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81.
The role of domain-specific interference in the complex-span paradigm is still controversial. Here we distinguish two operations within the processing task of this paradigm—a cognitive operation to solve the task and a motor operation to give the answer. Their domain-specific interference with maintenance was investigated within the complex-span paradigm. Presentation of the memoranda—six words or four spatially distributed dots—was interleaved with the presentation of letter pairs to be processed. Cognitive operation domain was manipulated by asking participants to make either a rhyme judgment or a symmetry judgment for each letter pair. Motor operation domain was varied by requiring a response by either speaking or pointing. Cognitive load was held constant. Cognitive and motor operation showed separate domain-specific effects on memory: Visuospatial memory was impaired more by visuospatial than verbal cognitive operations and more by manual–spatial than oral motor operations. In contrast, verbal memory performance was worse when verbal cognitive operations and oral motor operations were executed. The results are discussed in relation to the multicomponent model, the time-based resource-sharing (TBRS) model, and the Serial Order in a Box–Complex-Span (SOB-CS) model. They imply that models of working memory must incorporate mechanisms that allow for domain-specific interference in the verbal and the visuospatial domain.  相似文献   
82.
Regulating distance with a moving object or person is a key component of human movement and of skillful interpersonal coordination. The current set of experiments aimed to assess the role of gait mode and body orientation on distance regulation using a cyclical locomotor tracking task in which participants followed a virtual leader. In the first experiment, participants moved in the backward-forward direction while the body orientation of the virtual leader was manipulated (i.e., facing towards, or away from the follower), hence imposing an incongruence in gait mode between leader and follower. Distance regulation was spatially less accurate when followers walked backwards. Additionally, a clear trade-off was found between spatial leader-follower accuracy and temporal synchrony. Any perceptual effects were overshadowed by the effect of one’s gait mode. In the second experiment we examined lateral following. The results suggested that lateral following was also constrained strongly by perceptual information presented by the leader. Together, these findings demonstrated how locomotor tracking depends on gait mode, but also on the body orientation of whoever is being followed.  相似文献   
83.
自闭症幼儿的视觉性自我认知实验研究   总被引:8,自引:1,他引:7  
周念丽  方俊明 《心理科学》2004,27(6):1414-1417
通过对平均心理年龄为23个月的6名自闭症幼儿的实验研究.甄别他们是否能从视觉上进行自我与他人的分化认知并进一步探索自闭症幼儿对镜像自我认知与录像自我认知上的差异;以秒为单位.对实验结果和过程进行了编码分析。结果表明:这6名幼儿在看自己的录像时,比看同伴的表现出更多的关注和喜悦;对录像的自我进行认知寸表现出更大的关注和积极情绪。由此推断他们已具有初步的自我认知。  相似文献   
84.
We evaluated a behavioral intervention for a 9-year-old girl with selective mutism. The intervention consisted of role play and video self-modeling. The frequency of spoken initiations, responses to questions, and communication breakdowns was measured during three social situations (i.e., ordering in a restaurant, meeting new adults, and playing with new children) and in three community settings. Results demonstrated increases in spoken initiations and responses and decreases in communication breakdowns across all situations and settings.  相似文献   
85.
The current study examined the utility of multiple-exemplar training to teach children with autism to share. Stimuli from 3 of 4 categories were trained using a treatment package of video modeling, prompting, and reinforcement. Offers to share increased for all 3 children following the introduction of treatment, with evidence of skill maintenance. In addition, within-stimulus-category generalization of sharing was evident for all participants, although only 1 participant demonstrated across-category generalization of sharing. Offers to share occurred in a novel setting, with familiar and novel stimuli, and in the presence of novel adults and peers for all participants during posttreatment probes.  相似文献   
86.
With only two to five slots of visual working memory (VWM), humans are able to quickly solve complex visual problems to near optimal solutions. To explain the paradox between tightly constrained VWM and impressively complex human visual problem-solving ability, we propose several principles for dynamic VWM allocation. In particular, we propose that complex visual information is represented in a temporal manner using only a few slots of VWM that include global and local visual chunks. We built a model of human traveling salesman problem solving based on these principles of VWM allocation and tested the model with eye-movement data. Exactly as the model predicted, human eye movements during traveling salesman problem solving have precise quantitative regularities with regard to both the general statistical pattern of attentional fixations and how they vary across individuals with different VWM capacities. Even though VWM capacity is very limited, eye movements dynamically allocate VWM resources to both local and global information, enabling attention to fine details without loss of the big picture.  相似文献   
87.
Although extreme violence to teachers is rare, the fact remains that in the UK, 29% of teachers report having been physically assaulted by a pupil (ATL, 2008a ). The ways in which responsibility for such assaults are attributed can have legal, educational and managerial implications. In the current study, teachers (N = 66), pupils (N = 68) and parents (N = 64) from a large secondary school in the UK read an incident report form outlining an incident depicting a pupil physically assaulting a teacher. The incident report was manipulated such that, prior to being assaulted, the teacher had either separated the assailant pupil from another pupil using a physical or non‐physical intervention. Results revealed that participating parents' and teachers' evaluations of the assailant's parents and the teacher differed from those of pupils in several ways. The results are discussed in terms of group‐based responsibility for deviant behaviour and implications for teacher behaviour in response to pupil on teacher violence. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   
88.
There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence.  相似文献   
89.
In Experiment 1, rats were trained in a symbolic delayed matching-to-sample task to discriminate sample stimuli that consisted of sequences of magazine light flashes. The intertrial interval was illuminated by the houselight for Group Light, and it was dark for Group Dark. Retention functions exhibited a choose-many response bias when the delay interval was illuminated by the houselight in both groups, and no consistent response bias when the delay interval was dark. In Experiment 2, rats were trained to discriminate sample stimuli that consisted of sequences of tone bursts. During delay testing, a different tone (i.e., different frequency and location than the sample tone) was present or absent during the delay interval. The retention functions exhibited a significant choose-many bias when tone was present during the delay and a choose-few bias when tone was absent. Asymmetrical retention functions for tone burst and light flash sequences are due to the similarity between the stimulus conditions of the delay interval and the modality of the sequential event being discriminated. These results are consistent with an instructional ambiguity explanation of response biases in memory for number.  相似文献   
90.
暴力电子游戏的短期脱敏效应:两种接触方式比较   总被引:4,自引:0,他引:4  
郭晓丽  江光荣  朱旭 《心理学报》2009,41(3):259-266
比较主、被动接触暴力电子游戏的脱敏效应,以44名男性大学生为被试,利用生物反馈仪测量被试主动参与游戏或被动观看游戏录像前后,及随后观看暴力视频过程中皮电与心率的变化(脱敏效应的生理指标)。结果表明:(1)暴力电子游戏可以产生脱敏效应。接触游戏15分钟后,暴力游戏组观看暴力视频过程中皮电的增加值明显小于非暴力游戏组;(2)游戏的接触方式对于脱敏效应的程度无显著影响,但主动参与组对于游戏内容知觉到更高的愉快与更低的沮丧  相似文献   
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