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101.
Empirical studies have validated that basic needs satisfaction supported by video game play predicts motivation and engagement outcomes. However, few studies specifically manipulated game features for each of the three basic needs specified in the self-determination theory (SDT) to examine how the game features impact players' need satisfaction and game experience. The current study employed an in-house developed exergame and manipulated the game features in a 2 (autonomy-supportive game features: on vs. off) × 2 (competence-supportive game features: on vs. off) experiment to predict need satisfaction, game enjoyment, motivation for future play, effort for gameplay, self-efficacy for exercise using the game, likelihood of game recommendation, and game rating. The manipulated game features led to the corresponding need satisfaction. Manipulated autonomy-supportive and competence-supportive game features had main effects on most motivation and engagement outcomes. Need satisfaction of autonomy and need satisfaction of competence were both found to be mediators for the relationships between the game features and the motivation and engagement outcomes. The findings add evidence to support the underlying mechanism postulated by SDT for media enjoyment and motivation as well as the emerging entertainment research conceptualizing enjoyment as need satisfaction. The findings also have practical implications for intervention effort that intends to capitalize the motivational pull of video games.  相似文献   
102.
This study examines the indirect effects of extensive negative political attack ads in the 2004 presidential election from a third-person effects perspective. Results of a survey using a probability sample of 496 college students indicate that these students believe attack ads harm others more than themselves. Moreover, the respondents tended to perceive attack ads in traditional media to have a greater harmful effect on self and others than attack ads on the Internet. Contingent factors that account for the magnitude of third-person effects include social distance and knowledge. Further, exposure to attack ads was found to be the strongest predictor of perceived harms of such ads on self and others, but only perceived harm on others is a significant predictor of support for restrictions on attack ads. The study contributes to research on the third-person effect by testing perceived harms of attack ads on self and others separately on likelihood to support restrictions.  相似文献   
103.
The cognitive model of clinical practice involves identifying significant beliefs, including spiritual beliefs. Traditional belief in Taoism was elicited from two Cantonese-speaking women referred for assessment after psychiatric admission for complicated bereavement. Their belief was incorporated into the formulations and the treatment plans. Pathological guilt was addressed by gentle cognitive challenge and reframing. Relevant spiritual practices were explored and supported, which allowed recovery to proceed. These cases highlight the value of cross-cultural consultation and illustrate that spiritually sensitive intervention is compatible with evidence-based practice.  相似文献   
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薛婷  陈浩  乐国安  姚琦 《心理科学》2013,36(1):183-188
为探究社会认同、群际威胁和群体情绪如何同时影响内、外群体态度,本研究以中日撞船事件为考察蓝本向天津市431名大学生被试进行调查研究,结果发现:国家认同在认同威胁对两种群体态度的总影响和通过群体愤怒的间接影响中都起到负向的调节作用;群际威胁和群体情绪在社会认同与内、外群体态度之间具有显著中介作用。结论:国家认同在对群体态度的影响中起基础性作用,不同群际威胁与不同群体情绪相对应进而影响群体态度。  相似文献   
106.
以肖邦音乐为刺激材料,采用数字n-back实验范式来研究肖邦音乐对工作记忆的影响方式,并通过运用事件相关电位技术(ERP技术),研究不同音乐条件下,正常人大脑皮层的脑电活动情况,进而探讨音乐对工作记忆影响的神经机制。30名被试参加了3种音乐条件(无音乐、先导音乐、背景音乐)下的n-back(n=1、2)工作记忆任务的行为实验,收集行为数据;14名被试参加了同样实验过程的ERP实验,记录脑电数据。行为结果发现音乐条件对工作记忆效果有显著影响,且先导音乐条件下记忆效果最好;脑电结果显示P3波幅随记忆负荷的增加呈下降趋势,高记忆负荷水平下,P3波幅随先导音乐、背景音乐、无音乐的顺序逐渐呈现下降趋势;源定位分析发现音乐对工作记忆的促进作用可能跟大脑顶叶被激活有关。  相似文献   
107.
This study investigated how goal-directed and habitual behaviors recover after extinction within the context of the resurgence effect, a form of relapse induced by the removal or worsening of alternative reinforcement. Rats were trained to press a target lever with one reinforcer (O1) for either minimal (4) or extended (16) sessions. An extinction test after the completion of O1 devaluation confirmed that minimal and extended training formed goal-directed and habitual behaviors, respectively. Then, pressing an alternative lever was reinforced with a second reinforcer (O2) while the target response was placed on extinction. When O2 was discontinued, the minimally trained target response resurged with goal-directed status as in the extinction test. However, the extinguished habitual behavior in the extensively trained rats did not recover as a habit but instead with goal-directed status, possibly due to the context specificity of habits or the introduction of a new response–reinforcer contingency. The critical finding that reinforcer devaluation consistently led to less resurgence regardless of the amount of acquisition training provides a clinical implication that coupling differential-reinforcement-of-alternative-behavior (DRA) treatments with the devaluation of the associated reinforcer of problematic behavior could effectively diminish its recurrence.  相似文献   
108.
Assisting employees to explore internal job switches rather than leaving an organization is a positive measure aimed at enhancing employee retention and job satisfaction. This article describes how a municipal county government used J. L. Holland's (1992) occupational classification system to help employees achieve congruence between their interests and their job requirements.  相似文献   
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110.
选择反应作业中的反应组织   总被引:7,自引:0,他引:7  
通过2-选择反应作业的两个反应复杂度不对称(不等)实验因素考察反应组织,发现在同一作业中无反应复杂度效应,而作业之间反应复杂度效应显著。这提示选择反应是选择已完成组织的反应,而不是实时地进行反应动作组织,进而引入动作模块的概念。即把反应组织视为选择动作模块过程。其实际意义是,在操作界面的优化设计中,要提高一组同时可选择操作R中的某一种操作Ri(R∈Ri|i=1,2,…,n)的绩效,其有效途径是应降低这一组操作R的平均复杂度;如果只降低Ri的复杂度,要提高其绩效收效甚微。  相似文献   
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