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141.
Background Family physicians (FPs) are increasingly involved in delivering genetic services. Familiarization with aspects of genetic counseling may enable FPs to help patients make informed choices. Purpose Exploration of interactive role-play as a means to raise FPs’ awareness of the process and content of genetic counseling. Methods FPs attending two large Canadian family medicine conferences in 2005 were eligible—93 participated. FPs discussed a case during a one-on-one session with a genetic counselor. Evaluation involved pre and post intervention questionnaires Results FPs’ baseline genetic knowledge was self-rated as uniformly poor. Baseline confidence was highest in eliciting family history and providing psychosocial support and lowest in discussing risks/benefits of genetic testing and counseling process. Post-intervention, 80% of FPs had better appreciation of family history and 97% indicated this was an effective learning experience. Conclusions Role-play with FPs is effective in raising awareness of the process and content of genetic counseling and may be applied to other health disciplines. This research was funded by: The Canadian Institutes of Health Research (CIHR) Institute of Genetics, The Genetics Education Project (funded by the Ontario Women’s Health Council), and GeneSens (funded by a CIHR Interdisciplinary Capacity Enhancement Team Grant).  相似文献   
142.
Games are defined as ongoing series of complementary ulterior transactions that are superficially plausible but have a concealed motivation to maximize pay-offs and minimize penalties for the initiator. While some games are harmless and part of socialization, others are destructive. Destructive game-playing in clinical supervision, in which game-playing (initiated by either supervisors or students) interferes with a student's realization of internship goals, has been documented in some allied healthcare professions but has not yet been studied in genetic counseling. Genetic counselors and clinical supervisors of genetic counseling students were anonymously surveyed regarding their experiences with destructive game-playing. Results show that such games do occur in genetic counseling clinical supervision. Some games are the same or similar to ones previously described in other health-care professions; others may be unique to genetic counseling. The purpose of this paper is to document these games as a first step to facilitating dialogue, understanding and awareness of them.  相似文献   
143.
The main purpose of this study was to investigate the relationship between adolescent computer use and academic achievement. Questionnaires and seven-day time logs were used to gather data from 101 tenth-grade students in southwestern Ohio. The adolescents both estimated and documented their computer use. The correlation between computer use and grade point average was not found to be significant. However, gender differences were found across grade point average and time spent doing homework on and off the computer. Estimates of time spent per week using the computer were correlated with the time recorded in logs.  相似文献   
144.
For individuals with synaesthesia, stimuli in one sensory modality elicit anomalous experiences in another modality. For example, the sound of a particular piano note may be 'seen' as a unique colour, or the taste of a familiar food may be 'felt' as a distinct bodily sensation. We report a study of 192 adult synaesthetes, in which we administered a structured questionnaire to determine the relative frequency and characteristics of different types of synaesthetic experience. Our data suggest the prevalence of synaesthesia in the adult population is approximately 1 in 1150 females and 1 in 7150 males. The incidence of left-handedness in our sample was within the normal range, contrary to previous claims. We did, however, find that synaesthetes are more likely to be involved in artistic pursuits, consistent with anecdotal reports. We also examined responses from a subset of 150 synaesthetes for whom letters, digits and words induce colour experiences ('lexical-colour' synaesthesia). There was a striking consistency in the colours induced by certain letters and digits in these individuals. For example, 'R' elicited red for 36% of the sample, 'Y' elicited yellow for 45%, and 'D' elicited brown for 47%. Similar trends were apparent for a group of non-synaesthetic controls who were asked to associate colours with letters and digits. Based on these findings, we suggest that the development of lexical-colour synaesthesia in many cases incorporates early learning experiences common to all individuals. Moreover, many of our synaesthetes experienced colours only for days of the week, letters or digits, suggesting that inducers that are part of a conventional sequence (e.g. Monday, Tuesday, Wednesday...; A, B, C...; 1, 2, 3...) may be particularly important in the development of synaesthetic inducer-colour pairs. We speculate that the learning of such sequences during an early critical period determines the particular pattern of lexical-colour links, and that this pattern then generalises to other words.  相似文献   
145.
Creative use of our imagination is essential if we are to live a vibrant life. Although our use of imagination is often blocked by various fears, D. W. Winnicott's insights into play, aggression, and the use of transitional objects open up paths towards greater freedom. The sacred texts, symbols, and liturgies of our religious traditions can then become the toys which engage us in profound and re-creating soul play. Through grace and the evocative examples of our teachers, we can find ways to use our imagination more freely to deepen our spiritual life and psychological wholeness.  相似文献   
146.
The prevalence of trauma and its negative impact on humankind have created a burgeoning awareness of the need for systems that are trauma-informed across the lifespan. A collaborative project with the National Partnership to End Interpersonal Violence (NPEIV) sought out research as a call-to-action to mitigate the impact of trauma. The following is Part II of an introduction to a special double-issue focused on theoretical and applied approaches to using trauma-informed care in multi-disciplinary, mental and physical health, criminal justice, school-based, and community settings. Consideration is given to essential issues such as resilience, self-care, and intersectional cultural awareness. Introspective exploration of biases was encouraged to address barriers to implementing trauma-informed care.  相似文献   
147.
Recent research has shown that, in visual search, participants can miss 30–40% of targets when they only appear rarely (i.e., on 1–2% of trials). Low target prevalence alters the behaviour of the searcher. It can lead participants to quit their search prematurely (Wolfe, Horowitz, & Kenner, 2005), to shift their decision criteria (Wolfe et al., 2007), and/or to make motor or response errors (Fleck & Mitroff, 2007). In this paper we examine whether the low prevalence (LP) effect can be ameliorated if we split the search set in two, spreading the task out over space and/or time. Observers searched for the letter “T” among “L”s. In Experiment 1, the left or right half of the display was presented to the participants before the second half. In Experiment 2, items were spatially intermixed but half of the items were presented first, followed by the second half. Experiment 3 followed the methods of Experiment 2 but allowed observers to correct perceived errors. All three experiments produced robust LP effects with higher errors at 2% prevalence than at 50% prevalence. Dividing up the display had no beneficial effect on errors. The opportunity to correct errors reduced but did not eliminate the LP effect. Low prevalence continues to elevate errors even when observers are forced to slow down and permitted to correct errors.  相似文献   
148.
Information held in working memory (WM) can guide attention during visual search. The authors of recent studies have interpreted the effect of holding verbal labels in WM as guidance of visual attention by semantic information. In a series of experiments, we tested how attention is influenced by visual features versus category-level information about complex objects held in WM. Participants either memorized an object’s image or its category. While holding this information in memory, they searched for a target in a four-object search display. On exact-match trials, the memorized item reappeared as a distractor in the search display. On category-match trials, another exemplar of the memorized item appeared as a distractor. On neutral trials, none of the distractors were related to the memorized object. We found attentional guidance in visual search on both exact-match and category-match trials in Experiment 1, in which the exemplars were visually similar. When we controlled for visual similarity among the exemplars by using four possible exemplars (Exp. 2) or by using two exemplars rated as being visually dissimilar (Exp. 3), we found attentional guidance only on exact-match trials when participants memorized the object’s image. The same pattern of results held when the target was invariant (Exps. 23) and when the target was defined semantically and varied in visual features (Exp. 4). The findings of these experiments suggest that attentional guidance by WM requires active visual information.  相似文献   
149.
Research examining the development of creative works suggests that creative products often build on previous works and that, in such cases, the new work can be seen as an extension and synthesis of works known to the creator at that time (Weisberg, 2003a). In recent years, several investigators have applied quantitative methods to the analysis of the development of creative works (e.g., Martindale, 1990; Simonton, 1998; Weisberg, 2003b). The present study extended this quantitative orientation to the analysis of the development of the innovative 1970s television show All in the Family (AITF). The family structure, character portrayals, topical emphases, and goals of AITF were compared with those of its purported "parent," the British situation comedy Till Death Us Do Part (TDUDP), as well as with those of 4 "control" U.S. situation comedies. Statistical analyses demonstrated significant relationships between AITF and TDUDP, while showing significant differences between AITF and TDUDP and the other American shows. Many of the innovations in AITF can be seen as extensions of ideas present in TDUDP. The present study provides further evidence for the feasibility and usefulness of applying quantitative methods to the analysis of the development of creative products. On a substantive level, it appears that AITF represents another in a long line of creative products that built on and extended what was already available to create something new.  相似文献   
150.
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