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161.
This study examined the agreement or congruence rate between clinical-discharge diagnoses rendered by a psychiatrist, and admission and discharge MMPI-derived diagnoses from four diagnostic classification systems that have been developed for the MMPI. The four classification systems included a simple high-point code based on the most elevated clinical scale in the profile, the Henrichs revision of the Meehl-Dahlstrom rules, the Goldberg equations, and a system developed by Lachar. Subjects consisted of 150 patients selected from a larger pool of patients who had completed a 9-week adult residential treatment program. Overall, this study yielded modest hit rates between 26% and 34% for MMPI-derived diagnoses and psychiatric diagnoses across the various classification systems. In addition, stability of MMPI-based diagnoses from admission to discharge assessments ranged from 48% to 51% depending on the classification system employed. Findings are discussed in terms of their implications for the use of the MMPI in patient diagnosis. It is recommended that the MMPI be used in conjunction with other sources of clinical and test information in deriving clinical diagnoses.  相似文献   
162.
Three experiments are reported that examine whether fast finger-tapping sequences are entirely planned before execution starts (advance planning), or if they can be started while planning is still under way (distributed planning). Subjects performed finger tapping sequences of three to eight taps at a high rate, under both simple and 2-choice reaction time (RT) conditions. The sequences differed in the location of an accentuated element within them. The RT to choose between sequences with different accent locations progressively decreased as an inverse function of the time-distance between the initial tap and the first point at which the alternative sequences differed. The shortening in choice reaction time (CRT) was never accompanied by noticeable changes in the inter-response times or force patterns of the tapping sequences. The RT to initiate sequences with accent location known beforehand (SRT condition) showed, in two of three experiments, a weak decreasing trend as the accentuated tap shifted away from the beginning of the sequence. The SRT results suggest a possible predominance of advance planning when the same sequence is repeated over a series of trials. The CRT results are taken as evidence that planning of the sequence beyond the unpredictable tap could be distributed before and after sequence initiation. Several factors are discussed that may influence the balance between planning in advance of, and planning in parallel with, sequence execution.  相似文献   
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This research tested the hypothesis that children's perceptions of academic competence and their personal control over school-related performance affects subsequent intrinsic interest and preference for challenge in an evaluative setting. In a correlational study, children's self-reported perceptions of academic competence and personal control were found to relate positively to their intrinsic interest in schoolwork and preference for challenging school activities. A subset of this sample was exposed to varying levels of a controlling directive, and preference for challenge was assessed behaviorally during a free-choice period in which subjects were unaware that they were being observed. As predicted, the data indicated that when given the evaluative, controlling directive, children who had high perceptions of academic competence and control preferred a greater challenge than did children whose perceptions were low on these measures. No difference between groups in terms of preference for challenge was evident when no controlling directive was presented. These findings are discussed in terms of theories of intrinsic motivation and potential processes that underly these effects.  相似文献   
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Noting the pervasiveness of videogames in American culture, the authors set out to examine the effects that playing videogames has on children. Thirty-one children were matched on sex, randomly assigned to play either a violent (karate) videogame or a nonviolent (jungle vine swinging) videogame, and then observed during free play. The main results were that the children who had played the jungle swing videogame later played more with a jungle swing toy and that the children who played the violent videogame later showed more aggression. The authors interpreted the findings as an indication that young children who play videogames later tend to act similarly to how their videogame character acted.  相似文献   
168.
Subjects (N= 28) performing a complex disjunctive concept-formation task on a microcomputer were given the opportunity to seek help following failure to correctly identify concepts. The proportion of those seeking help was significantly greater when the source of help was the computer itself (86%) rather than another person (36%). Consistent with past research, those who did not ask for help gave reasons other than the potential negative social consequences of doing so. Self-report data and a systematic test for the presence of experimenter-induced demand ruled out several possible sources of confounding. The results have implications for designers of time-sharing and networked computer systems.  相似文献   
169.
Social status variables have been shown to influence attributional judgments, but their effects have been demonstrated almost entirely in experimental settings. The influence of such statuses in experimental settings may differ from their influence in natural settings. We examined the influence on attributional judgments of the status characteristics of both subjects and actors in conjunction with variations in the degree of “real world” characteristics of both subjects and social context. These comparisons were drawn through a partial replication of earlier research investigating the effects of a social status variable, victim sex, and a situational variable—type of assault—on attributions about an assault victim. The social status characteristic, victim sex, had less influence on attributions in an adult juror sample than in a student sample and testimony-related characteristics were more influential in the adult juror sample than in the student sample. Thus, the categories of variables that influence attributions appear to depend on the context of judgment and on the breadth of subjects' life experience. These findings are discussed and we conclude with the caution that careful identification of the differences produced by context and subject characteristics is necessary to support generalization of laboratory-based research.  相似文献   
170.
A modification of the procedure originally used by Davidson, Suppes, and Siegel (1956) to measure subjective utility was used to study the influence of positive affect on individuals' perceived value (utility) functions. Results indicated, as expected, that persons in whom positive affect had been induced showed a more negative subjective utility for losses than did controls. This indicates that losses seem worse to people who are feeling happy than to those in a control condition. The subjective utility functions of the two groups did not differ as much, however, when people were considering potential gain. Thus, at least in the situation tested in this study, potential gains did not seem to be more appealing (nor less so) for affect subjects than they did for controls. These findings are discussed in relation to theoretical issues in decision making and work suggesting that positive affect can promote increased sensitivity to losses in situations of potential meaningful loss.  相似文献   
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