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51.
Even with the recent surge of research on achievement emotions, few studies have investigated emotions in feedback situations and the appraisals associated with such emotions. The purpose of this study was to examine emotion appraisals of constructive criticism, negative, and positive feedback, to aid us in determining whether these appraisals differed by feedback type. In a task asking them to provide open-ended responses as they imagined receiving feedback on a writing task, undergraduates (N?=?270) gave reasons for why they might experience unpleasant emotions from positive feedback and pleasant emotions from negative feedback along with reasons for both pleasant and unpleasant emotions emanating from constructive feedback. Open coding of responses yielded categories for each emotion-feedback pairing that, across all emotions, were collapsed into five appraisal categories: feedback suggests ways to improve, a mismatch between feedback and task exists, feedback targets the self or one’s ability, feedback says something about the relationship between feedback giver and receiver, and the task is judged for its value. Distributions of appraisal categories distinguished constructive feedback from positive and negative feedback. Implications are drawn for control-value theory and for classroom feedback practices.  相似文献   
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This study looked at the contribution of strategic cognitive processes such as frequency gambling and speed and accuracy trade‐off in the production of errors during skill development. We developed a novel psychomotor task and trained participants on the task. We predicted that practice would change the nature of errors and be driven by strategic processes, rather than just change the overall number of errors. The first experiment investigated the effects of frequency gambling on errors during skill development by manipulating stimulus probability. The second experiment tested the separate effects of speed versus accuracy instructions to clarify the strategic contribution of response‐criterion setting. The results of these two studies refute the widespread assumption that skill development invariably reduces errors. Rather, errors can be a strategic feature of skill acquisition (e.g. gambling on low probability events), which, although results in speedy performance, would be a dangerous practice in many real‐life contexts. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
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In Appalachia, there are certain Christian sects who handle venomous serpents in their church services. Although their serpent handling has received some attention, another of their practices, poison-drinking, has all but escaped the concern of investigators. Addressing this issue, this study included phenomenological interviews with seven believers who ingested strychnine at church. A hermeneutic analysis of their transcribed interviews discovered four major themes that emerged across all protocols to describe the structure of meaning in the experience of poison-drinking: (1) Desire to Drink; (2) “God Moving on Me” (in terms of Anointing and “Insurance” against Harm); (3) Already “Snake Bit”; and (4) “Victory”/“Devil Troubling My Mind”. These interdependent themes are discussed in relation to the existential grounds of body, others, time, and world.  相似文献   
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Eighteen healthy young adults underwent event-related (ER) functional magnetic resonance imaging (fMRI) of the brain while performing a visual category learning task. The specific category learning task required subjects to extract the rules that guide classification of quasi-random patterns of dots into categories. Following each classification choice, visual feedback was presented. The average hemodynamic response was calculated across the eighteen subjects to identify the separate networks associated with both classification and feedback. Random-effects analyses identified the different networks implicated during the classification and feedback phases of each trial. The regions included prefrontal cortex, frontal eye fields, supplementary motor and eye fields, thalamus, caudate, superior and inferior parietal lobules, and areas within visual cortex. The differences between classification and feedback were identified as (i) overall higher volumes and signal intensities during classification as compared to feedback, (ii) involvement of the thalamus and superior parietal regions during the classification phase of each trial, and (iii) differential involvement of the caudate head during feedback. The effects of learning were then evaluated for both classification and feedback. Early in learning, subjects showed increased activation in the hippocampal regions during classification and activation in the heads of the caudate nuclei during the corresponding feedback phases. The findings suggest that early stages of prototype-distortion learning are characterized by networks previously associated with strategies of explicit memory and hypothesis testing. However as learning progresses the networks change. This finding suggests that the cognitive strategies also change during prototype-distortion learning.  相似文献   
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The present study explores a new framework for conceptualizing possible selves for the prediction of behavior. The framework uses decision theory, attitude theory, and classic expectancy-value models. The focus is on using possible-self constructs that (a) correspond to behavioral alternatives, (b) focus on self dimensions directly tied to the behavioral criterion, and (c) use expectancy-value constructs to assess the core features of a given possible self-dimension. A study of 305 college students was undertaken to predict alcohol use from possible self constructs using the framework. Results affirmed the utility of the approach, showing that possible-self constructs predicted behavior over and above current self-image and constructs in the Theory of Planned Behavior. Possible-self constructs associated with negative attributes of both binge drinkers and nonbinge drinkers were predictive of behavior.  相似文献   
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We examine the nature of motor representations evoked during comprehension of written sentences describing hand actions. We distinguish between two kinds of hand actions: a functional action, applied when using the object for its intended purpose, and a volumetric action, applied when picking up or holding the object. In Experiment 1, initial activation of both action representations was followed by selection of the functional action, regardless of sentence context. Experiment 2 showed that when the sentence was followed by a picture of the object, clear context-specific effects on evoked action representations were obtained. Experiment 3 established that when a picture of an object was presented alone, the time course of both functional and volumetric actions was the same. These results provide evidence that representations of object-related hand actions are evoked as part of sentence processing. In addition, we discuss the conditions that elicit context-specific evocation of motor representations.  相似文献   
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Childhood obesity, which is due in part to lack of physical activity, is a serious concern that requires the attention of the behavioral community. Although excessive video game play has been noted in the literature as a contributor to childhood obesity, newer video gaming technology, called exergaming, has been designed to capitalize on the reinforcing effects of video games to increase physical activity in children. This study evaluated the effects of exergaming on physical activity among 4 inactive children in a physical education (PE) classroom. Results showed that exergaming produced substantially more minutes of physical activity and more minutes of opportunity to engage in physical activity than did the standard PE program. In addition, exergaming was socially acceptable to both the students and the PE teacher. Exergaming appears to hold promise as a method for increasing physical activity among inactive children and might be a possible intervention for childhood obesity.  相似文献   
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