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491.
Eeske van Roekel Thao Ha Ron H. J. Scholte Rutger C. M. E. Engels Maaike Verhagen 《欧洲人格杂志》2016,30(1):19-30
A socio‐cognitive model of loneliness states that lonely people are characterized by two characteristics, hypersensitivity to social threat and hyposensitivity to social reward. However, these characteristics have not yet been examined in the daily lives of young adults. Therefore, the main aim of the present study was to examine these two characteristics in young adults and whether relationship status, living situation, and type of company moderated the relationship between sensitivity to threat and reward and feelings of loneliness. The Experience Sampling Method was used, and data were collected among 219 first‐year college students (M age = 19.60, 91% female). Participants filled out questionnaires on their smartphone at five random time points per day, on 11 consecutive days. Multilevel analyses showed support for hypersensitivity to social threat, in that students high in loneliness were more negatively affected by negative perceptions of company. Results for hyposensitivity to social reward were in the opposite direction; students high in loneliness were more positively affected by positive perceptions of company than students low in loneliness. These relations were not moderated by relationship status or living situation. Our findings may indicate that loneliness serves as a motivational state that increases susceptibility to the environment in order to restore social relationships. Copyright © 2015 European Association of Personality Psychology 相似文献
492.
Amanda M. Pearl Brian F. French Jean E. Dumas Angela D. Moreland Ron Prinz 《Journal of child and family studies》2014,23(2):177-188
This study investigates the bidirectional perspective of parent–child effects by examining the extent to which parenting quality predicted child externalizing behavior and vice versa. Data was collected over four time points from primary caregivers and early school age children in low-income, primarily single parent homes (N = 249, mean age of children at Time 1 = 6.41 years). Parenting quality was operationalized as primary caregiver perceptions of positive parenting, effectiveness of parenting discipline, parenting efficacy and satisfaction. Child externalizing behavior data was captured via an assessment of the frequency of externalizing behavior as reported by caregivers. We hypothesized that parenting quality and child externalizing behavior would remain stable over time and that a bidirectional relationship would be present. Data was analyzed using structural equation modeling and results indicated that child externalizing behavior predicted subsequent parenting quality, and parenting quality predicted subsequent child externalizing. Specifically, our research team found that the influence of child externalizing behavior on parenting quality decreased with time, while the influence of parenting quality on child externalizing behavior increased with time. Overall results reveal the complex transactional influences of child externalizing behavior and parenting quality in our sample. Findings support the notion that parenting quality and child externalizing behavior are interactive processes which might best be handled by continual assessment and which may be potentially strong targets for interventions. 相似文献
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The present study investigated how task demand (cognitive load and interactivity) and avatar sexualization in a video game influenced rape myth acceptance (RMA), hostile sexism, and self-objectification. In a between-subjects design, 300 U.S. college students either played or watched someone else play a videogame as either a sexualized or non-sexualized female avatar under high (memorize 7 symbols) or low (memorize 2 symbols) cognitive load. Hypotheses were derived from the limited capacity model of motivated mediated message processing (LC4MP) and perspectives on stereotype processing. Results contradicted hypotheses that greater task demands and sexualization would produce greater RMA, hostile sexism, and self-objectification. Instead, we found that sexualization did not affect these variables. Greater cognitive load reduced rape myth acceptance and hostile sexism for those in the sexualized avatar condition, but it did not affect self-objectification. We discuss these results with respect to the LC4MP and suggest that the processing of stereotype-inconsistent information might be the underlying cause of these unexpected findings. These results provide tentative evidence that cognitively demanding video game environments may prompt players to focus on stereotype-inconsistent, rather than stereotype-consistent, social information. 相似文献
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Daniel Read Peter H. M. P. Roelofsma 《Organizational behavior and human decision processes》2003,91(2):140-153
Impulsive and myopic choices are often explained as due to hyperbolic discounting, meaning that people are impatient for outcomes available immediately, and become increasingly more patient the more the outcome is delayed. Recent research, however, has suggested that much experimental evidence for increasing patience is actually due to subadditive discounting: people are less patient (per-time-unit) over shorter intervals regardless of when they occur. Because previous research into subadditive discounting has used a choice elicitation procedure, the present paper tests whether it generalises to matching. We find strong evidence that it does, but also find weak evidence of increasing patience for matching. We suggest, however, that subadditive discounting alone may be sufficient to account for all of our results. We conclude by questioning the contribution that hyperbolic discounting makes to our understanding of time preference. 相似文献
499.
We have gathered protocols of subjects in their first 30 hours of learning LISP. The processes by which subjects write LISP functions to meet problem specifications has been modeled in a simulation program called GRAPES (Goal Restricted Production System). The GRAPES system embodies the goal-restricted architecture for production systems as specified in the ACT* theory (Anderson, 1983). We compare our simulation to human protocols on a number of problems. GRAPES simulates the top-down, depth-first flow of control exhibited by subjects and produces code very similar to subject code. Special attention is given to modeling student solutions by analogy, how students learn from doing, and how failures of working memory affect the course of problem-solving. Of major concern is the process by which GRAPES compiles operators in solving one problem to facilitate the solution of later problems. 相似文献
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