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Memory consists of several phases or processes that can be influenced by many factors, including the individual's circadian rhythm and the time of day at which tests are performed. The present objective was to evaluate the performance on memory tests of different chronotypes during the morning and the evening shifts. Subjects (21 men and 26 women, between the ages of 20 and 35 yr.) were evaluated for memory and metamemory differences in the morning and in the afternoon, using a battery of neuropsychological tests composed of the Word List with Emotional Content, Visual Memory, Scale-Semantic Memory, Digit Span, Word-Pairs Associated, Verbal Fluency Test, and Metamemory questionnaire. In the evening shift, there was a statistical difference among chronotypes on the Word List with Neutral Content and on the Verbal Fluency Test. In the morning, there were no statistically significant differences; however, the morning-type subjects had higher scores on the metamemory tests (p<.01), while the evening-type subjects had higher scores in the afternoon (p<.01). In spite of their perception, on Word-Pairs Associated and Word List with Emotional Content, the subjects, independently of their chronotype, showed better performance by the evening than by the morning shift. These results highlight the importance of controlling the shift of day and chronotype in studies with the objective of exploration of human performance.  相似文献   
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The present report investigates the effects of early undernutrition on the latent learning ability of rehabilitated adult male rats in a simple maze task. Rats were undernourished during suckling by feeding their dams an 8% casein diet. Well-nourished dams received a 25% casein diet during the same period. Rats were weaned at 21 days of age and nutritionally rehabilitated until they became adults, when behavioral task was conducted. Under a nonappetitive condition, rats were exposed either to an open field or to a maze apparatus. They were thereafter deprived of water and tested in the maze apparatus. Both well-nourished and undernourished rats that had been previously exposed to the maze performed better than those exposed to the open field. Nutritional treatment had no effect on performance of either the latent learning or of the open-field groups. These results suggest that rehabilitated adult rats are able to learn about the environment when no immediate reinforcement is involved. The discrepancy between our findings and results reported by others may be due to differences in task complexity and/or perhaps to the fact that nutritional rehabilitation also plays a role in reversing some of the deleterious effects of early undernutrition on learning ability of rats.  相似文献   
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In four studies we analyzed the eye poking of a youth with profound disabilities. In Study 1, a functional analysis showed that eye poking occurred during the no-attention condition, but not during demand, attention, or recreation conditions. The analysis did not identify socially mediated variables involved in the maintenance of eye poking; rather, eye poking may have been maintained by consequences produced directly by the response. In Study 2 we had the student wear goggles to prevent potential reinforcement from finger—eye contact. The results of Study 2 indicated that eye-poking attempts were reduced when the student wore goggles. We then tested in Study 3 the effects of two alternative topographies of stimulation. Study 3 demonstrated that eye poking was reduced when a video game was provided as a competing source of visual stimulation, and that music was less effective in reducing eye poking. In Study 4, a contingency analysis using the video game was conducted in an attempt to (a) reduce the frequency of eye poking and (b) study whether the video game functioned as a reinforcer. The results of Study 4 demonstrated substantive reductions in the frequency of eye poking, and suggested that the video game served as a reinforcer.  相似文献   
85.
Five rats were submitted to a signaled free-operant avoidance contingency. Throughout the experiment, shock intensity was varied from 0.1 to 8.0 mA, with shock duration constant at 200 milleseconds. Results indicate: (a) an all-or-none effect of shock intensity on response and shock rates, on percentage of shocks avoided, and on frequency of occurrence of responding during the preshock stimulus; and (b) no systematic effect of shock intensity on stimulus control, measured either by the percentage of stimulus presentations accompanied by a response or by the percentage of responses that occurred during those preshock stimuli. Such results indicate that for each subject there is a minimum shock intensity necessary to establish and maintain avoidance responding; intensities higher than this minimum value have little or no effect on responding (with an upper limit for those strong intensities with a general disruptive effect on behavior).  相似文献   
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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   
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The authors aimed to investigate the effects of an intervention based on interactive game set with the movement sensor Kinect on children with cerebral palsy (CP). Twenty-eight participants were recruited. Their age was between 3 and 12 years old, and rated as level I, II, or III on the Gross Motor Function Classification System. They played two games from the Xbox 360 Kinect system and were evaluated using the Gross Motor Function Measure (GMFM) after a period of 8 weeks. The intervention led to significant motor function improvement as increase of the global scores on the GMFM (p < .001). Rehabilitation interventions using the Xbox 360 Kinect interactive games may represent useful tools for children with CP.  相似文献   
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