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941.
Philosophia - The article aims to show that compatibilism can be defended against Pereboom’s ‘Four Case’ Manipulation Argument (Pereboom 2001), hereinafter referred to as 4-Case... 相似文献
942.
Maria Seymour St. John 《Infant mental health journal》2019,40(5):608-623
The field of infant mental health is conventionally comprised of professional discourses including developmental science, psychology, and psychiatry, among others, and involves spheres of practice as wide-ranging as pediatrics, maternal/child health, early intervention, early care and education, and child welfare. The World Association of Infant Mental Health [WAIMH] put out its position paper on the rights of infants in 2014 (amended in March 2016) in recognition of the human rights implications of professional understanding of infants’ unique, yet universal, developmental capacities and needs. This article links the policy issues outlined in the WAIMH position paper with critical issues in the field of reproductive justice, extending the reach of WAIMH's call to action on behalf of infants’ rights, and pointing the way toward potent alliances among interconnected movements. Connecting the dots among economic injustice, race-based health disparities, and gender inequities, the article demonstrates that it is not possible to safeguard infant mental health unless we make reproductive justice a reality. 相似文献
943.
Arousal has been found to increase learners' attentional resources. In contrast, seductive details (interesting but learning‐irrelevant information) are considered to distract attention away from relevant information and, thus, hinder learning. However, a possibly moderating role of arousal on the seductive detail effect has not been examined yet. In this study, arousal variations were induced via audio files of false heartbeats. In consequence, 100 participants were randomly assigned to a 2 (with or without seductive details) × 2 (lower vs. higher false heart rates) between‐subjects design. Data on learning performance, cognitive load, motivation, heartbeat frequency, and electro‐dermal activity were collected. Results show learning‐inhibiting effects for seductive details and learning‐enhancing effects for higher false heart rates. Cognitive processes mediate both effects. However, the detrimental effect of seductive details was not present when heart rate was higher. Results indicate that the seductive detail effect is moderated by a learner's state of arousal. 相似文献
944.
Riley Dugan Bryan Hochstein Maria Rouziou Benjamin Britton 《Journal of Personal Selling & Sales Management》2019,39(1):81-101
This research is the first to examine the effect of “grit” – defined here as perseverance in pursuit of long-term goals – on salesperson performance and job satisfaction in a business-to-business (B2B) sales context. While more commonly studied in the psychology and education literatures, grit has heretofore been underexplored in sales research, a notable omission given its importance in predicting performance outcomes across multiple domains. In response, we demonstrate that gritty salespeople perform better and enjoy greater job satisfaction than their less gritty counterparts. Moreover, we show that competitiveness and self-efficacy help to develop grit and reveal important moderating effects; grit is highest when salespeople are self-efficacious and socially astute. Moreover, the results also suggest that need for power attenuates the positive effect of grit on performance, revealing a potential “dark side” of grit. We then provide some future research ideas involving grit in an effort to encourage further exploration of this construct in sales research. Finally, we conclude by offering cautions to future researchers as they decide whether to examine this interesting construct in a sales context. 相似文献
945.
Due to their interactivity and to the sense of presence they afford, virtual environments constitute an interesting opportunity to study spatial cognition. In accordance with this perspective, we aimed to introduce a spatial test in virtual simulation in order to investigate the survey spatial ability in patients with topographical disorientation. To do this, we used the "planning in advance task" in a virtual environment that constitutes an effective procedure to experimentally evaluate survey maps. With this procedure we present the single case of a woman, with a right medial temporal lobe lesion, who shows a selective impairment in the acquisition of new spatial relationships. The patient's performance in "planning in advance task" was compared with that of a control group made up of 40 female subjects matched for age and education. Results show how the patient revealed a significantly lower spatial performance when compared to the control group, demonstrating an inability to solve survey-type spatial tasks in complex virtual environments. 相似文献
946.
947.
Temperature was assessed in 72 preterm infants randomly assigned to a control or a massage therapy group. A greater increase in temperature was noted for preterm infants receiving massage therapy versus a control group, even though the incubator portholes remained open during the 15 min massage therapy session but not for the control group over an equivalent time period. 相似文献
948.
An experimental study examined whether judgments about a rape victim can be influenced by the social reactions of others,
and whether this effect would be moderated by the type of rape (stranger or date rape) or by the gender of the participants.
One hundred and ten U.S. college students (90% white; 59% female) responded to rape vignettes in which the type of rape and
the social reactions received by the victim (negative, positive, or neutral) were manipulated. People exposed to negative
social reactions made less positive judgments. Men and people who read about a date rape also made less positive judgments,
but neither variable interacted with type of reactions to impact judgments. 相似文献
949.
950.
Are the effects of Unreal violent video games pronounced when playing with a virtual reality system?
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression. 相似文献