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41.
There is increasing concern about the large civic engagement gap between Whites and Latina/o and African American youth. Some suggest this may be because traditional models and measures of civic engagement may not be as applicable for youth from historically marginalized groups. With an urban sample of middle and high school‐age youth (n = 903, 52% female), we used structural equation modeling to identify differences in civic pathways between youth from different racial/ethnic backgrounds. We found significant differences between groups including much stronger relationships between exposure to democratic practices and civic self‐efficacy and knowledge for African American and Latina/o youth than for White youth and a stronger relationship between civic knowledge and future civic engagement for Whites and Latina/os than for African Americans. These findings suggest that educators and researchers interested need to take into account the diversity of youths' racial experiences when examining youth civic development.  相似文献   
42.
We investigated the retrieval specificity of retrieval-induced forgetting (RIF) of motor sequences. In two experiments, participants learned sequential finger movements, each consisting of the movement of two fingers of either the left or the right hand. In the learning phase, these motor sequences were graphically presented and were to be learned as responses to simultaneously presented letter stimuli. Subsequently, participants selectively practiced half the items of one hand. A final recall test then assessed memory for all initially learned items. We contrasted different kinds of selective practice with each other. Whereas retrieval practice required retrieving motor sequences in response to letter stimuli from the learning phase, extra study was an extension of the learning phase, that is, participants performed motor sequences in response to the same animation graphic display as in the learning phase again accompanied by the letter stimulus. All practice conditions strengthened the practiced items, but only retrieval practice resulted in RIF. Thus, the strengthening of items through practice did not suffice to induce forgetting of related motor sequences. Retrieval was a necessary component for practice to shape memory for body movements by impairing the subsequent recall of motor sequences that were related to the practiced motor sequences.  相似文献   
43.
The formation of associations between objects and locations is a vital aspect of episodic memory. More specifically, remembering the location where one experienced an object and, vice versa, the object one encountered at a specific location are both important elements for the memory of an event. Whether episodic associations are holistic representations of individual components or whether there are unidirectional, separately modifiable connections between them has been investigated nearly exclusively using verbal stimuli. A preliminary conclusion concerning this controversy is that verbal associations are, at least, highly correlated (M. J. Kahana, 2002). This theoretical debate, which in the past has undergone a major empirical effort, is still of relevance for the concurrent global matching models of associative memory (S. E. Clark & S. D. Gronlund, 1996). The authors used variations of a novel object-location learning paradigm to complement the accumulated evidence regarding the nature of episodic associations.  相似文献   
44.
ABSTRACT

Sophisticated machine learning algorithms have been successfully applied to functional neuroimaging data in order to characterize internal cognitive states. But is it possible to “mind-read” without the scanner? Capitalizing on the robust finding that the contents of working memory guide visual attention toward memory-matching objects, we trained a multivariate pattern classifier on behavioural indices of attentional guidance. Working memory representations were successfully decoded from behaviour alone, both within and between individuals. The current study provides a proof-of-concept for applying machine learning techniques to simple behavioural outputs (e.g., response times) in order to decode information about specific internal cognitive states.  相似文献   
45.
Time, number, and space may be represented in the brain by a common set of cognitive/neural mechanisms. In support of this conjecture, Schwarz and Eiselt (Journal of Experimental Psychology: Human Perception and Performance, 35, 989-1004, 2009) found that numerically smaller digits were perceived to occur earlier than larger digits, and they concluded that this difference reflected faster processing of smaller numbers. This difference, however, could have been related to a response bias, whereby participants map responses of "which first" onto the "first" number along the mental number line. In Experiment 1, participants made temporal order judgements between digits presented to the left or to the right. The point of subjective simultaneity was shifted so that the 9 had to be presented before the 2 in order for simultaneity to be perceived. This difference could reflect either faster processing of the 2 or a response bias. Experiments 2a and 2b eliminated response biases by using simultaneity judgements, which have no logical stimulus mapping. Both of the latter experiments established that the 2 was not processed faster than the 9. Although the present results relate specifically to numerical magnitude and temporal order associations, they also have broader implications. Other studies have reported associations between dimensions such as size, duration, and number and have attributed these to parietal mechanisms. Such associations, however, may also be an artefact of response biases.  相似文献   
46.
Background/Objective: Depression and suicide ideation regularly occur together. Yet, little is known about factors that buffer individuals against the development of suicide ideation. The present study investigated, whether positive mental health buffers the association between depression and suicide ideation in a longitudinal study design. Methods: A total of 207 German students (70.3% female; age: M = 26.04, SD = 5.33) were assessed at a baseline evaluation and again twelve months later. Data were collected using self-report questionnaires. Linear hierarchical regression analysis was used to analyze the data. Positive mental health was considered to moderate the impact of depression on suicide ideation – controlling for age and gender. Results: Positive mental health was shown to moderate the impact of depression on suicide ideation: in those students who reported higher levels of positive mental health, depression severity showed no association with suicide ideation over time. Conclusion: Positive mental health seems to confer resilience and should be taken into account, when assessing individuals for suicide risk.  相似文献   
47.
This article explores the notion that scientific research programs and empirical findings are fundamentally devalued when they threaten a perceiver's social identity. Findings from three studies show the following: (1) identification with the group of “gamers” (i.e., people who play video games on a regular basis) influences the extent to which perceivers devalue research suggesting that playing violent video games has negative consequences; (2) this effect is mediated by the feeling that the group of gamers is being stigmatized by such research (Studies 1 and 2) as well as by anger about this research (Study 2); (3) the effect of in‐group identification on negative research evaluations cannot be explained by attitude or behavioral preference inconsistency (Studies 1 and 3); and (4) strongly identified gamers not only devalue a specific scientific study but also generalize their negative evaluations to the entire field of violent video games research (Study 3). The findings suggest that the influence of social identity processes on the evaluation of research is larger than it has previously been recognized. Implications of these findings for science communication are discussed. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   
48.
This study investigated the relevance of emotion expectancies for children's moral decision‐making. The sample included 131 participants from three different grade levels (= 8.39 years, SD = 2.45, range 4.58–12.42). Participants were presented a set of scenarios that described various emotional outcomes of (im)moral actions and asked to decide what they would do if they were in the protagonists' shoes. Overall, it was found that the anticipation of moral emotions predicted an increased likelihood of moral choices in antisocial and prosocial contexts. In younger children, anticipated moral emotions predicted moral choice for prosocial actions, but not for antisocial actions. Older children showed evidence for the utilization of anticipated emotions in both prosocial and antisocial behaviours. Moreover, for older children, the decision to act prosocially was less likely in the presence of non‐moral emotions. Findings suggest that the impact of emotion expectancies on children's moral decision‐making increases with age. Contrary to happy victimizer research, the study does not support the notion that young children use moral emotion expectancies for moral decision‐making in the context of antisocial actions.  相似文献   
49.
Meta-analyses have shown that violent video game play increases aggression in the player. The present research suggests that violent video game play also affects individuals with whom the player is connected. A longitudinal study (N = 980) asked participants to report on their amount of violent video game play and level of aggression as well as how they perceive their friends and examined the association between the participant's aggression and their friends’ amount of violent video game play. As hypothesized, friends’ amount of violent video game play at Time 1 was associated with the participant's aggression at Time 2 even when controlling for the impact of the participant's aggression at Time 1. Mediation analyses showed that friends’ aggression at Time 1 accounted for the impact of friends’ amount of violent video game play at Time 1 on the participant's aggression at Time 2. These findings suggest that increased aggression in video game players has an impact on the player's social network.  相似文献   
50.
Infants' perception of faces becomes attuned to the environment during the first year of life. However, the mechanisms that underpin perceptual narrowing for faces are only poorly understood. Considering the developmental similarities seen in perceptual narrowing for faces and speech and the role that statistical learning has been shown to play for speech, the current study examined whether and how learning from distributional information impacts face identity discrimination. We familiarized 6.5‐month‐old infants with exemplars of female faces taken from a morphed continuum going from one identity to another. Using event‐related brain potentials (ERPs), we show that only infants who were familiarized with a bimodal frequency distribution, but not infants familiarized with a unimodal frequency distribution, discriminated between identities. These results are the first to demonstrate the influence of probabilistic information on infants' face identity discrimination, suggesting that statistical learning contributes to perceptual attunement for both faces and language.  相似文献   
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