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291.
从网络同一性实验与自我同一性间关系的分歧出发,提出相应的理论模型,考察网络社交倾向的调节作用及强迫性网络使用的中介作用。本研究采用网络同一性实验量表、自我同一性实验问卷以及强迫性网络使用量表对275名大学生进行了测量,结果表明:(1)网络社交倾向对网络同一性实验与自我同一性的关系具有调节作用。对于线下社交倾向的大学生,网络同一性实验对自我同一性有消极预测作用;但对于线上社交倾向的大学生,中等程度的网络同一性实验会积极预测自我同一性的发展;(2)强迫性网络使用在网络同一性实验与自我同一性的关系中起完全中介作用。总之,网络同一性实验整体上不利于大学生自我同一性的发展,但若把握好\"度\"也可以发挥其积极作用。  相似文献   
292.
We conducted an exploratory study of the experiences of genetic counselors who have either trained or supervised in a second language to assess the relevance of this issue to genetic counseling training and supervision. Two hundred-thirty NSGC members, CAGC members and genetic counseling students completed the online questionnaire. Many of the respondents reported that training and supervision differed when another language was involved. Supervisors reported difficulty in assessing students’ counseling skills and discomfort with an incomplete understanding of session content. Students described a greater focus on vocabulary at the expense of psychosocial dimensions. Despite this, most felt that using another language enhanced their training experience. As such, training programs might consider increasing support to these learners and supervisors by explicitly acknowledging the challenges they face, providing students with language tools to aid in their acquisition of basic skills and providing supervisors with new methods for assessing student counseling skills when using other languages.  相似文献   
293.
Given the increasingly dominant role of video games in the mainstream entertainment industry, it is no surprise that the scholarly debate about their impact has been lively and well attended. Although >100 studies have been conducted to examine the impact of violent video games on aggression, no clear consensus has been reached, particularly in terms of their long-term impact on violent behavior and aggressive cognitions. This study employs a first-ever longitudinal laboratory-based experiment to examine longer-term effects of playing a violent video game. One hundred thirty-five participants were assigned either to the treatment condition where they played a violent video game in a controlled laboratory setting for a total of 12 hours or to the control group where they did not play a game. Participants in the treatment group played Grand Theft Auto IV over a period of 3 weeks and were compared with a control group on the posttest measures of trait aggression, attitudes toward violence, and empathy. The findings do not support the assertion that playing a violent video game for a period of 3 weeks increases aggression or reduces empathy, but they suggest a small increase in proviolence attitudes. The implications of the findings are discussed.  相似文献   
294.
The SIAM yes-no task is an efficient bias-free adaptive procedure for estimating absolute thresholds, though it arguably requires further evaluation prior to its adoption into mainstream psychological research. We report two experiments undertaken in the auditory and gustatory modalities designed to assess the accuracy and efficiency of the SIAM method. In the first experiment, estimates of absolute thresholds for 1000-Hz tones obtained using a two-alternative forced choice adaptive procedure were compared to those obtained using both the SIAM yes-no task and a modification of the SIAM task incorporating the method of free response, the SIAM-rapid. In Experiment 2, we compared absolute thresholds for sucrose in solution obtained with either a two-alternative forced choice adaptive procedure or the SIAM yes-no task. Both experiments demonstrated the efficiency and validity of the SIAM approach, with SIAM thresholds proving to be equivalent to those obtained in the two-alternative forced choice tasks and to those reported in the literature.  相似文献   
295.
Previous functional magnetic resonance imaging (fMRI) studies have identified activation in the prefrontal-parietal-sub-cortical circuit during feigned memory impairment when comparing with truthful telling. Here, we used fMRI to determine whether neural activity can differentiate between answering correctly, answering randomly, answering incorrectly, and feigned memory impairment. In this study, 12 healthy subjects underwent block-design fMRI while they performed digit task of forced-choice format under four conditions: answering correctly, answering randomly, answering incorrectly, and simulated feigned memory impairment. There were three main results. First, six areas, including the left prefrontal cortex, the left superior temporal lobe, the right postcentral gyrus, the right superior parietal cortex, the right superior occipital cortex, and the right putamen, were significantly modulated by condition type. Second, for some areas, including the right superior parietal cortex, the right postcentral gyrus, the right superior occipital cortex, and the right putamen, brain activity was significantly greater in feigned memory impairment than answering randomly. Third, for the areas including the left prefrontal cortex and the right putamen, brain activity was significantly greater in feigned memory impairment than answering incorrectly. In contrast, for the left superior temporal lobe, brain activity was significantly greater in answering incorrectly than feigned memory impairment. The results suggest that neural correlates of feigned memory impairment are distinguishable from answering randomly and answering incorrectly in healthy subjects.  相似文献   
296.
Culture plays an important role in shaping body image, and people from different cultures have different beliefs about what constitutes the "ideal" body type. This study examines the relationship between culture and body ideals in Asian-American and Black-American women. Results from two studies show that subjective cultural identity and situational cultural cues had different relationships with body ideals. Among Asian-American women, identification with Asian culture was related to a thinner body ideal, but exposure to Asian cultural cues (relative to American cultural cues) was related to a thicker body ideal. Among Black-American women, identification with Black culture was related to a thicker body ideal, but exposure to Black cultural cues (relative to American cultural cues) was related to a thinner body ideal. These results have theoretical and practical implications for understanding how internal and external manifestations of culture can differentially influence body image.  相似文献   
297.
    
This study adopted a dialectical framework to provide insight into the doctoral advisement relationship early in the dissertation phase in different disciplines. Interpretive analysis of in-depth interviews with 6 advisor–student pairs revealed the variety of ways that the autonomy–guidance dialectic was conceptualized and experienced. It also illustrated moments when the advisor and student were not synchronized in their perceptions. Implications are considered.  相似文献   
298.
惯例是一种群体的程序化行为,类似于思维定势,其实验测量最早源于 Cohen 与 Bacdayan (1994)发明的TTT扑克牌游戏。研究选取35对两人组被试,在问题解决的框架下采用微观发生法的思路重新设计实验任务,探讨了两人问题解决中惯例的表现,并在此基础上探讨了惯例从无到有的产生过程。结果表明:(1)修改后的40局TTT扑克牌游戏中存在明显的惯例现象,这可以从可靠性、速度、重复的行动序列、基于特定策略的行为模式和偶尔的次优性5个指标进行验证和描述。(2)惯例的产生是在行为掌握基础上,不断进行表征重述的结果。这一过程体现了惯例的产生是程序性知识转向陈述性知识、无意识转向有意识、稳定性与可变性的统一。  相似文献   
299.
《袖珍医便》是日本医家芦川桂洲编撰于江户初期的大众医学书籍,撷取中医经典名方,内容简单实用,是中医学在日本大众化的产物。分析该书的学术特点和传播特征,可为当今中医药国际化提供一定的借鉴。通过研究发现,该书在内容上受后世派影响显著,吸收了部分中国传统儒家医学伦理思想,淡化抽象理论突出实用方剂。在传播特色上,吸取了最新的明代医学成果,将药材生产、风土饮食、医疗需求上与本土实际情况相融合,语言表达简洁易懂,方剂选取精炼,从而促进了江户时期中医学在日本大众中的传播。  相似文献   
300.
采用元分析方法探讨了青少年友谊质量和主观幸福感的关系,通过文献检索,共纳入文献27篇(N=21283)。结果表明:(1)青少年友谊质量与主观幸福感呈中等程度正相关(r=0.28,p<0.001);(2)友谊质量与主观幸福感的关系不受性别、文化背景、学业阶段、主观幸福感测量工具、友谊质量测量工具的调节,但受出版时间的调节。  相似文献   
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