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191.
    
Linkage analysis is a crucial part of the investigative process when faced with a possible series of related offences. Establishing behavioural consistency (i.e., offender's behaviours consistently present across the series) is at the core of linkage. Recent empirical studies have found little evidence of consistency looking at either individual or groups of behaviours in serial homicide. It is argued that behavioural changes are rooted in the changing cognitive strategies that offenders use to reach their ultimate goal (i.e. the commission of multiple homicides). Factors that could account for these changes include learning, situational factors, loss of control, and changes in the offender's fantasy. Patterns of behavioural change have been identified in serial crimes, such as rape. However, no empirical studies have looked at patterns of behavioural change in serial homicide. The present study examined patterns of consistency and change using a combination of thematic and behavioural subgroup approaches that use Multidimensional Scaling. Thematic differentiation indicative of behavioural manifestations of cognitive strategies was found in all three examined subgroups: planning, wounding, and offender–victim interaction, and patterns of change within these subgroups provided support for the above theories. Looking at behavioural patterns rather than individual behaviours, may be a more fruitful way of examining consistency in serial homicide, and could have significant implications for linkage analysis. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   
192.
    
The existing research on students of color in counselor education focuses on the barriers they experience, providing a deficit perspective. Using grounded theory and a critical race theory framework, we studied the racialized experiences of 19 graduate students of color in counselor education. Grounded in participants' voices, we propose a liberatory theory of academic success. Implications for promoting the success of students of color in counselor education and for future critical race theory research are discussed. Las investigaciones hasta la fecha sobre estudiantes de color en programas educativos de consejería se centran en las barreras que afrontan, lo cual ofrece un déficit de perspectiva. Usando un muestreo teórico y un marco de teoría crítica de la raza, estudiamos las experiencias racializadas de 19 estudiantes de posgrado de color en programas educativos de consejería. Basándonos en las voces de los participantes, proponemos una teoría liberatoria de éxito académico. Se discuten las implicaciones para fomentar el éxito de estudiantes de color en programas educativos de consejería y para investigaciones futuras de teoría crítica de la raza.  相似文献   
193.
The Frustration Discomfort Scale (FDS, Harrington 2005a) was developed as a multidimensional measure of frustration intolerance. Frustration intolerance plays an important role in behavioral and cognitive model of emotional problems (Harrington 2006). The aim of this study is to translate the original English version of FDS into Italian and to assess the validity and reliability of the Italian version for application among Italian population. The Italian version of FDS-R, with the Hospital Anxiety and Depression Scale were administered on-line to 497 subjects aged from 18 to 66 years old. The exploratory factor analysis suggested a solution with four factors, plus a general factor. The factor analysis supports a multidimensional model of frustration intolerance but the distribution of the items is different. The internal consistency appears optimal for all four factors (range .637–.866). Despite encouraging evidence, the factor structure and other features of the FDS-R are yet to be firmly established.  相似文献   
194.
Motivation and Emotion - We examine reports of typical daily helping (Study 1a-b, Ns?=?402 and 217) and daily helping reported over seven days (Study 2, n?=?2380 daily diary...  相似文献   
195.
196.
Utilizing mood management theory (Zillmann, 1988 Zillmann, D. 1988. “Mood management: Using entertainment media to full advantage”. In Communication, social cognition and affect, Edited by: Donohew, L., Sypher, H. E. and Higgins, E. T. 147171. Hillsdale, NJ: Lawrence Erlbaum Associates, Inc..  [Google Scholar]) and its extension, the mood adjustment approach (Knobloch, 2003 Knobloch, S. 2003. Mood adjustment via mass communication. Journal of Communication, 53: 233250. [Crossref], [Web of Science ®] [Google Scholar]), we recruited participants who were entering a video rental store to assess possible links between mood and video choice. This procedure was done to maximize external validity in examining the relationship between mood and media choice. Participants reported on their current mood before entering the store; on exiting they reported on their rental choices. Overall, aspects of the viewing situation (alone vs. with others), mood, and to some extent planned activities for the night were related to video choice but not always in the ways we had predicted. In general, those who felt angry and bored chose fewer dramas; those who felt calm chose more comedies, and those who felt energetic chose more action movies but avoided crime dramas and comedies. Those who felt nervous, however, chose more–not fewer–horror movies. In addition, those who felt sad chose more–not fewer–dramas and crime dramas but avoided dramatic comedies. Rather, sad people seemed to gravitate to serious films. Possible explanations for such findings are provided. Support for mood management is somewhat stronger than for mood adjustment.  相似文献   
197.
The influence of video game realism and controller naturalness on aggression was examined with an experiment that manipulated game realism and controller naturalness. Perceived controller naturalness increased perceptions of realism of the game and led to greater immersion. The more realistic game was perceived as such and led to greater immersion. Ultimately, greater immersion led to more cognitive aggression. Results are discussed in terms of a mental models approach and the process of model matching.  相似文献   
198.
This study was undertaken to examine why a previous study revealed that children inaccurately recalled “seeing” violence in a nonviolent cartoon clip. We used a 2 (still photo vs. video clip) × 2 (action hero vs. neutral character) repeated measure experimental design and showed preschoolers (33–60 months) two photos and two video clips. Children were asked to tell a story about what might happen next. In addition, parents filled out a brief questionnaire. Results indicate that first, children whose parents reported that they had never been exposed to violent cartoons gave fewer aggressive responses than those who had seen one. Second, character type appears to have a greater effect on children's aggressive mental models than the narrative does. Overall, the effect of stereotypical action characters (as compared to neutral characters) is greater than it is for the video clip versus still-photo manipulation. Third, older children provided more aggressive story endings to the action character in the video sequence compared to younger children who saw the neutral character in the still photo or the neutral character in the video sequence. In sum, a single exposure to action cartoons may help very young children establish mental models for aggression. Second, both older and younger children are influenced by action cartoons, but older children are better able to incorporate story information whereas younger children focus on character appearance. Results are discussed in terms of mental models and child development.  相似文献   
199.
Two experiments were conducted to test several questions regarding very young children's (6–24 months) learning (i.e., simple action imitation and word learning) from video. Specifically, this study tested the video deficit, which is the tendency for infants and toddlers to learn significantly more effectively from live information than they do when identical information is presented on a screen. First, the video deficit was explored using two different tasks. Overall, the pattern of results was similar for action imitation and word learning. Specifically, the video deficit was present for both simple action imitation and for word learning in the middle cohort, but not present for younger and older children. Second, there was some mitigation of the video deficit from seeing socially meaningful actors for action imitation; however for word learning the effect only approached significance. Third, repetition helped children learn words more effectively, especially for the youngest and oldest cohort; however, repetition did not help for simple task imitation.  相似文献   
200.
This research aimed at investigating the utility of a computerized version of a cognitively stimulating activity as a video game intervention for elderly. The study focused on the effect of a 6-week extensive practice intervention on aspects of cognitive functioning (vigilance, working memory (WM), inhibition, reasoning) of old-old participants (= 29), randomly assigned to trained or active control group. The difference between groups was in the content of the extended video game practice – cognitively complex card game for trained and computerized version of a simple dice-game of chance for control participants. A pretest, posttest and a 4-month follow-up measurement was conducted. Results revealed improvements in both groups, except for improved reasoning found only in trained participants. These results suggest that: (1) improvements are dependent on the complexity of the program, (2) cognitively stimulating activity are a valid training procedure for old-old, (3) novelty of computer use is an important factor in determining training efficacy.  相似文献   
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