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91.
Cultural differences in illness perceptions and treatment access of teens with attention deficit/hyperactivity disorder (ADHD) are evident yet under studied. The purpose of this qualitative paper is to explore how African-American teenagers describe and narrate stories about their lives with ADHD. Data were gathered from four African-American teens in the Southern United States through a qualitative experience sampling method, and stories were analyzed using narrative analysis framed within the context of African-American rhetorical traditions. We argue that the study of teen-constructed narratives and culturally-situated talk are tools that can improve communication between healthcare providers and teens by illuminating the ways teens construct their personalized realities of ADHD.  相似文献   
92.
Four experiments examined how age of acquisition (AoA) and word frequency (WF) interact with manipulations of image quality in a picture-naming task. Experiments 1 and 2 examined the effect of overlaying the to-be-named picture with irrelevant contours. The magnitude of the AoA effect increased when the contours were added (Experiment 1), but the effect of WF remained constant (Experiment 2). Experiments 3 and 4 examined the effects of reducing the contrast of the contours defining the to-be-named picture. Both the effects of AoA (Experiment 3) and WF (Experiment 4) remained constant in the face of contrast reduction. These results provide an empirical dissociation of the effects of AoA and WF. The results are consistent with the idea that both AoA and the addition of irrelevant contours affect the efficiency of object recognition, but WF affects later processes involved in retrieval of object names. The theoretical implications of these findings in relation to accounts of AoA and frequency and their functional localisation in the lexical system are discussed.  相似文献   
93.
Although the presence of both religious organizations and violence in American communities is pervasive, scant attention has focused on how to best enroll clergy and religiously oriented resources in the battle against family violence. Given that it is not uncommon for women or couples to seek counseling or advice from clergy before accessing community-based resources, the frequency, nature, and utility of these contacts were assessed in this exploratory study from the perspectives of 47 female victims and 70 male perpetrators of domestic violence. Forty-one clergy members from various denominations were also surveyed about their contacts with those seeking help for domestic violence. Results indicated that 43% of the victims and 20% of the perpetrators did seek help from clergy. Almost all of the victims who contacted clergy reported satisfaction with the counsel they received. All clergy respondents reported counseling people who had experienced domestic violence during their career, and 80% had violence-related contacts in the past year. The service-related implications of these clergy contacts from victim, perpetrator, and clergy perspectives are discussed.  相似文献   
94.

Purpose  

The purpose of this study was to examine how personality moderates the interactive effect of procedural fairness perceptions and outcome favorability on employees’ job attitudes.  相似文献   
95.
From the ecological perspective of human development the emergence of significant media may affect children's behavior. It has been suggested that the home computer has the potential to affect young children's behavior, but no published data currently exist to support this hypothesis. However, home computer games have features similar to television. In that vein, research on television and aggression lends itself as a paradigm for studying the effects of video games on young children's behavior. From past television research it may be hypothesized that exposure to violent video games will increase children's aggressive behavior. Twenty-eight children, age 4 to 6 years were observed in a free play setting at baseline, after watching a violent cartoon and after playing “Space Invaders”. Results indicated significant differences in aggressive behavior, relative to baseline behaviors, after watching television and after playing video games. There was no difference between the television and video game conditions. It was concluded that violent video games arouse children in much the same way as violent television cartoons.  相似文献   
96.
Never say never     
Timothy Williamson 《Topoi》1994,13(2):135-145
I. An argument is presented for the conclusion that the hypothesis that no one will ever decide a given proposition is intuitionistically inconsistent. II. A distinction between sentences and statements blocks a similar argument for the stronger conclusion that the hypothesis that I have not yet decided a given proposition is intuitionistically inconsistent, but does not block the original argument. III. A distinction between empirical and mathematical negation might block the original argument, and empirical negation might be modelled on Nelson's strong negation, but only on intuitionistically unacceptable assumptions. IV. Intuitionists may have to accept the original argument, and therefore be committed to a dubious view of time on which there cannot be merely inductive evidence for statements about the infinite future.  相似文献   
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Stress and infectious disease in humans   总被引:12,自引:0,他引:12  
This article reviews research on the role of stress in infectious disease as measured either by illness behaviors (symptoms and use of health services) or by verified pathology. Substantial evidence was found for an association between stress and increased illness behavior, and less convincing but provocative evidence was found for a similar association between stress and infectious pathology. Introverts, isolates, and persons lacking social skills may also be at increased risk for both illness behaviors and pathology. Psychobiological models of how stress could influence the onset and progression of infectious disease and a psychological model of how stress could influence illness behaviors are proposed.  相似文献   
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