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871.
Sex Roles - Many young children often exhibit a strong desire to wear extremely gender-typed clothing (appearance rigidity), reflecting their emerging gender identities. However, research on...  相似文献   
872.
Cross-lateralisation and increased motor difficulties have been reported in children with attention-deficit/hyperactivity disorder (ADHD). Nevertheless, the question of how crossed (i.e. mixed preference) or uncrossed (i.e. same side preference) lateralisation impacts motor performance in children with ADHD has yet to be examined. In this study, previously validated observational measures of hand and foot preference were used to identify right-handed children with ADHD who display cross- (n = 29) and uncross-lateralisation (n = 31). An uncross-lateralised typically developing (TD) group (n = 32) was also identified, and included as a control. Motor performance was assessed with seven valid and reliable fine and gross motor tasks performed with both preferred and non-preferred limbs. Group, task and sex-related effects were examined. Findings revealed that male (but not female) cross-lateralised children with ADHD performed significantly worse, respectively, in two of the fine motor tasks (spiral tracing [p < .01], and dot filling [p < .05]). Results suggest that cross-lateralised hand and foot preference may affect complex motor skills in male children with ADHD. Furthermore, characteristics of ADHD may manifest differently in male and female children. Findings highlight the importance of considering both hand and foot preference when targeting motor interventions for children with ADHD.  相似文献   
873.
In order to evaluate the utility of genetic counseling at the time of first trimester screening in patients with no previously identified genetic concerns, we reviewed family history data for 700 women seen for genetic counseling in Utah during 2005-2006. The mean maternal age was 35 years (Range: 16–47 years). The majority of patients seen were non-Jewish Caucasians (90.8%, 634/700). A three-generation pedigree was obtained from each woman by one of two certified genetic counselors and subsequently classified as “negative” (no birth defects/genetic disorders); “positive” (birth defect or genetic condition with a minimal/low risk of recurrence; additional evaluation/genetic testing during pregnancy not indicated); or “significant” (birth defect or genetic condition with an increased risk of recurrence; additional evaluation/genetic testing during the pregnancy indicated). About 72% (501/700) of the histories were negative, 19% (134/700) were positive, and about 9% (65/700) were significant. Among patients with significant family histories, 66% (n = 43) were women less than 35 years of age. We conclude that assessing a patient’s family history at the time of first trimester serum screening is a valuable resource for pregnancy management.  相似文献   
874.
Here we explore whether mental training in the form of meditation can help to overcome age-related attentional decline. We compared performance on the attentional blink task between three populations: A group of long-term meditation practitioners within an older population, a control group of age-matched participants and a control group of young participants. Members of both control groups had never practiced meditation. Our results show that long-term meditation practice leads to a reduction of the attentional blink. Meditation practitioners taken from an older population showed a reduction in blink as compared to a control group taken from a younger population, whereas, the control group age-matched to the meditators’ group revealed a blink that was comparatively larger and broader. Our results support the hypothesis that meditation practice can: (i) alter the efficiency with which attentional resources are distributed and (ii) help to overcome age-related attentional deficits in the temporal domain.  相似文献   
875.
Whether human infants spontaneously represent number remains contentious. Clearfield & Mix (1999 ) and Feigenson, Carey & Spelke (2002 ) put forth evidence that when presented with small sets of 1–3 items infants may preferentially attend to continuous properties of stimuli rather than to number, and these results have been interpreted as evidence that infants may not have numerical competence. Here we present three experiments that test the hypothesis that infants prefer to represent continuous variables over number. In Experiment 1, we attempt to replicate the Clearfield & Mix study with a larger sample of infants. Although we replicated their finding that infants attend to changes in contour length, infants in our study attended to number and perimeter/area simultaneously. In Experiments 2 and 3, we pit number against continuous extent for exclusively large sets (Experiment 2) and for small and large sets combined (Experiment 3). In all three experiments, infants noticed the change in number, suggesting that representing discrete quantity is not a last resort for human infants. These results should temper the conclusion that infants find continuous properties more salient than number and instead suggest that number is spontaneously represented by young infants, even when other cues are available.  相似文献   
876.
Young people in Catalonia are studied in order to better understand differences between satisfaction with spirituality and satisfaction with religion. Results suggest a reactive position on the part of most Spanish youngsters towards traditional religion; they consider it not very important either for their well-being or to give a sense of meaning to their own lives. While the importance given to spirituality is clearly higher, the concept seems to have several very different interpretations among young people. The discussion underlines the importance of discovering young people’s own points of view in order to understand the meaning they give to religion and spirituality in the context of an ever more rapidly changing society. The implications for future research and practice are discussed.  相似文献   
877.
Aims. This study investigated the effect of simulated visual impairment on the speed and accuracy of performance on a series of commonly used cognitive tests. Methods. Cognitive performance was assessed for 30 young, visually normal subjects (M=22.0±3.1 years) using the Digit Symbol Substitution Test (DSST), Trail Making Test (TMT) A and B and the Stroop Colour Word Test under three visual conditions: normal vision and two levels of visually degrading filters (VistechTM) administered in a random order. Distance visual acuity and contrast sensitivity were also assessed for each filter condition. Results. The visual filters, which degraded contrast sensitivity to a greater extent than visual acuity, significantly increased the time to complete (p<.05), but not the number of errors made, on the DSST and the TMT A and B and affected only some components of the Stroop test. Conclusions. Reduced contrast sensitivity had a marked effect on the speed but not the accuracy of performance on commonly used cognitive tests, even in young individuals; the implications of these findings are discussed.  相似文献   
878.
ABSTRACT Although the role of emotional processing is central to contemporary models of risky decision making, to date the role of trait emotional understanding has not been explored experimentally in this context. The current experiment ( N =326) explores the role of alexithymia with respect to performance on the standard Iowa Gambling Task (IGT) and a version where cumulative financial feedback is obscured. Standard learning on the IGT was observed for those low in alexithymia. Those high in alexithymia learned to avoid disadvantageous decks over the first half of the task. However, over the later trials they showed a change in performance, shifting from advantageous to disadvantageous and back to advantageous decks again (termed an "explore-learn-change-return" strategy). It is argued that this is due to an inability to fully consolidate earlier learning and reduced sensitivity to losses. The absence of cumulative feedback independently resulted in reduced performance.  相似文献   
879.
Few studies examine whether and how parental attitudes towards genetic testing change over time. In this study we interviewed parents of 14 children with newly identified hearing loss at two time points: after referral to genetics and 1 year later. Qualitative analyses of parental narratives indicate that parental attitudes did not change significantly over this time. Parents who perceived genetic testing to be useful continued to value it after testing, while parents who did not perceive it as being useful for their child’s future held the same view a year later. The only parents who changed their views regarding the usefulness of genetic testing for hearing loss were those who reported that their children underwent significant changes in their hearing loss or were faced with other life threatening conditions. Parents were also often unaware of the role of the genetic counselor and how genetic counseling could help address many of their lingering questions and concerns. These emergent themes indicate the need for geneticists and genetic counselors to be aware of and sensitized to the questions and attitudes that bring parents to a genetic evaluation, as well as the reasons why parents may not follow up with genetic testing for hearing loss when recommended.  相似文献   
880.
The ideal elf: identity exploration in World of Warcraft.   总被引:1,自引:0,他引:1  
In this study, we examine the identity exploration possibilities presented by online multiplayer games in which players use graphics tools and character-creation software to construct an avatar, or character. We predicted World of Warcraft players would create their main character more similar to their ideal self than the players themselves were. Our results support this idea; a sample of players rated their character as having more favorable attributes that were more favorable than their own self-rated attributes. This trend was stronger among those with lower psychological well-being, who rated themselves comparatively lower than they rated their character. Our results suggest that the game world allows players the freedom to create successful virtual selves regardless of the constraints of their actual situation.  相似文献   
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