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Languages differ in their phonological structure and physcholinguists have begun to explore the conseqence, of this fact for speech perception. We review research documenting that listeners attune their perceptual processes finaly to exploit the phonological regularities of their nativ language. As a consequence, these perceptual process are fill-adapted to listening to languages that do not display such, regularities. Thus, not only do late language-learners have trouble speaking a second language, also they do not hear it as native speakers do; worse, they apply their native language listening prosedures which may actually interfere with successful processing of the non-native input. We also present data from studies on infants showing that the initial attuning occurs early in life; very yong infants are sensitive to the relevant phonological regularities which distinguish different languages, and quickly distinguish the native language of their environment from languages with different regularities.  相似文献   
824.
Although many researchers wishing to use the World-Wide Web for academic purposes rely on centralized Web services, they should be aware that it is neither expensive nor difficult to operate their own server. Doing so provides research-related benefits such as complete control over their host name and documents provided, the guaranteed ability to execute common gateway interface and server-side include programs, immediate access to their collected data, and the ability to better control who participates in their experiments. This paper surveys Web-server software features likely to be of interest to psychologists and conceptually summarizes their operation and use. The basic steps required to set up a Web server on popular microcomputers are reviewed, and security issues concerning Web-server operation are discussed. An accompanying resource Web page can assist users in setting up their own servers.  相似文献   
825.
Recent studies suggest that performance attendant on visual word perception is affected not only by feedforward inconsistency (i.e., multiple ways to pronounce a spelling) but also by feedback inconsistency (i.e., multiple ways to spell a pronunciation). In the present study, we provide a statistical analysis of these types of inconsistency for all monosyllabic English words. This database can be used as a tool for controlling, selecting, and constructing stimulus materials for psycholinguistic and neuropsychological research. Such large-scale statistical analyses are necessary devices for developing metrics of inconsistency, for generating hypotheses for psycholinguistic experiments, and for building models of word perception, speech perception, and spelling.  相似文献   
826.
In 2 experiments, the effect of active or passive mobility and active or passive choice experiences on children's memory for locations visited while retrieving puzzle pieces hidden in a large room were examined. In the first experiment, fifty-two 6- and 7-year-old children were randomly assigned to 1 of 4 training conditions: active choice-active movement, active choice-passive movement, passive choice-active movement, and passive choice-passive movement. After 3 training trials, all children were tested in the active choice-active movement condition. A 2 (movement) x 2 (choice) factorial multivariate analysis of variance revealed a significant main effect for movement. Children who had moved actively to find the puzzle pieces in the training trials had (a) a greater percentage correct, (b) more correct visits between errors, and (c) a later visit of first error than children who had been passively pushed in a wheelchair. Making active choices in training did not significantly affect performance. A second experiment used identical procedures but tested 32 children with mobility dif-difficulties who regularly used a wheelchair because of either cerebral palsy or spina bifida. Children from this group who moved actively during training to retrieve the puzzle pieces also performed better on testing. Implications of the results for children with disabilities and for developmental theory are discussed.  相似文献   
827.
A total of 229 late adolescents (a large majority 15 to 19 years of age) completed a questionnaire that assesses a broad range of videogame-relevant experiences, preferences, and attitudes. Videogame playing was found to be a more popular, and a more highly regarded, activity among males than females. Gender differences were also found in participants' ratings of their motivations for playing videogames, their evaluations of particular characteristics of videogames, and their selection of their “most favorite” videogame. The differences between frequent and infrequent videogame players appeared to be limited to differences in the extent to which videogame playing is pursued and evaluated as a positive leisure activity, rather than reflecting broad differences in interest or personality. Some relations were found between participants' self-reported personality characteristics (i.e., self-esteem, empathy, conscientiousness, and introversion) and their attitudes toward videogames.  相似文献   
828.
Our research focused on the implicit beliefs of potential brainstormers about the possible outcomes of brainstorming. We conducted four studies to assess the relative importance of quality and quantity as goals of brainstorming. In Study 1, we found evidence for a quality over quantity hypothesis: participants indicated that it was more important to produce creative, original, and high quality ideas than to generate a large number of ideas. In Studies 2 and 3, participants displayed support for the quality over quantity hypothesis by showing in group favoritism for a quality dimension but not a quantity dimension. Study 4 showed that participants believed brain-storming would enhance the quality of others' ideas more than one's own ideas, but they did not display a similar bias about idea quantity.  相似文献   
829.
This study examined the effects of information about a landlord's personality on juror judgments for a landlord-tenant civil trial. The personality information manipulated was specifically relevant to destructive acts. Alternative versions of witness testimony were used to describe a landlord either high or low on need for power. treating people as objects, and negative life themes. This information strongly influenced aspects of the schema for this case constructed by the individual mock jurors. Destructive personality information caused dislike of the landlord and lowered the credibility of his story. If the landlord treated people as objects, the credibility of the tenant's story and positive evaluations of the tenant increased. Juror judgments about relative fault were strongly shifted by destructive personality information. An empirical model for juror decisions indicated a dynamic interplay of story components and fault judgments.  相似文献   
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