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51.
This study examines how the victimization of a close friend, or vicarious peer victimization, affects adolescent violence. Competing processes linking vicarious peer victimization and violence are empirically evaluated including social learning theory, general stain theory, and peer group selection models. The analyses use peer-network data from three waves of the National Longitudinal Study of Adolescent Health (Add Health). Regression models demonstrate that the association between vicarious peer victimization and violence is attributed primarily to peer-group selection and social learning mechanisms. These findings indicate that victimization affects not only the immediate victims of violence, but permeates throughout adolescent social networks.  相似文献   
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The primary goal of this study was to assess the ability of maltreated school-age children and adolescents to understand the thoughts, feelings, and points of view of others. Level of egocentrism and social perspective-taking coordination were assessed in a group of 49 maltreated and 49 demographically matched nonmaltreated children. Twenty-six elementary and 23 high school students in each group were individually interviewed and their responses to hypothetical interpersonal situations coded for egocentricity and level of perspective-taking ability. The findings revealed that maltreated children and adolescents were more egocentric and delayed in their social perspective-taking development than their nonmaltreated peers and that they reported lower levels of global self-worth. However, differences within the group of maltreated children and adolescents emerged with regard to negotiating novel relationships, as those with fewer internalizing or externalizing symptoms exhibited better skills in this area than their peers who displayed more symptoms.  相似文献   
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This article reports a short-term longitudinal study focusing on popularity and social acceptance as predictors of academic engagement for a sample of 342 adolescents (approximate average age of 14). These youths were followed for 4 consecutive semesters. Popularity, social acceptance, and aggression were assessed with a peer nomination inventory, and data on academic engagement were obtained from school records. For adolescents who were highly aggressive, increases in popularity were associated with increases in unexplained absences and decreases in grade point average. Conversely, changes in social acceptance were not predictive of changes in grade point average or unexplained absences. These results highlight the importance of multidimensional conceptualizations of social standing for research on school adjustment during adolescence and emphasize the potential risks associated with popularity.  相似文献   
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In the first three experiments, subjects felt solid geometrical forms and matched raised-line pictures to the objects. Performance was best in experiment 1 for top views, with shorter response latencies than for side views, front views, or 3-D views with foreshortening. In a second experiment with blind participants, matching accuracy was not significantly affected by prior visual experience, but speed advantages were found for top views, with 3-D views also yielding better matching accuracy than side views. There were no performance advantages for pictures of objects with a constant cross section in the vertical axis. The early-blind participants had lower performance for side and frontal views. The objects were rotated to oblique orientations in experiment 3. Early-blind subjects performed worse than the other subjects given object rotation. Visual experience with pictures of objects at many angles could facilitate identification at oblique orientations. In experiment 5 with blindfolded sighted subjects, tangible pictures were used as targets and as choices. The results yielded superior overall performance for 3-D views (mean, M = 74% correct) and much lower matching accuracy for top views as targets (M = 58% correct). Performance was highest when the target and matching viewpoint were identical, but 3-D views (M = 96% correct) were still far better than top views. The accuracy advantage of the top views also disappeared when more complex objects were tested in experiment 6. Alternative theoretical implications of the results are discussed.  相似文献   
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This paper seeks to demonstrate the possibility of manipulating the frequency of stuttering using virtual reality environments (VREs). If stuttering manifests itself in VREs similarly to the way it manifests itself in real world interactions, then VREs can provide a controlled, safe, and confidential method for treatment practice and generalization. Though many researchers and clinicians recognize the need for generalization activities in the treatment of stuttering, achieving generalization in a clinical setting poses challenges to client confidentiality, safety, and the efficient use of a professionals’ time. Virtual reality (VR) technology may allow professionals the opportunity to enhance and assess treatment generalization while protecting the safety and confidentiality of their clients. In this study, we developed a VR job interview environment which allowed experimental control over communication style and gender of interviewers. In this first trial, persons who stutter (PWS) experienced both challenging and supportive VR job interview conditions. The percentage of stuttered syllables was calculated for both interviews for each participant. Self-reported ratings of communication apprehension and confidence were also obtained, and were not significantly correlated with stuttering severity. Results indicated that interviewer communication style affected the amount of stuttering produced by participants, with more stuttering observed during challenging virtual interviews. Additionally, the amount of stuttering observed during the VR job interviews was significantly, positively correlated with the amount of stuttering observed during an interview with the investigator prior to VR exposure. Participants’ subjective reports of the VR experience indicate reactions similar to those they report experiencing in the real world. Possible implications for the use of VR in the assessment and treatment of stuttering are discussed.

Educational objectives: After reading this article, the reader will be able to—(1) list some of the challenges to treatment generalization; (2) describe how virtual reality technology can assist in alleviating some of these challenges; (3) describe how the frequency of stuttering varies across two different virtual environments.  相似文献   

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