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551.
Literature underscores the complex role of coaches in sport organizations, especially in youth sectors. Their need for support, not only on the technical level, is emerging. In recent years an interesting international debate has evolved regarding what education is most suitable to support coach development. The article intends to enter this debate by proposing an educational model for youth soccer coaches. This educational proposal is the outcome of reflection that originated from various experiences with about 110 Italian youth soccer coaches over the past six years. The first part is dedicated to a review of the literature on coaching education, and the second to the educational model presented (e.g., theoretical background, characteristics, setting, outcomes, and considerations regarding the management of this educational process). The strength of this model was precisely to have put some recurrent issues in dialogue with the specific organizational contexts in which the educational programs were implemented.  相似文献   
552.
This article describes the Summer Institute in Global Mental Health and Psychosocial Support, a brief immersion training program for mental health, health, and allied professionals who work with populations that have endured severe adversities and trauma, such as domestic and political violence, extreme poverty, armed conflict, epidemics, and natural disasters. The course taught participants to apply collaborative and contextually sensitive approaches to enhance social connectedness and resilience in families, communities, and organizations. This article presents core training principles and vignettes which illustrate how those engaging in such interventions must: (1) work in the context of a strong and supportive organization; (2) appreciate the complexity of the systems with which they are engaging; and (3) be open to the possibilities for healing and transformation. The program utilized a combination of didactic presentations, hands‐on interactive exercises, case studies, and experiential approaches to organizational team building and staff stress management.  相似文献   
553.
ObjectiveThe current study aimed to longitudinally examine the stressors, stress appraisal, coping, and coping effectiveness experienced by elite esports athletes.DesignSix elite male League of Legends (LoL) athletes, competing in the Oceanic Challenger Series (OCS), completed diaries over the 2020 competitive season (87 days).MethodAthletes completed weekly diaries after three events: solo training, team training, and competitive matches. Each diary collected data on the stressors experienced, stressor intensity and threat/challenge perception (appraisal), coping strategies used, and perceived coping effectiveness.ResultsGeneral performance, outcome, critical moment performance, and teammate mistakes accounted for 55% of the stressors reported. More stressors were reported in competitive diaries than in training diaries. Competitive stressors were rated as being more intense than training stressors. There were no differences in overall challenge and threat perception, but performance stressors were more likely to be perceived as a challenge, and teammate stressors were more likely to be perceived as a threat. Problem-focused coping (PFC) was the most frequently employed coping strategy. PFC and emotion-focused coping (EFC) strategies were perceived as more effective at reducing stress than avoidance coping (AC).ConclusionsElite LoL athletes experienced a small number of reoccurring stressors over an 87-day competitive period. Athletes reported more stressors around competitive matches and perceived competitive stressors as more intense than team and solo training stressors. Similarly to traditional sports athletes, PFC strategies were the most frequently employed and, PFC and EFC were rated as being more effective than AC.  相似文献   
554.
Despite the evidenced benefits of participating in organized sport, adolescent girls consistently report lower rates of sport participation, worse sport experiences, and higher dropout rates, compared to boys. Body image concerns have been linked to this gender disparity and established as a critical predictor of disordered eating, thus necessitating effective prevention efforts to mitigate the negative impacts of body image concerns and disordered eating for adolescent girls. In partnership with the National Eating Disorder Information Centre (NEDIC; Canada), the present scoping review was conducted to examine the nature and characteristics of sport-specific body image and disordered eating interventions for adolescent girls. Fourteen studies were identified through various search strategies. Over half of the studies demonstrated modest yet worthwhile effects on various body image and disordered eating outcomes. Intervention characteristics (i.e., frequency, modes of delivery, topics, material, outcomes measured) varied across initiatives. Fifty-nine national, provincial, and local sport system representatives were consulted as stakeholders and provided practical input to the results of the scoping review. Sport stakeholders favoured the delivery of a multidimensional, multicomponent program, with a combination of evidence-based techniques. This synthesis of knowledge will shape the development and dissemination of future programs, and contribute to the development of equitable sport participation opportunities for Canadian girls.  相似文献   
555.
Esport has emerged as a global phenomenon in recent years, particularly among college students, but limited studies have examined its relationship with mental fatigue. This study aimed to examine the relationship between esport participation and mental fatigue among Chinese undergraduate students. Data from 63 college students who completed a 15-day survey were analyzed using bivariate dynamic structural equation modeling. Results showed that 80.95% of students who played more esport also experienced more mental fatigue immediately after gameplay. In addition, 25.40% of students who experienced increased mental fatigue immediately after gameplay reduced their subsequent esport participation time 12 h later. In general, students who participated in esport for longer were more likely to experience higher mental fatigue, lingering feelings of mental fatigue, and to reduce their subsequent esport participation time as a result of previously increased after-game mental fatigue. Our findings suggest that participating in more esport not only leads to increased mental fatigue immediately following gameplay, but that a sustained high level of esport participation is also associated with a consistent high level of mental fatigue and a lingering feeling of mental fatigue. Health promotion professionals and policymakers should explore measures that might be implemented to promote healthier esport behaviors among college students.  相似文献   
556.
Several studies on bilingual word recognition have shown effects of word similarity between languages. Cognate words (translation equivalents with identical or near-identical forms like LIBRE in French and Spanish) are generally recognized and translated faster than non-cognates (translation equivalents with different forms). In this study, a translation recognition task (de Groot, 1992) was used in which participants (French-Spanish bilinguals) had to decide whether two words presented on a computer screen were translations or not. In Experiment 1, translation equivalents were identical cognates (same form: CIVIL-CIVIL [civil in Spanish]) and non-cognates (different forms: DANSE-BAILE [dance in Spanish]). All non-translation equivalents had different forms (TABLE [table in French]-AMIGO [friend in Spanish]). We observed a facilitation effect for cognate pairs which were processed faster than non-cognate pairs. In Experiment 2, we used the same material for translation equivalents (cognates and non-cognates) and two types of non-translation equivalents: interlingual homographs (same form but different meanings: CREER [create in French]-CREER [believe in Spanish]) and non-homographic non-translation pairs (different forms between languages) as used in Experiment 1. When the non-translation pairs shared the same form (interlingual homographs), they were rejected more slowly than other non-translation pairs. Moreover, contrary to Experiment 1, due to the presence of interlingual homographs in the experimental lists, the facilitation effect for cognate pairs was not replicated. The results suggest that all homographs (cognates and interlingual homographs) have a special status in bilingual memory (due to their lexical and/or semantic overlap) but their processing also depends on task demands and experimental list composition. Our results are in line with the distributed conceptual feature model of bilingual memory ( [de Groot, 1992] and [van Hell et de Groot, 1998] ). This model can explain facilitation and inhibition effects due to different overlaps between words (in both lexical and semantic levels). However, our results lead us to distinguish identification processes and decisional processes in this task as described in the BIA+ model (Dijkstra and van Heuven, 2002).  相似文献   
557.
The belief in a just world is defined as the tendency to consider that “people get what they deserve and deserve what they get”, i.e. to consider that the world is, globally, a place of justice. Facing an individual unjustly victim of negative events and for whom it seems impossible to restore the justice objectively, we frequently deny the existence of the unjustice, even if we say the responsible of what he gets. But if we can react by adopting “passive” reactions (using the victim’s moral or behavioral responsibility, as in Lerner, or evocating a future favoring the victim,..), we can also adopt “active” strategies which can lead to an objective re-establishment of the justice. In the present study, we examined the influence of the degree of the belief in the just world on the selected strategy facing professional injustices. And effectively, our results indicate a some preferences in the use of such or strategy, preferences accentuated by the gender and the professional statute.  相似文献   
558.

Introduction

The influence of achievement goals on eating attitudes has mainly been examined through correlational studies (e.g., [De Bruin et?al., 2009] and [Duda and Kim, 1997]), and none of the studies to date has focused on the self-regulation of eating attitudes in athletes. The present study experimentally tested the effects of achievement goals on both self-reported (Study 1) and behavioral indices (Study 2) of the self-regulation of eating attitudes in female figure skaters.

Method

Elite female figure skaters (Study 1: n = 44; Study 2: n = 54) were randomly assigned to one of four conditions designed to induce specific goal involvement (performance-approach, mastery-approach, performance-avoidance, and mastery-avoidance) or a control condition (no goal induction). The participants in Study 1 completed the Self-Regulation of Eating Attitudes in Sport Scale (SREASS, Scoffier, Corrion, Paquet, & Arripe-Longueville, 2010) and those in Study 2 completed a virtual behavioral measure of self-regulation of eating attitudes (VSSR; Scoffier, 2009).

Results

Variance analyses indicated that induced mastery-approach goals and performance-avoidance goals resulted in higher scores for self-regulation of eating attitudes than induced performance-approach goals and mastery-avoidance goals. The relationships were the same at both self-reported and behavioral levels.

Discussion

This experimental study confirms the findings of previous correlational works and shows that achievement goals contribute to the causal processes of self-regulation of eating attitudes. These findings might help to prevent eating disorders in female athletes by providing guidance for the development of adapted motivational strategies.  相似文献   
559.
Boys and young men more frequently live out aspects of their psychic and social alienation online. This paper explores some of the risks and dangers that can arise from retreats into the two-dimensional world of cyberspace. It focuses more specifically on videogaming called MOBA, multi-player online battle arena games, in which players point and shoot at others. A case example emphasizes the clinical problems emerging from violent fantasies that seek a false form of containment in cyberspace. Themes of destructive fantasizing are further amplified through images of apocalypse, which are often prevalent in combat arena videogames. Textual sources from the Book of Revelation offer possible understanding for various elements of destructiveness as it appears in vulnerable male psyches. Therapeutic contact that combines a relational, containing approach and a broadly spiritual and soulful perspective can provide a path to healing such violent splits within the psyches of boys and young men.  相似文献   
560.
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