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81.
The author investigated the extent of developmental delays in girls adopted from China, their subsequent early intervention (EI) enrollment, and how the delays and EI were related to their academic performance and internalizing problems in adolescence. The sample included 180 adolescent girls (M = 13.4 years, SD = 2.0 years) who were adopted at 3–23.5 months (M = 11.5 months, SD = 3.7 months). Data on the adopted Chinese girls’ delays at arrival and EI enrollment in physical therapy (PT) and speech–language therapy (SLT) were collected from the adoptive mothers at the Baseline; data on the adopted Chinese girls’ present academic performance and internalizing problems were collected from the adoptive mothers and adopted girls at Wave 4 six years later. Data analyses revealed that 55% of the adoptees had moderate-to-severe delays when first arrived at the adoptive homes. Motor delays significantly increased the odds for PT (odds ratio [OR] = 3.98, 95% CI [2.18, 7.82], p <.001) and SLT (OR = 2.36, 95% CI [1.50–3.72, p <.001). Social-cognitive delays also significantly increased the odds for PT (OR = 1.90, 95% CI [1.36, 2.63], p <.001) and SLT (OR = 1.63, 95% CI [1.22, 2.17], p <.001). Motor delays were negatively associated with academic performance but positively associated with internalizing problems. General linear modeling showed that the adoptees who had developmental delays at arrival and subsequently enrolled in EI scored significantly lower on academic performance than their peers who had delays but did not enroll in EI, as well their peers who had no delays and did not enroll in EI. Implications of these findings are discussed.  相似文献   
82.
This brief report presents an experiment testing the effect of immersion on emotional responses and cognitive genre categorisation of film viewers. Immersion of a film presentation was varied by presenting an animated movie either in a 3D-viewing condition (low immersive condition) or in a CAVE condition (high immersive condition, comparable to virtual reality experience). Viewers rated their emotions and categorised the movies into four basic film genres (action, drama, comedy, and non-fiction). Two distinct types of emotion were measured: Fictional World emotions (e.g., sadness) in response to the presented fictional events and Artefact emotions in response to the film as an artefact (e.g., fascination). Results showed that stronger immersion led to more intense emotions but did not influence genre categorisation. In line with expectations, both types of emotional response were intensified by high immersion. The results are explained by suggesting that highly immersive cinema has its impact on a basic dimension of emotion, namely arousal that underlies both types of emotions.  相似文献   
83.
This research explores when and how tailoring messages to attitudinal bases backfires. Study 1 demonstrated that for attitudes (toward education subsidies) that were based more on beliefs than emotions, recipients whose initial attitudes were incongruent with the message position (i.e., message opponents) showed mismatching effects, such that the affective message was more persuasive than the cognitive message. Study 2 replicated these mismatching effects among message opponents for attitudes (toward a rival university) that were primarily affective. Study 3 controlled for effects of initial attitude certainty and replicated the mismatching effects of Study 2 for affective attitudes toward an increase in tuition. Finally, Study 4 suggested a potential mechanism for mismatching effects, revealing that for attitudes (toward an online course management system) that were based more on beliefs than emotions, message opponents counter‐argued with the cognitive appeal more intensely than the affective appeal. Contrary to the notion in the extant literature that mismatching effects are relatively rare compared with matching effects, the current research suggests that mismatching effects occur for both primarily affective and cognitive attitudes when the recipient is highly opposed to the message position. The present findings also demonstrate the utility of examining attitudinal bases at the object level in the context of message tailoring. Implications for message tailoring and for affective versus cognitive attitudes are discussed. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   
84.
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   
85.
Abstract

Superconducting and mechanical properties of Y1 Ba2Cu3 O7 can be improved by the use of sintering aids. 0·2 wt% of finely divided laser-ablated platinum powder has been mixed with the parent material and produced a dense product with exaggerated grain growth and improved critical current density and Vickers hardness. At higher concentrations of platinum, while the mechanical properties are further improved, the increased density appeared to inhibit access of oxygen for the tetragonal to orthorhombic phase transition and the current density was reduced.  相似文献   
86.
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   
87.
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   
88.
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   
89.
考察法律决策中案件自我相关对后见偏差的影响以及减少后见效应的策略.实验采用3(有无策略:后见组、分散注意组、指导组)×3(间接相关:无相关、积极相关、消极相关)两因素被试间实验设计,采用自编两个案例及问卷测查法律决策中的后见效应.实验结果发现,与积极相关和无相关的决策结果相比,在消极相关情境下更多的模拟法官认为法律案件中被告的行为存在过错,且所评定的过错严重程度更高.在法律决策中,案件的间接自我相关性会使后见效应对于被告过错的认定产生不同的影响.同时,两种策略都能够有效减少法律决策中的后见偏差.  相似文献   
90.
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   
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