Consequently, we question consistency’s role in the driving of affective responses and the related presumption of a universal human need for cognitive consistency.  相似文献   
267.
268.
We present a framework based on psycholinguistic theory to explain how individuals spell auditorily-presented information. We use the framework to predict and test how spelling-related characteristics of brand names and factors related to the context in which brand names are presented (e.g., spelling primes) will make the brands more or less memorable. Further, we reveal the process through which spelling-related linguistic variables influence brand recall: the dual-code (both written and auditory) that results from spelling a brand correctly leads to greater ability to later recall the brand. Our framework identifies two routes that interact when individuals have to transcribe a brand: the lexical (top-down) route and the sublexical (bottom-up) route.  相似文献   
269.
We conducted three experiments to rectify methodological limitations of prior studies on selective exposure to music and, thereby, clarify the nature of the impact of sad mood on music preference. In all studies, we experimentally manipulated mood (sad vs. neutral in Experiments 1 and 2; sad vs. neutral vs. happy in Experiment 3) and then assessed participants' preferences for expressively happy versus sad musical selections. To further help illuminate the reasons for their music preferences, we also asked participants to indicate how they believed listening to each song would affect their current emotional state as well as how appropriate they felt it would be to select a given song. Results suggested that individuals in sad moods were not reliably inclined to listen to sad songs, but rather, were strongly averse to listening to happy songs, apparently out of concern that choosing such songs would feel inappropriate. We discuss implications of these findings for theories of selective media exposure and emotion regulation.  相似文献   
270.
Evidence surrounding the attraction to media violence is mixed and the effects of violent video game play on players varies across experimental participants. Differences in both may be explained by differences in experienced positive or negative arousal. This study utilizes the limited capacity model of motivated mediated message processing (LC4MP) and the motivation activation measure (MAM), which measures resting activation of the appetitive and aversive arousal systems, to explore the relationship between attraction to media violence, arousal, and aggression. In part 1, a questionnaire found that men and frequent players of violent games expected to enjoy violent games more than nonviolent games. In addition, participants whose scores on the MAM characterized them as risk takers (high scores on appetitive arousal and low scores on aversive arousal) indicated a stronger preference for violent games compared to the other three arousal types, which is in line with the LC4MP. In the experimental portion of the research, after playing a violent game, those participants characterized as risk avoidant (high on aversive arousal and low on appetitive arousal) were significantly less aggressive than all other arousal groups. Overall, results show that individual differences in the appetitive and aversive arousal systems can explain attraction to violent media. Furthermore, arousal resulting from violent video game play can be experienced as pleasant or aversive, and it is this experience of arousal that explains variations in aggressive responses to violent video games.  相似文献   
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