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91.
该研究以汉语双字词为刺激材料,以大学生为被试,首先检验了标准的GNAT内隐联结测验范式的有效性,实验一发现,积极名词与正性形容词联结的反应时显著快于与负性形容词联结的反应时.实验二发现,用在标准的单纯重复呈现范式中重复呈现过的中性名词,替换标准GNAT内隐联结测验范式中的积极名词,再次进行标准的GNAT内隐联结测验,观察到了重复呈现的中性名词与正性形容词联结的反应时显著快于与负性形容词联结的反应时,表明被试将重复呈现过的中性刺激与积极刺激联系比与消极刺激的联系更紧密.实验三发现,同样是这些中性名词,当没有被重复呈现时,在GNAT内隐联结测验中与积极形容词和消极形容词的联结的反应时之问差异不显著.研究表明,刺激的重复呈现会导致偏好的产生,使其能够起到积极刺激的作用.该研究认为,刺激的重复呈现,可能是积极情感产生的一个来源. 相似文献
92.
回顾中国道德建设30年,其逻辑起点即是关于道德建设的科学定位。社会主义道德建设的战略地位,决定了它必须是推动中国特色社会主义现代化建设的道德建设,必须是促进全面改革和实行对外开放的道德建设,必须是适应社会主义初级阶段的道德建设。在邓小平德治思想的指引下,我国道德建设呈现四大战略创新。一是提出“以德治国”方略。二是实施公民道德建设纲要。三是树立社会主义荣辱观。四是道德建设融入社会主义核心价值体系。2008年,我们夺取了抗震救灾的重大胜利,成功举办了第29届北京奥运会,形成了“抗震救灾精神”与“奥运精神”。这两大精神是社会主义道德建设30年的最新成果。 相似文献
93.
目的:探讨小学青年教师社会支持与心理健康之间的关系。方法:采用社会支持评定量表(SSRS)与症状自评量表(SCL-90),对296名小学青年教师进行心理健康、社会支持及其相关调查。结果:发现(1)SCL-90各个因子上小学青年男女教师均无显著差异。(2)在支持利用度得分平均数方面男教师低于女教师,差异达到极其显著的水平(P<0.01)。(3)支持总分的平均得分上男教师也显著低于女教师(P<0.05)。结论:小学青年教师的社会支持与其心理健康水平成正相关,不完善的社会支持与其心理健康水平成负相关。 相似文献
94.
95.
关于体育高职生心理健康影响因素的研究 总被引:4,自引:0,他引:4
本文以117名体育高职生为研究对象,采用心理测量、访谈等方法对在校体育高职生的心理健康现状作了调查,在此基础上分析了影响体育高职生心理健康的主要因素。研究表明:(1)自编的“体育高职生心理健康影响因素问卷”具有良好的信度和效度;(2)体育高职生心理问题的检出率为9.4%;(3)体育高职生心理健康的影响因素在不同专业学生间不存在显著差异,但在不同类别学生间存在显著差异,三校生(来自职校、技校和中专学校的学生)在学校因素和学习因素上的得分显著高于来自普通高中的学生;(4)人际交往因素和学习因素对体育高职生的心理健康水平有显著的回归效应。建议体育职业技术院校在学生中大力加强心理健康教育工作,做到因材施教,对症下药。 相似文献
96.
运用实验的方法,对371名小学生创造性科学问题提出能力的发展进行了研究。结果表明:(1)小学生创造性科学问题提出能力整体呈上升趋势;(2)男女生的创造性科学问题提出能力发展趋势基本相同,男生整体上要略高于女生,差异不显著;(3)小学生创造性科学问题提出能力的学校类型差异主要表现在发展趋势上,城市小学二到三年级停滞不前,乡村小学则迅速发展,之后发展趋势相同;(4)三到四年级是小学生创造性科学问题提出能力发展的“关键期”。 相似文献
97.
The aim of this study was to investigate the extent to which phonological information mediates the visual attention shift to printed Chinese words in spoken word recognition by using an eye-movement technique with a printed-word paradigm. In this paradigm, participants are visually presented with four printed words on a computer screen, which include a target word, a phonological competitor, and two distractors. Participants are then required to select the target word using a computer mouse, and the eye movements are recorded. In Experiment 1, phonological information was manipulated at the full-phonological overlap; in Experiment 2, phonological information at the partial-phonological overlap was manipulated; and in Experiment 3, the phonological competitors were manipulated to share either fulloverlap or partial-overlap with targets directly. Results of the three experiments showed that the phonological competitor effects were observed at both the full-phonological overlap and partial-phonological overlap conditions. That is, phonological competitors attracted more fixations than distractors, which suggested that phonological information mediates the visual attention shift during spoken word recognition. More importantly, we found that the mediating role of phonological information varies as a function of the phonological similarity between target words and phonological competitors. 相似文献
98.
This study examines the indirect effects of extensive negative political attack ads in the 2004 presidential election from a third-person effects perspective. Results of a survey using a probability sample of 496 college students indicate that these students believe attack ads harm others more than themselves. Moreover, the respondents tended to perceive attack ads in traditional media to have a greater harmful effect on self and others than attack ads on the Internet. Contingent factors that account for the magnitude of third-person effects include social distance and knowledge. Further, exposure to attack ads was found to be the strongest predictor of perceived harms of such ads on self and others, but only perceived harm on others is a significant predictor of support for restrictions on attack ads. The study contributes to research on the third-person effect by testing perceived harms of attack ads on self and others separately on likelihood to support restrictions. 相似文献
99.
Empirical studies have validated that basic needs satisfaction supported by video game play predicts motivation and engagement outcomes. However, few studies specifically manipulated game features for each of the three basic needs specified in the self-determination theory (SDT) to examine how the game features impact players' need satisfaction and game experience. The current study employed an in-house developed exergame and manipulated the game features in a 2 (autonomy-supportive game features: on vs. off) × 2 (competence-supportive game features: on vs. off) experiment to predict need satisfaction, game enjoyment, motivation for future play, effort for gameplay, self-efficacy for exercise using the game, likelihood of game recommendation, and game rating. The manipulated game features led to the corresponding need satisfaction. Manipulated autonomy-supportive and competence-supportive game features had main effects on most motivation and engagement outcomes. Need satisfaction of autonomy and need satisfaction of competence were both found to be mediators for the relationships between the game features and the motivation and engagement outcomes. The findings add evidence to support the underlying mechanism postulated by SDT for media enjoyment and motivation as well as the emerging entertainment research conceptualizing enjoyment as need satisfaction. The findings also have practical implications for intervention effort that intends to capitalize the motivational pull of video games. 相似文献
100.
Fei Gu Kristopher J. Preacher Wei Wu Yiu-Fai Yung 《Multivariate behavioral research》2013,48(2):119-129
Although the state space approach for estimating multilevel regression models has been well established for decades in the time series literature, it does not receive much attention from educational and psychological researchers. In this article, we (a) introduce the state space approach for estimating multilevel regression models and (b) extend the state space approach for estimating multilevel factor models. A brief outline of the state space formulation is provided and then state space forms for univariate and multivariate multilevel regression models, and a multilevel confirmatory factor model, are illustrated. The utility of the state space approach is demonstrated with either a simulated or real example for each multilevel model. It is concluded that the results from the state space approach are essentially identical to those from specialized multilevel regression modeling and structural equation modeling software. More importantly, the state space approach offers researchers a computationally more efficient alternative to fit multilevel regression models with a large number of Level 1 units within each Level 2 unit or a large number of observations on each subject in a longitudinal study. 相似文献