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911.
The authors examined the influence of the introduction of a new suite of technology tools on the performance of 592 salespersons. They hypothesized that the salespersons' work experience would have a negative effect on their technology self-efficacy, which in turn would relate positively to their use of technology. Sales performance was hypothesized to be positively related to both past performance and the use of new technology tools. Further, the authors hypothesized that leaders' commitment to sales technology would enhance salespersons' technology self-efficacy and usage, and leaders' empowering behaviors would influence salespersons' technology self-efficacy and moderate the individual-level relationships. Hierarchical linear modeling analyses confirmed all of the hypothesized individual-level relationships and most of the cross-level relationships stemming from average leader behaviors. In particular, empowering leadership exhibited multiple cross-level interactions, as anticipated. Results are discussed in terms of the importance of social-psychological factors related to the success of sales force technology interventions.  相似文献   
912.
This study demonstrates that experience and development interact to influence the "cross-race effect." In a multination study (n=245), Caucasian children and adults of European ancestry living in the United States, Norway, or South Africa, as well as biracial (Caucasian-African American) children and adults living in the United States, were tested for recognition of Asian, African, and Caucasian faces. Regardless of national or biracial background, 8- to 10-year-olds, 12- to 14-year-olds, and adults recognized own-race faces more accurately than other-race faces, and did so to a similar extent, whereas 5- to 7-year-olds recognized all face types equally well. This same developmental pattern emerged for biracial children and adults. Thus, early meaningful exposure did not substantially alter the developmental trajectory. During young childhood, developmental influences on face processing operate on a system sufficiently plastic to preclude, under certain conditions, the cross-race effect.  相似文献   
913.
914.
We conducted this study to determine the relationship between math preference and mastery for five middle school students with autism spectrum disorders. We randomly presented several math addition and subtraction problem formats to determine the students’ preferences. Results indicated that preference was idiosyncratic across students. In addition, preference was not related to mastery in some students. Results are discussed within a theoretical framework of matching law. Implications for practitioners are discussed.
Devender R. BandaEmail:
  相似文献   
915.
Research on analogical retrieval suggests that cues with object similarity to a prior episode in memory lead to better retrieval than do cues with relational similarity. We suggest that previous work may have underestimated the effectiveness of relational cues, because this work has presented cues and targets in written format. There is some evidence that spoken presentations lead to better memory than do written presentations. We tested this hypothesis using a continuous reminding paradigm in which people read and recalled proverbs that were presented either in spoken or written format. The spoken format led to better retrieval from relational cues, particularly at longer lags between cue and memory item.  相似文献   
916.
Taylor and Lupker (2001) reported that in a naming task, stimuli were named more rapidly when preceded by an easy-to-name stimulus than when preceded by a difficult-to-name stimulus (sequential effects). The goal of the present research was to investigate whether sequential effects could be explained in terms of time perception processes (within the context of Lupker, Brown, and Colombo’s [1997] time criterion account). Participants were required to name easy and difficult stimuli (high-frequency words and nonwords in Experiment 1; words only in Experiment 2). Each naming trial was followed by a set of asterisks (*****). The participants were required to press a button when they thought the asterisks had been presented for exactly 1 sec. Time intervals produced after naming difficult stimuli were longer than time intervals produced after naming easy stimuli. That is, time perception was affected by the difficulty of word/nonword naming in a way that carried over to the next stimulus, supporting the idea that carryover effects in time perception may be the source of sequential effects in the naming task.  相似文献   
917.
Exposure to an enriched environment (EE) has been shown to induce cortical plasticity. Considerable amount of research is focused on the effects of EE in the hippocampus; however, effects of EE on other brain regions and the mechanisms involved are not well known. To investigate this, we induced cortical plasticity by placing mice in an EE for one month and measured the effects of EE in the anterior cingulate cortex (ACC). Here, we show that EE enhanced the expression of the plasticity gene, egr-1, in the ACC of EE animals accompanied by enhanced cingulate long-term potentiation (LTP) and decreased cingulate long-term depression (LTD). The increased NMDA receptor NR2B/NR2A subunits current ratio is associated with the plasticity seen in the ACC while total protein levels remain unchanged. Furthermore, behavioral experiments show that these mice exposed to EE demonstrate enhanced responses to acute and long-term inflammation. Our findings suggest that exposure to EE alters physiological properties within the ACC which results in enhanced responses to inflammation.  相似文献   
918.
Context-induced drug craving and continuous drug use manifest the critical roles of specific memory episodes associated with the drug use experiences. Drug-induced conditioned place preference (CPP) in C57BL/6J mouse model, in this regard, is an appropriate behavioral paradigm to study such drug use-associated memories. Requirement of protein synthesis in various forms of long-term memory formation and storage has been phylogenetically demonstrated. This study was undertaken to study the requirement of protein synthesis in the learning and memory aspect of the conditioned place preference induced by cocaine and methamphetamine, two abused drugs of choice in local area. Since pCREB has been documented as a candidate substrate for mediating the drug-induced neuroadaptation, the pCREB level in hippocampus, nucleus accumbens, and prefrontal cortex was examined for its potential participation in the formation of CPP caused by these psychostimulants. We found that cocaine (2.5 and 5.0 mg/kg/dose)-induced CPP was abolished by the pretreatment of anisomycin (50 mg/kg/dose), a protein synthesis inhibitor, whereas methamphetamine (0.5 or 1.0 mg/kg/dose)-induced CPP was not affected by the anisomycin pretreatment. Likewise, cocaine-induced CPP was mitigated by another protein synthesis inhibitor, cycloheximide (15 mg/kg/injection) pretreatment, whereas methamphetamine-induced CPP remained intact by such pretreatment. Moreover, anisomycin treatment 2h after each drug-place pairing disrupted the cocaine-induced CPP, whereas the same treatment did not affect methamphetamine-induced CPP. An increase of accumbal pCREB level was found to associate with the learning phase of cocaine, but not with the learning phase of methamphetamine. We further found that intraaccumbal CREB antisense oligodeoxynucleotide infusion diminished cocaine-induced CPP, whereas did not affect the methamphetamine-induced CPP. Taken together, these data suggest that protein synthesis and accumbal CREB phosphorylation are essential for the learning and consolidation of the cocaine-induced CPP, whereas methamphetamine-induced CPP may be unrelated to the synthesis of new proteins.  相似文献   
919.
Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained.  相似文献   
920.
Schizophrenia is a devastating mental illness and is characterized by hallucinations and delusions as well as social skills deficits. Generally, social skills training designed to help patients develop social skills includes role-playing, but this form of training has typical shortcomings, which are largely due to a trainer's difficulties to project emotion. Virtual reality (VR)-based techniques have the potential to solve these difficulties, because they provide a computer-generated but realistic three-dimensional world and humanlike avatars that can provide emotional stimuli. In this paper, we report on a method of implementing virtual environments (VEs) in order to train people with schizophrenia to develop conversational skills in specific situations, which could overcome the shortcomings of or complement conventional role-playing techniques. The paper reports the efficacy of the proposed approach in a preliminary clinical trial with 10 patients with schizophrenia.  相似文献   
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