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41.
陈睿  杨景  何顺超  李鹏 《心理科学》2018,(2):318-323
刺激的情绪性具有增强记忆的效果,那么,带有情绪信息的刺激对遗忘又会产生怎样的影响?已有研究从行为及认知神经机制层面探讨了情绪性刺激对定向遗忘效应的影响,但结果并不一致。总结已有文献发现,以情绪性刺激的材料类型、情绪效价、唤醒度和熟悉度为主的客观因素和以被试的情绪状态为主的主观因素均为影响定向遗忘效应产生及其稳定性的重要原因。这类研究是对有意遗忘研究领域的重要补充,也加深了人们对有意遗忘机制的理解。  相似文献   
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This study investigated the most effective way to present an instructional video that contains words in the students' second language. Korean‐speaking university students received a 16‐min video lesson on Antarctica that included English narration (video + narration group), English text subtitles (video + text group), or English narration with simultaneous text subtitles (video + narration + text group). On a comprehension test, the video + text group scored higher than each of the other two groups, in contrast to the modality effect; and the video + narration + text group outscored the video + narration group, in contrast to the redundancy effect. Each of the lessons that included text was rated as less difficult than the lesson with narration only. The narration + text group reported lower effort than each of the other groups. Results highlight boundary conditions for two principles of multimedia instructional design that apply for college students who are learning in a second language. Theoretical implications are discussed.  相似文献   
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The present experiment investigated the effects of preliminary training with pictorial stimuli on the subsequent formation of three 5‐member equivalence classes (A?B?C?D?E) in 84 university students assigned to seven groups of 12. In the Abstract (ABS) group, all stimuli were abstract shapes. In the Picture (PIC) group, the C stimuli were pictures, and the remaining stimuli were the same abstract shapes as in the ABS group. For the remaining five groups, all stimuli were the same abstract shapes as in the ABS group. However, across groups, preliminary training involved either the establishment of conditional relations with simultaneous (SMTS) or delayed (DMTS) matching‐to‐sample with 0 s, 3 s, 6 s, or 9 s between the abstract C stimuli and the meaningful pictures. For the ABS and the PIC groups, 16.7% and 83.3% of participants formed classes, respectively. Preliminary training with SMTS and DMTS with 0 s, 3 s, and 6 s produced a linear increase in the likelihood of equivalence class formation, 41.7%, 50%, and 75%, respectively. Increasing the duration of delay further from 6 s to 9 s produced a substantial decline, 50%. This experiment extends knowledge about how including meaningful pictures enhances equivalence class formation.  相似文献   
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Public discussions about the harmfulness of violent media are often held in the aftermath of violent felony. At the same time, we know little about whether and how experiencing real‐life violence impacts the way laypersons perceive and evaluate debates about virtual violence. In Study 1, we provided data indicating that both real‐life violence and violent video games are perceived as morally threatening by people who regard nonviolence to be an important moral value (i.e., pacifists). In Study 2, we hypothesized and found that when pacifists perceive threat from the presence of real‐life violence, they are especially susceptible to scientific and political claims indicating that violent video games are harmful. Our findings are in line with the value protection model and research on the psychological consequences of threat. Implications of the present findings are discussed with regard to a better understanding of the violent video games debate in the general public.  相似文献   
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Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   
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This article explores the intense psychological effects of compulsive Internet use, which has become increasingly common among adolescent boys and young men. Two cases are presented and discussed to illustrate some of the psychic distortions around thinking and feeling, as these occurred in the analysis of a mid‐adolescent boy and of another patient in later adolescence. A kind of narcissistic omnipotence grounded in magical thinking appeared to take root in their minds, and it led to an avoidant pattern in relationships because of such strong wishes for both distance and control. A short review of the conceptual origins of magical thinking underscores its continued relevance because so many now engage with the Internet. In addition, Anzieu's idea of the ‘skin ego’ is applied to the clinical case material to provide a theoretical framework for the developmental challenges that can appear in adolescent boys who seek to use the Internet as a form of psychic container. Emerging problems that immersion in the Internet might bring into our practices, for example the depleting effects of massive projective identification, are considered and discussed, along with the obvious ways in which using the Internet can be beneficial for connecting with others, for creating new platforms of expression, and for education.  相似文献   
49.
Childhood obesity, which is due in part to lack of physical activity, is a serious concern that requires the attention of the behavioral community. Although excessive video game play has been noted in the literature as a contributor to childhood obesity, newer video gaming technology, called exergaming, has been designed to capitalize on the reinforcing effects of video games to increase physical activity in children. This study evaluated the effects of exergaming on physical activity among 4 inactive children in a physical education (PE) classroom. Results showed that exergaming produced substantially more minutes of physical activity and more minutes of opportunity to engage in physical activity than did the standard PE program. In addition, exergaming was socially acceptable to both the students and the PE teacher. Exergaming appears to hold promise as a method for increasing physical activity among inactive children and might be a possible intervention for childhood obesity.  相似文献   
50.
Results from studies of observing responses have suggested that stimuli maintain observing owing to their special relationship to primary reinforcement (the conditioned-reinforcement hypothesis), and not because they predict the availability and nonavailability of reinforcement (the information hypothesis). The present article first reviews a study that challenges that conclusion and then reports a series of five brief experiments that provide further support for the conditioned-reinforcement view. In Experiments 1 through 3, participants preferred occasional good news (a stimulus correlated with reinforcement) or no news (a stimulus uncorrelated with reinforcement) to occasional bad news (a stimulus negatively correlated with reinforcement). In Experiment 4 bad news was preferred to no news when the absence of stimulus change following a response to the bad-news option was reliably associated with good news. When this association was weakened in Experiment 5 the results were intermediate. The results support the conclusion that information is reinforcing only when it is positive or useful. As required by the conditioned-reinforcement hypothesis, useless information does not maintain observing.  相似文献   
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