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91.
绘画疗法——心理治疗的艺术途径   总被引:1,自引:0,他引:1  
绘画疗法是以绘画作为治疗师和患者间的中介物来进行治疗的。目前,我国关于这一心理治疗方法的研究和应用都比较少。本文简单介绍了绘画疗法的理论基础、作用机理、实际操作、应用现状及疗效,并初步提出绘画疗法以后的研究方向。  相似文献   
92.
The grain size variation in a gradient surface produced by a punching and recovery process on a Cu-30Ni alloy has been observed by atomic force microscopy. The friction characteristics of the gradient surface in a 3.5 wt% NaCl solution were investigated using a micro-indenter probe, a pin-on-disc type tribometer, a strain sensor and an optical microscope. The results showed that the hardness and grain size can be well represented by the Hall–Petch relationship when the gain size is more than 30?nm. The wear rate, friction coefficient and adhesive force all increase depth below the surface. These variations are attributed to a gradual increasing grain size with depth. The morphologies of the worn track were also studied to understand further the corrosive wear behaviour of gradient surfaces.  相似文献   
93.
有关辩证情绪的实证研究已经成为情绪研究中的一个新的热点问题,并从一个本土心理学的研究领域演变为主流心理学的研究课题。辩证情绪是指积极和消极情绪的共存。文章对辩证情绪的研究方法进行了回顾,主要包括辩证情绪研究范式的演变、辩证情绪的诱发方法、辩证情绪的测量方法以及辩证情绪的计算方法,并对不同的研究方法的优缺点及其贡献进行了比较和分析。最后,文章对辩证情绪研究方法的未来发展提出了展望。  相似文献   
94.
采用基于最大信息量法的多维项目反应理论模型估计计算机模拟心理咨询病例系统(CCSPC)的合成分数及四个模块分数,并收集效标效度证据、成长变化效度证据和内容效度证据,结果表明:五个指标与心理咨询师考试三级技能成绩的相关均达到显著,且高于其与三级理论成绩的相关;所有指标得分均随着心理学学历升高而升高;多数指标分数随心理学本科年级提高而提高;获得心理咨询师资格认证的被试在CCSPC上有更高的得分.  相似文献   
95.
This research examined the association between naive dialectical thinking and creativity, measured as originality in problem construction and reframing (types of problem finding). Ethnic identity (Caucasian vs. Asian/Asian American) was examined as a moderator. Two correlational studies and one experimental study revealed a complex pattern of results: For problems with low inherent contradiction, naive dialectical thinking decreased originality on problem finding tasks, whereas for tasks with higher contradiction, there was no or even a slight positive effect. Furthermore, these relationships were found for Caucasian participants but not for Asian or Asian American participants. This research built upon the long-standing notion that dialectical thinking is positively associated with creativity, but suggests the relationship might be culture-, task-, and process-specific. The nature of dialectical thinking as involving the acceptance of contradiction or necessitating the resolution of tension should be explored.  相似文献   
96.
The present study is a cross-sectional survey that investigates ethical practices among Chinese psychotherapists from the perspective of a large representative sample of Chinese clients (N?=?1,100). In reports from clients, we found that psychotherapists did poorly in providing informed consent and had other ethical difficulties in the therapeutic setting and with dual relationships. We conclude that Chinese culture, especially Confucianism, had significant impact on the attitudes toward the psychotherapists' ethical practices, which complicated ethical dilemmas. It is important for cross-cultural psychotherapists to become sensitive to the influences of traditional Chinese culture when counseling Chinese clients.  相似文献   
97.
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   
98.
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   
99.
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   
100.
The aim of the present study was to investigate the time course of the positive advantage in the expression classification of faces by recording event-related potentials (ERPs). Although neutral faces were classified more quickly than either happy or sad faces, a significant positive classification advantage (PCA)—that is, faster classification for happy than for sad faces—was found. For ERP data, as compared with sad faces, happy faces elicited a smaller N170 and a larger posterior N2 component. The P3 was modulated by facial expressions with higher amplitudes and shorter latencies for both happy and neutral stimuli than for sad stimuli, and the reaction times were significantly correlated with the amplitude and latency of the P3. Overall, these data showed robust PCA in expression classification, starting when the stimulus has been recognized as a face revealed by the N170 component.  相似文献   
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