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91.
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   
92.
This study investigated the sensitivity of fit indices to model misspecification in within-individual covariance structure, between-individual covariance structure, and marginal mean structure in growth curve models. Five commonly used fit indices were examined, including the likelihood ratio test statistic, root mean square error of approximation, standardized root mean square residual, comparative fit index, and Tucker-Lewis Index. The fit indices were found to have differential sensitivity to different types of misspecification in either the mean or covariance structures with severity of misspecification controlled. No fit index was always more (or less) sensitive to misspecification in the marginal mean structure relative to those in the covariance structure. Specifying the covariance structure to be saturated can substantially improve the sensitivity of fit indices to misspecification in the marginal mean structure; this result might help identify the sources of specification error in a growth curve model. An empirical example of children's growth in math achievement (Wu, West, &; Hughes, 2008 Wu, W., West, S. G. and Hughes, J. N. 2008. Effect of retention in first grade on children's achievement trajectories over four years: A piecewise growth analysis using propensity score matching.. Journal of Educational Psychology, 100: 727740. [Crossref], [PubMed], [Web of Science ®] [Google Scholar]) was used to illustrate the results.  相似文献   
93.
Past researches showed that empathy for pain not only triggers a resonance mechanism between other and self, but also is modulated by contextual factors. Using functional magnetic resonance imaging, the present study demonstrated that short-term media violence exposure reduced both pain ratings and also the activation of anterior insula and anterior mid-cingulate cortex to other’s pain. Thus, violence exposure modulated empathic responses to other’s pain based on a physiological desensitization.  相似文献   
94.
焦虑与注意偏向的研究是近年来情绪与认知领域的热点。为探讨特质焦虑个体的注意偏向特点及其返回抑制能力是否受不同线索的调节, 采用特质焦虑量表筛选高特质焦虑大学生29名, 低特质焦虑大学生28名完成线索-靶子任务。要求被试在提示线索消失后, 对位置进行快而准地辨别反应, 分别探索中性和情绪性提示线索下被试的返回抑制。结果发现:(1)在中性线索条件下, 高焦虑个体平均反应时慢于低焦虑个体。(2) 在情绪线索条件下, 高焦虑个体在负性线索下的反应时小于在正性线索下的反应时; 高、低焦虑个体在各种SOA条件下均出现了返回抑制, 但各组返回抑制量受到情绪线索的调节:在正性情绪线索条件下, 两组返回抑制量没有显著差异; 在负性情绪线索下, 高焦虑个体返回抑制量显著小于低焦虑个体。这表明, (1)焦虑个体的注意偏向受到刺激信息的影响:只对负性情绪线索出现注意警觉; (2)只有在涉及负性情绪信息时高、低焦虑个体返回抑制能力才有差异, 高焦虑个体存在对负性情绪线索的抑制困难。  相似文献   
95.

Electrical resistivity, thermoelectric power, magnetic susceptibility and calorimetric measurements were carried out on a single crystal of CuO. In addition the two known antiferromagnetic transitions between 210K and 230K, a new phase transition around 160K was found in CuO. The experimental results show that this new transition is related to changes in the electronic state of CuO.  相似文献   
96.
Animals may memorise spatial and social information for many months and even years. Here, we investigated long-term memory of hierarchically ordered relationships, where the position of a reward depended on the relationship of a stimulus relative to other stimuli in the hierarchy. Seventeen greylag geese (Anser anser) had been trained on discriminations between successive pairs of five or seven implicitly ordered colours, where the higher ranking colour in each pair was rewarded. Geese were re-tested on the task 2, 6 and 12 months after learning the dyadic colour relationships. They chose the correct colour above chance at all three points in time, whereby performance was better in colour pairs at the beginning or end of the colour series. Nonetheless, they also performed above chance on internal colour pairs, which is indicative of long-term memory for quantitative differences in associative strength and/or for relational information. There were no indications for a decline in performance over time, indicating that geese may remember dyadic relationships for at least 6 months and probably well over 1 year. Furthermore, performance in the memory task was unrelated to the individuals’ sex and their performance while initially learning the dyadic colour relationships. We discuss possible functions of this long-term memory in the social domain.  相似文献   
97.
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   
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.
This paper examines whether emotional message content alters the effects of structural complexity and information density on available resources, measured by secondary task reaction times (STRTs), and message encoding, measured by audio recognition. In addition, hypotheses relating motivational activation and resource availability based on the motivational activation concepts of positivity offset (greater appetitive activation in a neutral environment) and negativity bias (faster aversive activation) influence are tested. Results replicate previous research supporting the contention that STRTs measure available resources. In addition, they show that the basic pattern of STRTs and recognition as a function of allocated and required resources is relatively consistent regardless of emotional content of the message. Emotion appears to function as a constant, increasing both resource allocation and resources required. Finally, these data provide some initial support for predicted relationships between motivational activation and resource allocation based on the constructs of positivity offset and negativity bias.  相似文献   
100.
Blinks are related to several emotional states, and the present report describes a simple, reliable way to measure blinks from the video stream of an eye obtained during eyetracking, where the source of the eye video is a video camera attached to a head-mounted eyetracker. Computer vision techniques are employed to determine the moments that a blink starts and ends, for the purpose of calculating blink frequency and duration. The video is first processed to show blocks of eyelid and pupil movements, and is then analyzed for blink starts and ends. The moment of a blink start is reported when the eyelid starts to move quickly, exceeding a predetermined threshold. The end of a blink arises when the pupil size increases by less than a separate threshold. We observed several different blink patterns from different subjects, and our algorithm was designed to work for all of these patterns. We evaluated our algorithm by manually measuring the true blinks of five different subjects while they were eyetracked. To test the sensitivity and specificity of the algorithm, we employed a series of threshold values to plot the receiver operating characteristic curves. Using the best thresholds, we achieved excellent sensitivity (>90 %) and specificity (>99 %) over the five subjects. Potential applications of this research include real-time, nonintrusive, continuous and automated measurements of mental workload and other emotional states related to blink rates and durations.  相似文献   
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