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941.
942.
Using a dyadic game theory paradigm, three experiments on the social dilemma of trust were conducted over the Internet in real time, involving real money. It was predicted and found that in‐group favouritism in trusting behaviour was contingent on historical relationships between societies. In the China–Japan experiment, mainland Chinese but not Japanese trusted and made fair allocations to in‐group members more than out‐group members, and out‐group trust was best predicted by positive stereotypes of the out‐group for Chinese and identity for Japanese. In the China–Taiwan experiment, Taiwanese but not Mainland Chinese trusted in‐group members more than out‐group members, and in‐group trust for Taiwanese was best predicted by perceptions of current realistic threats. In the Taiwan–Japan experiment, there were slight in‐group favouring tendencies in trust, and positive stereotypes of the out‐group were the best predictors of out‐group trust. Japanese were unique in not displaying in‐group favouring behaviour at all, whereas both Chinese and Taiwanese were context specific in their in‐group favouritism. Stereotypes, social identities, perceptions of realistic threat, and historical anger made significant contributions to predicting trusting behaviour, but overall these survey measures only accounted for small and inconsistent amounts of variance across the three experiments.  相似文献   
943.
张梅  辛自强  林崇德 《心理科学》2011,34(2):354-360
社会认知复杂性是描述个体社会认知结构特点的个体差异变量,作为社会认知领域的研究热点,当前却鲜有研究关注它与同伴交往的关系。本研究选取初一至高二234名中学生考察了社会认知复杂性与同伴交往之间的关系,并辅以人际交往能力、学业成就通过结构方程模型进一步探讨了二者之间关联的路径。结果表明:(1)青少年社会认知复杂性与同伴接受、同伴拒绝、人际交往能力、学业成就之间存在显著相关。社会认知复杂性高的学生获得了较多的同伴接纳、较少的同伴拒绝,并具有较高的人际交往能力和学业成就。(2)青少年社会认知复杂性以人际交往能力和学业成就为中介变量间接影响同伴的受欢迎程度。  相似文献   
944.
采用两个艺术创造力测量任务比较了中国留学生、德国大学生和中国国内学生的艺术创造力水平。使用共感评价技术作为评判艺术作品创造程度、技术水平等维度的方法。研究发现:(1)在艺术创造力任务中,中国留学生没有表现出比中国国内学生的优势,说明可能多元文化经验对创造力表达的影响是有条件的;(2)德国学生的艺术创造力水平高于中国学生,本结果支持前人研究中有关个人主义文化相对于集体主义文化更有助于创造力表达的相关假设;(3)共感评价技术是艺术创造力研究的有效工具。  相似文献   
945.
本文研究的是极大的最终无不动点且最终不同的集合(m.e.fd.集合)的基数,并讨论了与此相关的一个连续统常量,证明了以下结果:1.c_e〉W2.存在一个大小为2~w的m.e.f.d.集合。3.ZFC+MA c_e=2~w4.令M|=ZFC+ CH,κ是M中满足条件w1≤κ〈2~w=λ的基数。则存在一个c.c.c.的力迫概念P,使得在模型M~p中有:(i)2~w=λ(ii)存在一个m.e.f.d的集合,其基数为κ。5.令M|=(ZFC+CH)。则在M中存在一个基数为W1的m.e.f.d.的集合A,使得对任意一个M上的Cohen力迫概念P,A在M~p中还是m.e.f.d.的集合。  相似文献   
946.
The aim of this study was to examine the prevalence of Internet addiction in a nationally representative sample of college students and to identify any associated psychosocial risk factors. The present study was constructed using a cross-sectional design with 3,616 participants. Participants were surveyed during the middle of the spring and fall semesters and recruited from colleges around Taiwan using stratified and cluster random sampling methods. Associations between Internet addiction and psychosocial risk factors were examined using stepwise logistic regression analysis. The prevalence of Internet addiction was found to be 15.3 percent (95 percent confidence interval, 14.1 percent to 16.5 percent). More depressive symptoms, higher positive outcome expectancy of Internet use, higher Internet usage time, lower refusal self-efficacy of Internet use, higher impulsivity, lower satisfaction with academic performance, being male, and insecure attachment style were positively correlated with Internet addiction. The prevalence of Internet addiction among college students in Taiwan was high, and the variables mentioned were independently predictive in the logistic regression analysis. This study can be used as a reference for policy making regarding the design of Internet addiction prevention programs and can also aid in the development of strategies designed to help Internet-addicted college students.  相似文献   
947.
This article reports a meta-analysis of energy expenditure (EE) of playing active video games (AVGs). In particular, heart rate (HR), oxygen consumption (VO2), and EE were assessed and three moderators for the effects of AVGs--types of AVG, player age, and player weight status--were analyzed. The results show that playing AVGs significantly increased HR, VO2, and EE from resting. The effect sizes of playing AVGs on HR, VO2, and EE were similar to traditional physical activities. AVG type and player age were significant moderators for the effects of AVGs. The finding suggests that AVGs are effective technologies that may facilitate light- to moderate-intensity physical activity promotion.  相似文献   
948.
Social network sites enable users to express themselves, establish ties, and develop and maintain social relationships. Recently, many companies have begun using social media identity (e.g., Facebook fan pages) to enhance brand attractiveness, and social network sites have evolved into social utility networks, thereby creating a number of promising business opportunities. To this end, the operators of fan pages need to be aware of the factors motivating users to continue their patronization of such pages. This study set out to identify these motivating factors from the point of view of social capital. This study employed structural equation modeling to investigate a research model based on a survey of 327 fan pages users. This study discovered that ties related to social interaction (structural dimension), shared values (cognitive dimension), and trust (relational dimension) play important roles in users' continued intention to use Facebook fan pages. Finally, this study discusses the implications of these findings and offers directions for future research.  相似文献   
949.
为了比较瑞芬太尼-丙泊酚静脉麻醉与利多卡因硬膜外神经阻滞在门诊隆胸手术中的应用效果,选取ASA I级行门诊隆胸手术患者80例,随机等分为瑞芬太尼-丙泊酚静脉麻醉组(A组)和利多卡因硬膜外神经阻滞组(B组).观察两组患者围手术期的麻醉效果和术后2h内不良反应发生情况.结果显示,A组麻醉效果显著优于B组,且术后2h内发生的不良反应明显少于B组.  相似文献   
950.
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