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221.
Presenting programmed angry messages to a negotiator has increased concession rates in a series of recent experiments. But observing responses to a computer or confederate counterpart cannot yield insight into the perceptions, reactions, and negotiation outcomes experienced by those who actually deploy anger as a tactic. We report five studies examining the anger expression decision using a range of different methods. In the fully interactive two-person integrative negotiation in Study 1, expressed anger generally degraded trust while damaging implementation of deals. That ultimately diminished value actually claimed by anger expressers. In the discrete choice experiment of Study 2, sending angry messages proved costly for expressers, who registered very high levels of measured disutility from using this tactic. In Study 3, survey respondents reported widespread unwillingness to misrepresent anger during negotiation. Recalling a past negotiation, anger correlated negatively with experienced success, indicating that disutility from expressing anger generalizes widely across different contexts. Study 4 revealed that negotiators generally consider the tactic to be unethical. More than just specific beliefs about the lack of efficacy, Study 5 revealed that the source of tactical disutility lies in generalized discomfort with the misrepresentation of anger. Implications for research, practice, and training are considered.  相似文献   
222.
酝酿效应是指当人们遭遇无法解决的难题时, 暂时将其搁置, 转而去完成其他无关任务, 反而有利于原有问题解决的现象。近年来, 研究者对创造性问题解决过程中的酝酿效应及其影响因素进行了广泛的研究, 同时提出了较多理论试图进一步解释酝酿效应。酝酿效应的代表性理论可分为“选择性遗忘理论”、“激活扩散和线索同化理论”、“无意识加工理论”等, 它们从不同角度解释了酝酿效应的机制, 并对其影响因素和有关现象各有预测。对心智游移和睡眠这些特殊形式的酝酿的研究进一步揭示了酝酿效应的机制。认知神经研究表明, 酝酿期的基本认知成分, 即表征重构和激活扩散, 涉及到前额叶、纹状体、海马体等多个脑区的协同合作。未来研究需要以深化理论建设为基础, 利用认知神经方法进一步揭示酝酿效应的机制, 从而更为深刻地认识创造性酝酿的本质。  相似文献   
223.
认知重评在负性情绪调节中发挥着重要的作用。针对传统认知重评重构程度不够高、调节效果不明显的问题, 研究团队在先前的工作中提出了一种使消极情绪“转负为正”的高效情绪调节方法, 即创造性认知重评, 这种调节策略伴随着大脑海马的新颖联结形成和杏仁核的积极情绪唤醒。然而这些工作采用“指导式”的重评更像是对重评解读的“理解”而非主动的情绪调节; 鉴于主动情绪调节的产生难度较大, 造成创造性认知重评在实际应用上的两难困境。基于此, 本项目拟指导受试者进行创造性认知重评的学习, 通过学习将这种策略迁移并且应用到生活中的负性情绪调节事件中。具体研究内容包括:(1)行为学上, 探索创造性认知重评在大学生群体和青少年群体负性情绪调节中的迁移效应; (2)影像学上, 探索创造性认知重评迁移前后在脑认知表征模式上的变化。本项目是对已有工作基础的延伸和拓展, 为验证和推动创造性认知重评成为一种可学、可用、高效的情绪调节策略奠定理论基础。  相似文献   
224.
A meta-analysis of longitudinal studies was conducted to investigate stability and change in work values across the life span. Both rank-order stability and mean-level change were investigated using an integrative classification for intrinsic, extrinsic, social and status work values (Ross, Schwartz, & Surkis, 1999). Results of rank-order stability indicated that work values were stable individual differences (ρ = .62). The stability level was lowest during college years (18–22 years old) and highest after entering the workforce (22 years old and later). Work values were more stable than personality traits across all age categories, whereas not as stable as vocational interests during college years and adulthood. Baby Boomers were found to possess a higher level of rank-order stability as compared to Generation X. Mean-level results showed that during college years (18–22 years old), the population as a whole attached more importance to intrinsic values while deemphasizing all the remaining values; during the initial entry of the workforce (22–26 years old), only extrinsic values showed an increase in importance while all the other values decreased; later on after adulthood years (26 years and after), besides the continuous increase of extrinsic values, there was also a dramatic increase in status values. Theoretical and practical implications were discussed.  相似文献   
225.
We present a signal detection-like model termed the stochastic detection and retrieval model (SDRM) for use in studying metacognition. Focusing on paradigms that relate retrieval (e.g., recall or recognition) and confidence judgments, the SDRM measures (1) variance in the retrieval process, (2) variance in the confidence process, (3) the extent to which different sources of information underlie each response, (4) simple bias (i.e., increasing or decreasing confidence criteria across conditions), and (5) metacognitive bias (i.e., contraction or expansion of the confidence criteria across conditions). In the metacognition literature, gamma correlations have been used to measure the accuracy of confidence judgments. However, gamma cannot distinguish between the first 3 attributes, and it cannot measure either form of bias. In contrast, the SDRM can distinguish among the attributes, and it can measure both forms of bias. In this way, the SDRM can be used to test competing process theories by determining the attribute that best accounts for a change across conditions. To demonstrate the SDRM's usefulness, we investigated judgments of learning (JOLs) followed by cued-recall. Through a series of nested and non-nested model comparisons applied to a new experiment, the SDRM determined that a reduction in variance during the confidence process is the most likely explanation of the delayed-JOL effect, and a stronger relation between information underlying JOLs and recall is the most likely explanation of the testing-JOL effect. Following a brief discussion of implications for JOL theories, we conclude with a broader discussion of how the SDRM can benefit metacognition research.  相似文献   
226.
Past work has shown that in‐group role models buffer stereotyped targets from stereotype threat. What is less clear is what makes an effective in‐group role model. Accordingly, we conducted a study to examine whether increasing the similarity of in‐group role models will enhance their effectiveness in stereotype threat situations. Female participants in this study were either exposed to a more or less similar (on the basis of school affiliation, life experiences, and interests) female job candidate who was either high or low in math competence. Afterwards, participants took a math exam under stereotype threat conditions. Results revealed that similarity moderated the effect of job candidate math competence: Female participants' math performance improved more after exposure to a more similar compared with a less similar, high math‐competent candidate. No effects of similarity occurred for the low math‐competent candidates. We further found that feelings of intimidation partially mediated the performance effects. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
227.
The suicide mortality rate and risk factors for suicide completion of patients who presented to an emergency room (ER) for suicide attempt and were discharged without psychiatric admission, patients who presented to an ER for psychiatric problems other than suicide attempt and were discharged without psychiatric admission, psychiatric inpatients admitted for suicide attempt, and psychiatric inpatients admitted for other reasons were examined. The records of 3,897 patients who were treated at a general hospital in Seoul, Korea, from July 2003 to December 2006 were reviewed. Forty-three of the 3,897 subjects died by suicide during the 2.5-year observation period. Compared to the general Korean population, the suicide mortality rate was 82-fold higher for suicide attempt patients, admitted; 54-fold higher for suicide attempt patients, discharged; 21-fold higher for nonsuicidal patients, admitted; and 11-fold higher for nonsuicidal patients, discharged. In all four groups, diagnosis of a depressive disorder and suicide attempt at presentation were each significant independent risk factors for suicide completion. These results highlight the need for suicide prevention strategies for depressed patients who present to the ER or are admitted to a psychiatric ward after a suicide attempt.  相似文献   
228.
心脏死亡供体作为增加器官来源的重要途径;已受到世界移植界的广泛关注.在我国特殊的移植环境中;心脏死亡器官捐献的开展有其优势;但也面临着伦理、技术及社会方面的困境.除了要加大宣传力度;树立新观念外;还应培训器官捐献协调员;建立合理的补偿机制;树立医院良好形象;促进器官捐献不断发展.  相似文献   
229.
如何把握救命的黄金时间.从不同的视角解析救命的黄金时间.救命的黄金时间为4分钟~6分钟.专业急救人员可以从缩短急救反应时间、设置医疗救护员职业等方面把握救命的黄金时间,非专业急救人员可通过接受急救知识和技能的培训来把握救命的黄金时间.  相似文献   
230.
为了更为深入地了解当前流行于青少年群体的动漫中存在的暴力内容的特点,本研究通过提名法选取了初中生最为喜爱的三部动漫影片,并采用质性的内容分析法对其暴力特点进行了分析,结果发现初中生最喜爱的三部动漫影片均为涉及较多暴力场景的动漫,且这些影片中的暴力特点主要表现为施暴者多为有魅力的英雄人物;暴力是正义的、非现实性的和缺乏幽默感的;对暴力场景进行较多的特写且较少出现血腥场景;很少描述受害者的痛苦和对受害者的态度;暴力往往会造成较大的身体伤害,但很少对施暴者进行惩罚。  相似文献   
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