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391.
Although people attempt many creative problem solutions, in general, most creative problem-solving efforts, at least real-world efforts, fail. In the present effort, we examine the reasons creative problem-solving efforts typically fail. We argue that creative problem-solving efforts fail, in part, due to the fundamental nature of the kinds of problems that call for creative thought. However, the nature of people's creative problem-solving skills and the context in which they attempt to develop and implement creative problem solutions also results in failed attempts to solve creative problems. Based on these observations, we discuss how one might seek to develop people to encourage more success in creative problem-solving efforts. 相似文献
392.
Sex Roles - Recent evidence indicates that interactive media-based web technologies, such as social networking sites, have an appreciable effect on users’ perceptions of and attitudes toward... 相似文献
393.
While cognitive-behavioral therapy for IBS is quite effective, the limited availability of competent therapists and lack of access to treatment remain problematic. This paper reports on a small, randomized, controlled trial of a five week internet based cognitive-behavioral intervention for IBS with limited therapist feedback via e-mail. Fifty-four IBS patients were recruited via the internet and randomly assigned to either immediate treatment or a wait-list control group. Thirty-one subjects completed the post-treatment assessment. 77% of treatment completers also completed a 3-month follow-up assessment. Treatment completers experienced statistically and clinically significant declines in IBS symptoms and improvements in quality of life. Those gains were substantially maintained at follow-up. Treatment efficacy was partially mediated by reductions in the tendency to catastrophize the social and occupational implications of symptoms, suggesting that catastrophizing may be an important target for treatment. 相似文献
394.
David E. Kuhn Samantha L. Hardesty Kevin Luczynski 《Journal of applied behavior analysis》2009,42(2):349-353
The value of a reinforcer may change based on antecedent events, specifically the behavior of others (Bruzek & Thompson, 2007). In the current study, we examined the effects of manipulating the behavior of the therapist on problem behavior while all dimensions of reinforcement were held constant. Both participants' levels of problem behaviors increased as a function of the altered behavior of the therapist without direct manipulation of states of satiation or deprivation. 相似文献
395.
David E. Kuhn Samantha L. Hardesty Nicole M. Sweeney 《Journal of applied behavior analysis》2009,42(2):355-360
Repetitive behaviors such as excessive straightening are commonly observed among individuals with autism. Attempts to prevent these behaviors may increase the likelihood of other problem behaviors. The present study was designed to assess and treat the excessive straightening and associated destructive behaviors of a 16‐year‐old boy who had been diagnosed with autism and moderate mental retardation. Following a series of functional analyses, an intervention that incorporated functional communication, extinction of destructive behavior, and blocking of repetitive straightening was demonstrated to be effective in reducing straightening and destructive behavior. 相似文献
396.
Giuseppe Riva Fabrizia Mantovani Claret Samantha Capideville Alessandra Preziosa Francesca Morganti Daniela Villani Andrea Gaggioli Cristina Botella Mariano Alca?iz 《Cyberpsychology & behavior》2007,10(1):45-56
Many studies showed the ability of movies and imagery techniques to elicit emotions. Nevertheless, it is less clear how to manipulate the content of interactive media to induce specific emotional responses. In particular, this is true for the emerging medium virtual reality (VR), whose main feature is the ability to induce a feeling of "presence" in the computer-generated world experienced by the user. The main goal of this study was to analyze the possible use of VR as an affective medium. Within this general goal, the study also analyzed the relationship between presence and emotions. The results confirmed the efficacy of VR as affective medium: the interaction with "anxious" and "relaxing" virtual environments produced anxiety and relaxation. The data also showed a circular interaction between presence and emotions: on one side, the feeling of presence was greater in the "emotional" environments; on the other side, the emotional state was influenced by the level of presence. The significance of these results for the assessment of affective interaction is discussed. 相似文献
397.
A hallmark feature of elemental associative learning theories is that multiple cues compete for associative strength when presented with an outcome. Cue competition effects have been observed in humans, both in forward and in backward blocking procedures (e.g., Shanks, 1985) and are often interpreted as evidence for an associative account of human causal learning (e.g., Shanks & Dickinson, 1987). Waldmann and Holyoak (1992), however, demonstrated that cue competition only occurs in predictive, and not diagnostic, learning paradigms. While unexplainable from an associative perspective, this asymmetry readily follows from structural considerations of causal model theory. In this paper, we show that causal models determine the extent of cue competition not only in forward but also in backward blocking designs. Implications for associative and inferential accounts of causal learning are discussed. 相似文献
398.
Processes underlying deception: an empirical analysis of truth and lies when manipulating the stakes
Letizia Caso Augusto Gnisci Aldert Vrij Samantha Mann 《Journal of Investigative Psychology & Offender Profiling》2005,2(3):195-202
The aim of the present experiment was to examine to what extent participants experience attempted control, cognitive load and arousal when they lie and tell the truth under lower‐stakes and higher‐stakes conditions. We expected both differences and similarities between truth tellers and liars. We expected that participants would experience these processes to a higher degree when they lied compared to when they told the truth (differences), but we also expected that both liars and truth tellers would be keen to make a convincing impression; and that raising the stakes would affect liars and truth tellers in a similar way (similarities). A total of 128 participants lied and told the truth during an interview (lying and truth telling was counterbalanced). Stakes were manipulated by informing half of the participants that their interviews would be recorded on videotape and would be analysed and evaluated by police officers. The predictions were supported. Copyright © 2005 John Wiley & Sons, Ltd. 相似文献
399.
Gerdien G. van Eersel Peter P. J. L. Verkoeijen Samantha Bouwmeester Huib K. Tabbers Remy M. J. P. Rikers 《Journal of Cognitive Psychology》2017,29(5):583-598
Retrieval practice enhances long-term retention more than restudying; a phenomenon called the testing effect. The fuzzy trace explanation predicts that a testing effect will already emerge after a short interval when participants are solely provided with semantic cues in the final test. In the present study, we assessed this explanation by gradually reducing the surface features overlap between cues in the learning phase and the final recognition test. In all five experiments, participants in the control/word condition received as final test cues the same words as in the learning phase. The experimental final test cues consisted of scrambled words, words in a new context, scrambled words in a new context (Experiment 1), synonyms (Experiment 2), or images (Experiments 3, 4a, 4b). A short-term testing effect was only observed for the image final test cues. These results do not provide strong support for the fuzzy trace explanation of the testing effect. 相似文献
400.
Lewis A. Bizo Bob Remington Lorraine S. DSouza Samantha K. Heighway Clara Baston 《Learning and motivation》2002,33(4):411-432
The generality of the mathematical principles of reinforcement (MPR) was tested with humans. In Experiment 1A, participants’ mouse clicks were reinforced according to a series of variable-ratio (VR) values. In one condition, a situated task was used (searching for treasure on a map presented via a PC monitor); in the other, abstract version of the task, participants clicked on a white screen. Under the “map” condition, response rates increased with increasing ratio value before decreasing with further ratio increases; under the “no-map” condition, response rates decreased linearly from a peak at the smallest ratio. In Experiment 1B, the pattern of responding was confirmed under the “map” conditions using a different set of ratio values. In Experiment 2, reinforcer magnitude was manipulated using the “map” context. Response rates did not differ significantly when large rather than small cash reinforcers were delivered according to a VR 30 but were significantly higher when large rather than small cash reinforcers were delivered according to a VR 120. Together these experiments offer qualified support for extending MPR to the behavior of human participants. 相似文献