首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   175篇
  免费   11篇
  2023年   1篇
  2022年   2篇
  2021年   3篇
  2020年   2篇
  2019年   3篇
  2018年   4篇
  2017年   12篇
  2016年   5篇
  2015年   5篇
  2014年   4篇
  2013年   30篇
  2012年   9篇
  2011年   10篇
  2010年   6篇
  2009年   8篇
  2008年   7篇
  2007年   8篇
  2006年   3篇
  2005年   2篇
  2004年   5篇
  2003年   5篇
  2002年   9篇
  2001年   2篇
  2000年   3篇
  1999年   3篇
  1998年   3篇
  1997年   1篇
  1996年   1篇
  1995年   1篇
  1993年   1篇
  1992年   2篇
  1988年   2篇
  1987年   4篇
  1986年   2篇
  1985年   4篇
  1984年   1篇
  1983年   4篇
  1982年   2篇
  1979年   1篇
  1978年   2篇
  1975年   1篇
  1970年   1篇
  1969年   1篇
  1960年   1篇
排序方式: 共有186条查询结果,搜索用时 31 毫秒
11.
The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors developed an active video game training program using a pretest-training-posttest design comparing an experimental group (24 × 1 hr of training) with a control group without treatment. Participants completed a battery of neuropsychological tests, assessing executive control, visuospatial functions, and processing speed, to measure the cognitive impact of the program. They were also given a battery of functional fitness tests to measure the physical impact of the program. The trainees improved significantly in measures of game performance. They also improved significantly more than the control participants in measures of physical function and cognitive measures of executive control and processing speed, but not on visuospatial measures. It was encouraging to observe that, engagement in physically simulated sport games yielded benefits to cognitive and physical skills that are directly involved in functional abilities older adults need in everyday living (e.g., Hultsch, Hertzog, Small, & Dixon, 1999).  相似文献   
12.
13.
14.
The vocation of clergy life can be a hazardous journey. Stress and burnout are issues, which are increasingly reported by clerics. Burnout is defined by a constellation of work related symptoms (Doolittle, Mental Health, Religion & Culture,10(1), 31–38, 2007), with emotional exhaustion recognised as a core component. Despite this recognition the research has not focused on factors which lead to this state of emotional exhaustion in particular secondary traumatization. The purpose of this article is threefold. Firstly, it presents the theoretical framework of secondary trauma. Secondly it reviews the literature aligning clergy and trauma work and thirdly it discuses the emotional and physical toll upon clergy from this aspect of their role.  相似文献   
15.
Journal of Rational-Emotive & Cognitive-Behavior Therapy - Personal, work and even client-related burnout are highly predominant among artisans and linked to their stress-related experiences....  相似文献   
16.
Nursing in Uganda is a highly stressful, underpaid profession, leading to worrisome attrition levels; yet some nurses do manage to stay on the job and thrive. This study explored the ways in which religion influences the work lives and coping strategies of Ugandan nurses who thrive despite job stress. Participants were 15 female nurses working in faith-based and non-faith-based facilities in Uganda. The nurses were all actively religious people, a fact not known at the time they were recruited. All the nurses revealed that religious values affected their performance positively, enabling them to find meaning even in the face of adversity.  相似文献   
17.
Pupillometry research has experienced an enormous revival in the last two decades. Here we briefly review the surge of recent studies on task-evoked pupil dilation in the context of cognitive control tasks with the primary aim being to evaluate the feasibility of using pupil dilation as an index of effort exertion, rather than task demand or difficulty. Our review shows that across the three cognitive control domains of updating, switching, and inhibition, increases in task demands typically leads to increases in pupil dilation. Studies show a diverging pattern with respect to the relationship between pupil dilation and performance and we show how an effort account of pupil dilation can provide an explanation of these findings. We also discuss future directions to further corroborate this account in the context of recent theories on cognitive control and effort and their potential neurobiological substrates.  相似文献   
18.
An environmental scan (ES) is an efficient mixed-methods approach to collect and interpret relevant data for strategic planning and project design. To date, the ES has not been used nor evaluated in the clinical cancer genetics setting. We created and implemented an ES to inform the design of a quality improvement (QI) project to increase the rates of adherence to national guidelines for cancer genetic counseling and genetic testing at three unique oncology care settings (OCS). The ES collected qualitative and quantitative data from reviews of internal processes, past QI efforts, the literature, and each OCS. The ES used a data collection form and semi-structured interviews to aid in data collection. The ES was completed within 6 months, and sufficient data were captured to identify opportunities and threats to the QI project’s success, as well as potential barriers to, and facilitators of guideline-based cancer genetics services at each OCS. Previously unreported barriers were identified, including inefficient genetic counseling appointment scheduling processes and the inability to track referrals, genetics appointments, and genetic test results within electronic medical record systems. The ES was a valuable process for QI project planning at three OCS and may be used to evaluate genetics services in other settings.  相似文献   
19.
20.
Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号