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61.
陈伟 《学海》2008,(3):55-61
中国共产党与人民代表大会的关系是基于中国特色社会主义实践而提出的独特问题,它事关中国共产党执政兴国的法理基础,涉及中华人民共和国之国本.党与人大的规范关系可以概括为"权力在人大,权威在共产党".这一规范关系基于权力与权威的明确区分,它通过对人类历史上成功政治实践的考察而提出,既符合我国国体及宪法性文件的实质精神,也符合我国政治实践的基本经验.在实践层面,按照权力与权威分立互补而统一于宪法的政体设置,可以实现人民民主与党的领导、依法治国的有机统一.  相似文献   
62.
为了探讨面孔认知中内部特征和加工时间对种族判断的影响,采用面孔种族评价任务,选用被试内设计,通过操纵内部特征替换部位,刺激呈现时间,以及种族三个自变量进行研究.结果发现:对中国被试来说,面孔种族信息的获取是一个随时间不断累积信息的过程.在此过程中鼻和口特征并不能提供有效的亚洲和高加索种族信息,眼部特征和构型信息在加工中...  相似文献   
63.
Hemispheric predominance has been well documented in the visual perception of alphabetic words. However, the hemispheric processing of lexical information in Chinese character recognition and its relationship to reading performance are far from clear. In the divided visual field paradigm, participants were required to judge the orthography, phonology, or semantics of Chinese characters, which were presented randomly in the left or right visual field. The results showed a right visual field/left hemispheric superiority in the phonological judgment task, but no hemispheric advantage in the orthographic or semantic task was found. In addition, reaction times in the right visual field for phonological and semantic tasks were significantly correlated with the reading test score. These results suggest that both hemispheres involved in the orthographic and semantic processing of Chinese characters, and that the left lateralized phonological processing is important for Chinese fluent reading.  相似文献   
64.
当今,命题模态逻辑作为一种标准的形式工具,已被广泛应用于计算机科学和人工智能的各个领域.然而,与命题模态逻辑不同,通常的一阶模态逻辑语言的表达力是不充分的,这是许多重要问题背后的原因所在,这些重要问题包括:模态逻辑中没能出现与经典逻辑相媲美的赫伯兰(Herbrand)定理、非严格指称问题、同一性问题、罗素的限定摹状词理论、动态逻辑的指派表达等等.美国当代逻辑学家、证明论专家菲汀(M.C.Fitting)充分认识到通常的一阶模态逻辑表达力不充分所产生的弊端,他通过把谓词抽象引入通常的一阶模态逻辑的语形和语义,以一种极其简单和自然的形式加强了一阶模态语言的表达力,从而使上述问题迎刃而解.本文首先介绍谓词抽象的基本思想及其简史,然后重点阐述谓词抽象在模态赫伯兰定理以及其他领域的重要作用.  相似文献   
65.
该研究以汉语双字词为刺激材料,以大学生为被试,首先检验了标准的GNAT内隐联结测验范式的有效性,实验一发现,积极名词与正性形容词联结的反应时显著快于与负性形容词联结的反应时.实验二发现,用在标准的单纯重复呈现范式中重复呈现过的中性名词,替换标准GNAT内隐联结测验范式中的积极名词,再次进行标准的GNAT内隐联结测验,观察到了重复呈现的中性名词与正性形容词联结的反应时显著快于与负性形容词联结的反应时,表明被试将重复呈现过的中性刺激与积极刺激联系比与消极刺激的联系更紧密.实验三发现,同样是这些中性名词,当没有被重复呈现时,在GNAT内隐联结测验中与积极形容词和消极形容词的联结的反应时之问差异不显著.研究表明,刺激的重复呈现会导致偏好的产生,使其能够起到积极刺激的作用.该研究认为,刺激的重复呈现,可能是积极情感产生的一个来源.  相似文献   
66.
回顾中国道德建设30年,其逻辑起点即是关于道德建设的科学定位。社会主义道德建设的战略地位,决定了它必须是推动中国特色社会主义现代化建设的道德建设,必须是促进全面改革和实行对外开放的道德建设,必须是适应社会主义初级阶段的道德建设。在邓小平德治思想的指引下,我国道德建设呈现四大战略创新。一是提出“以德治国”方略。二是实施公民道德建设纲要。三是树立社会主义荣辱观。四是道德建设融入社会主义核心价值体系。2008年,我们夺取了抗震救灾的重大胜利,成功举办了第29届北京奥运会,形成了“抗震救灾精神”与“奥运精神”。这两大精神是社会主义道德建设30年的最新成果。  相似文献   
67.
目的:探讨小学青年教师社会支持与心理健康之间的关系。方法:采用社会支持评定量表(SSRS)与症状自评量表(SCL-90),对296名小学青年教师进行心理健康、社会支持及其相关调查。结果:发现(1)SCL-90各个因子上小学青年男女教师均无显著差异。(2)在支持利用度得分平均数方面男教师低于女教师,差异达到极其显著的水平(P<0.01)。(3)支持总分的平均得分上男教师也显著低于女教师(P<0.05)。结论:小学青年教师的社会支持与其心理健康水平成正相关,不完善的社会支持与其心理健康水平成负相关。  相似文献   
68.
The aim of this study was to investigate the extent to which phonological information mediates the visual attention shift to printed Chinese words in spoken word recognition by using an eye-movement technique with a printed-word paradigm. In this paradigm, participants are visually presented with four printed words on a computer screen, which include a target word, a phonological competitor, and two distractors. Participants are then required to select the target word using a computer mouse, and the eye movements are recorded. In Experiment 1, phonological information was manipulated at the full-phonological overlap; in Experiment 2, phonological information at the partial-phonological overlap was manipulated; and in Experiment 3, the phonological competitors were manipulated to share either fulloverlap or partial-overlap with targets directly. Results of the three experiments showed that the phonological competitor effects were observed at both the full-phonological overlap and partial-phonological overlap conditions. That is, phonological competitors attracted more fixations than distractors, which suggested that phonological information mediates the visual attention shift during spoken word recognition. More importantly, we found that the mediating role of phonological information varies as a function of the phonological similarity between target words and phonological competitors.  相似文献   
69.
This study examines the indirect effects of extensive negative political attack ads in the 2004 presidential election from a third-person effects perspective. Results of a survey using a probability sample of 496 college students indicate that these students believe attack ads harm others more than themselves. Moreover, the respondents tended to perceive attack ads in traditional media to have a greater harmful effect on self and others than attack ads on the Internet. Contingent factors that account for the magnitude of third-person effects include social distance and knowledge. Further, exposure to attack ads was found to be the strongest predictor of perceived harms of such ads on self and others, but only perceived harm on others is a significant predictor of support for restrictions on attack ads. The study contributes to research on the third-person effect by testing perceived harms of attack ads on self and others separately on likelihood to support restrictions.  相似文献   
70.
Empirical studies have validated that basic needs satisfaction supported by video game play predicts motivation and engagement outcomes. However, few studies specifically manipulated game features for each of the three basic needs specified in the self-determination theory (SDT) to examine how the game features impact players' need satisfaction and game experience. The current study employed an in-house developed exergame and manipulated the game features in a 2 (autonomy-supportive game features: on vs. off) × 2 (competence-supportive game features: on vs. off) experiment to predict need satisfaction, game enjoyment, motivation for future play, effort for gameplay, self-efficacy for exercise using the game, likelihood of game recommendation, and game rating. The manipulated game features led to the corresponding need satisfaction. Manipulated autonomy-supportive and competence-supportive game features had main effects on most motivation and engagement outcomes. Need satisfaction of autonomy and need satisfaction of competence were both found to be mediators for the relationships between the game features and the motivation and engagement outcomes. The findings add evidence to support the underlying mechanism postulated by SDT for media enjoyment and motivation as well as the emerging entertainment research conceptualizing enjoyment as need satisfaction. The findings also have practical implications for intervention effort that intends to capitalize the motivational pull of video games.  相似文献   
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