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The primary purpose of this study was to investigate whether the theory of planned behavior (TPB) mediated the relationship between dialectical thinking and health behaviors. A sample of 285 undergraduates was tested with a dialectical thinking styles scale, health promoting lifestyle profiles, and TPB questionnaires. Structural equation modeling was used for data analysis. Results indicated that all the three dimensions of thinking styles (belief in the connection, acceptance of change, and acceptance of contradiction) exerted significant effects on TPB constructs. Specifically, the connection and the change dimensions had positive effects on health behaviors mediated by TPB, whereas the contradiction dimension had a negative effect. Model 2 showed a satisfactory fit, demonstrating the influential pathways between dialectical thinking and health behaviors. Implications in issues of health promotion and future research are discussed. 相似文献
93.
Ian Spence Andrew Jia Jing Feng Jonny Elserafi Ying Zhao 《Applied cognitive psychology》2013,27(5):633-643
Auditory distractions can have serious consequences in critical situations such as driving. Mobile phones, radios, media players, and information devices that interpret and produce speech are increasingly common in vehicles, but the threats to visual attention are not yet fully understood. In three experiments, we found that most speech tasks had relatively small adverse effects on the detection of a briefly presented target among distractors across a 60° subarea of the visual field. Although there was a little impact on detectability, moderately difficult speech tasks slowed responding relative to silence. Our most demanding condition—generating and speaking a word beginning with the last letter of another word—had the greatest effects on accuracy and latency, with responding slowed by about 900 ms. An impairment of this magnitude presents a significant threat to safe driving and calls into question the belief that hands‐free voice‐controlled devices are the answer to the problem of driver distraction. Copyright © 2013 John Wiley & Sons, Ltd. 相似文献
94.
The present study aims to explore the influence of emotional context on word evaluation. Participants were asked to read an “adjective + noun” phrase, where the adjective could be a positive or negative word, and the noun could be a positive, neutral or negative word, and then to make an emotional evaluation on the emotional tone of the target noun based on a 9-point Likert scale. In a control condition, an isolated noun was presented with no context. Results showed that positive context made the evaluation of target words bias toward positive tone, while negative context shaped the evaluation of target words toward negative tone. The modulatory effect of negative context was greater than that of positive context in shaping evaluation of emotional words with opposite valence. Moreover, the modulatory effect of emotional context was constrained by the inherent meaning of target word. The present study demonstrated the flexibility as well as the relative stability of emotional meaning of word. 相似文献
95.
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
96.
选取大学本科生33名,采用情绪启动范式与再认范式相结合,要求被试依次完成情绪词识记、目标面孔性别判断及情绪词再认任务,探讨保存于工作记忆中的情绪性刺激对面孔性别判断任务的影响。结果显示:(1)在中性和恐惧情绪启动刺激条件下,被试对目标面孔性别判断的反应时要显著长于悲伤条件。(2)在愉悦情绪启动词条件下,线索提示有效性差异显著;在无效线索提示条件下,启动刺激的不同情绪效价差异显著。(3)对情绪面孔性别与被试性别一致性/非一致性两种条件下反应时对比发现,男、女被试在情绪面孔性别判断任务中均表现出异性相吸效应。综上所述,保存在工作记忆中情绪刺激会对面孔性别的识别产生自上而下的影响。 相似文献
97.
采取整群抽样的方法,对成都及重庆两地591名流动儿童和272名城市儿童进行问卷调查,考察流动儿童疏离感的特点及其与应对方式和学校态度的关系。结果发现:(1)流动儿童疏离感各维度显著高于城市儿童;流动初中生的疏离感显著高于流动小学生,且男生的疏离感显著高于女生;(2)流动儿童疏离感的三个维度之间存在显著差异,其中社会疏离感最高,其次是环境疏离感,人际疏离感最低;(3)流动儿童疏离感对学校喜欢有显著的负向影响,而对学校回避有显著的正向影响;应对方式在流动儿童疏离感对学校态度的影响中起着部分中介作用。 相似文献
98.
汉字形码和音码的整体性对部件识别的影响 总被引:9,自引:3,他引:9
本实验从分析汉字整体知觉的具体表现形式入手,通过三个实验探讨字的整体知觉对部件知觉的影响。实验一以分解方式为变量,考查字形整体知觉对部件识别的影响,发现识别不同结构的字的部件之活动受知觉分解路线(如顺读或逆读)的影响。作者认为这种分解方式效应很可能跟部位有关。实验二证实了这一分析,并进而认为部位效应又跟部位与字形整体知觉的紧密程度有关。实验三以语音码为变量,发现成字部件的字音与整体字语音一致者(形声字),其分解知觉成绩比不一致者(非形声字)有明显的优势。这意味着,整体字音知觉的单一性对部件知觉的作用。最后,本研究还考查了部件识别法的有效性,并认为在研究知觉的整体与部分关系问题时,该法不失为一种新的实验范型。 相似文献
99.
以40个中文词和20个非词以及相应的英文译词为材料,以词汇判断中的重复效应为研究途径,对32名外语系本科生进行了中—英双语读者词汇表征的研究。结果发现,当单词以相同的语言重复呈现时(在语言内重复条件下),被试对重复词的判断时间显著缩短,判断准确性显著提高。而当单词以不同的语言重复呈现时(在语言间重复条件下),对重复词的反应时间与错误率与对新词的反应相比无显著差异。我们得到的语言内的重复效应与独立存储的假设相一致。我们认为,中—英双语读者对来自两种语言的词汇信息是分别存储在两个独立的言语存储系统中的。 相似文献
100.