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191.
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   
192.
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   
193.
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   
194.
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   
195.
We present the results of a study testing the often-theorized role of musical expectations in inducing listeners’ emotions in a live flute concert experiment with 50 participants. Using an audience response system developed for this purpose, we measured subjective experience and peripheral psychophysiological changes continuously. To confirm the existence of the link between expectation and emotion, we used a threefold approach. (1) On the basis of an information-theoretic cognitive model, melodic pitch expectations were predicted by analyzing the musical stimuli used (six pieces of solo flute music). (2) A continuous rating scale was used by half of the audience to measure their experience of unexpectedness toward the music heard. (3) Emotional reactions were measured using a multicomponent approach: subjective feeling (valence and arousal rated continuously by the other half of the audience members), expressive behavior (facial EMG), and peripheral arousal (the latter two being measured in all 50 participants). Results confirmed the predicted relationship between high-information-content musical events, the violation of musical expectations (in corresponding ratings), and emotional reactions (psychologically and physiologically). Musical structures leading to expectation reactions were manifested in emotional reactions at different emotion component levels (increases in subjective arousal and autonomic nervous system activations). These results emphasize the role of musical structure in emotion induction, leading to a further understanding of the frequently experienced emotional effects of music.  相似文献   
196.
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   
197.
Research indicates that involving families in school efforts to prevent and manage bullying behaviour is essential to success. Parents can influence their children's involvement in bullying situations by modelling positive social behaviour, offering advice about appropriate responses to bullying, and encouraging help-seeking. This paper reports family-related findings from the three-year group randomized control trial of the Friendly Schools Friendly Families (FSFF) intervention, which provided training and whole-school, classroom and family resources to build the capacity of schools to prevent bullying victimization and perpetration. Over 1400 parents and carers of Grades 2, 4 and 6 school students completed a survey at baseline and two post-tests. Parents exposed to the FSFF parent component received resources about ways to reduce bullying, build parenting skills and enhance parent–child communication; they also completed home activities with their children; and were encouraged to engage with their children’s school to reduce bullying. Mothers and fathers reported significant increases in the frequency of discussions with their child about bullying. Mothers were more likely than fathers to give pro-social, passive and help-seeking advice compared to fathers, who were more likely to encourage their child to ‘fight back’. The intervention improved fathers’ perceptions of their influence on children’s responses to being bullied. These results highlight the importance of working with both male and female caregivers when addressing children’s bullying behaviour. The findings also demonstrate that a parent intervention can have a positive impact on parent–child communication about bullying when it is an integral part of a whole-school approach.  相似文献   
198.
199.
Prior research suggests the significance of religion for development and well‐being in adolescence and beyond. Further, new developments and applications of statistical methods have led to ways of better accounting for the multidimensional nature of religiosity (e.g., latent class analysis), as well as the dynamic aspects of religiosity (e.g., latent growth curve models). Yet, rarely, if ever, are both features of religiosity incorporated and examined together. Therefore, we propose and conduct a latent class analysis using data from the National Longitudinal Study of Adolescent to Adult Health (Add Health) to identify seven distinct pathways of religiosity that involve independently changing levels of religious affiliation, religious service attendance, personal importance of religion, and prayer from adolescence to adulthood. We also show how individuals’ religious pathways are related to gender, race, parents’ education, their own education, and family formation experiences in the transition to adulthood. Our findings inform the study of how multiple dimensions of religiosity take shape across adolescence and the transition to adulthood, and suggest a new way for measuring the dynamics of religiosity in studies of the impact of religion across the life course.  相似文献   
200.
The present research investigated a common yet to date unexamined assumption that individuals are unlikely to savor success when they have not yet fully completed a task. In Study 1 (N = 83), we assessed savoring responses of soccer players who were either winning or were tied at the end of the first half (in progress) and at the end of the match (completed). In Study 2 (N = 121 undergraduates), performance feedback (successful vs. average) and task completion (in progress vs. completed) were manipulated and savoring was assessed. In both studies, successful individuals reported savoring their positive experience less when the task was in progress as compared to completed. Results of a third study (N = 152 undergraduates) showed that lower savoring of success was due to individuals’ focus on and worries about future performance as well as the perception that positive emotions have limited utility. We discuss these findings in terms of the consequences for performance and well-being.  相似文献   
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