首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   351篇
  免费   73篇
  国内免费   44篇
  2024年   1篇
  2023年   6篇
  2022年   5篇
  2021年   19篇
  2020年   18篇
  2019年   24篇
  2018年   20篇
  2017年   25篇
  2016年   24篇
  2015年   24篇
  2014年   21篇
  2013年   36篇
  2012年   15篇
  2011年   23篇
  2010年   14篇
  2009年   24篇
  2008年   18篇
  2007年   19篇
  2006年   16篇
  2005年   10篇
  2004年   12篇
  2003年   16篇
  2002年   7篇
  2001年   4篇
  2000年   3篇
  1999年   3篇
  1997年   4篇
  1996年   2篇
  1995年   1篇
  1993年   3篇
  1992年   1篇
  1990年   1篇
  1989年   1篇
  1988年   2篇
  1986年   2篇
  1985年   7篇
  1984年   7篇
  1983年   5篇
  1982年   3篇
  1980年   1篇
  1978年   5篇
  1977年   12篇
  1976年   2篇
  1975年   2篇
排序方式: 共有468条查询结果,搜索用时 31 毫秒
11.
A variety of behavioral procedures have been employed in recent years to modify disruptive classroom behavior. Such methods have been developed with the belief that curtailing disruptive behavior would strengthen positive classroom performance. In this study, two procedures, the good behavior game and the teacher-attention method, were compared to determine short-run effectiveness. Four teachers (two fourth-grade and two fifth-grade) implemented both methods in their classrooms over a five-week period. Presentation of methods was alternated in a counterbalanced design to control for order effects. Each of the four classrooms consisted of 25 students. A time-sampling procedure was used to record the presence or absence of disruptive behavior within 15-second intervals. Disruptive behavior was defined as any talking-out or out-of-seat behavior without permission. The results indicated that both procedures were effective in modifying disruptive classroom behavior, but that the good behavior game reduced disruptive behavior significantly better than the teacher-attention method. In addition, all teachers preferred the game to the teacher-attention procedure. This reaction seemed related to the effort involved in initiating the two activities. The good behavior game required less effort on the teacher's part. However, use of the game alone raises certain ethical considerations. One such issue involves abuse of peer pressure. Also, there is a possibility that negative rules may tend to promote resentment. Positively stated rules would ameliorate that problem. Another relates to the possibility that some teachers might be carried away by the ease of the game's implementation to the extent that behavior control becomes the primary objective in the classroom. As a result, one might consider use of the game to maximize short-term change, but then phase out this procedure in favor of another method (e.g., teacher attention) for long-run effects.  相似文献   
12.
Under numerous circumstances, humans recognize visual objects in their environment with remarkable response times and accuracy. Existing artificial visual object recognition systems have not yet surpassed human vision, especially in its universality of application. We argue that modeling the recognition process in an exclusive feedforward manner hinders those systems’ performance. To bridge that performance gap between them and human vision, we present a brief review of neuroscientific data, which suggests that considering an agent’s internal influences (from cognitive systems that peripherally interact with visual-perceptual processes) recognition can be improved. Then, we propose a model for visual object recognition which uses these systems’ information, such as affection, for generating expectation to prime the object recognition system, thus reducing its execution times. Later, an implementation of the model is described. Finally, we present and discuss an experiment and its results.  相似文献   
13.
人际信任渗透在社会交互的各个方面, 是促进和维持合作的重要基石。以往研究者借助信任博弈范式, 主要探讨了人际信任的理论模型、生物基础和影响因素等方面。近年来, 研究者开始将计算模型应用于信任博弈的数据分析中, 深入挖掘人际信任行为背后的心理机制, 将计算模型与神经影像技术结合, 加深对信任行为背后脑机制的理解。目前将计算模型应用于信任博弈范式中的研究主要针对“信任是如何形成的”这一科学问题, 未来要进一步发展计算模型方法, 结合非侵入性脑刺激技术, 应用于精神疾病人群中, 以深入理解正常和异常信任形成的心理和神经机制。  相似文献   
14.
发展性阅读障碍是一种在获得阅读技能方面的特殊困难, 这种障碍会严重影响个体的发展, 如何帮助发展性阅读障碍者改善其阅读技能是近年来研究的焦点。传统的干预方法主要针对发展性阅读障碍者的语音缺陷, 这类方法存在一些问题, 如费时费力、给阅读障碍者带来阅读压力等。近年来, 大部分研究表明通过趣味性的动作视频游戏训练可以显著地提高发展性阅读障碍者的阅读技能, 但是其背后的机制尚不明确。基于大细胞通路缺陷理论框架, 从视觉空间注意、注意跨通道转换、视觉运动加工等方面来梳理动作视频游戏与阅读之间的关系, 揭示了动作视频游戏训练对阅读效率影响的可能内在机制。未来的研究可以在大细胞通路缺陷理论的框架下, 深入分析动作视频游戏改善阅读的神经机制, 并尝试开发更适合发展性阅读障碍者的干预程序。  相似文献   
15.
摘要:以问题性网络游戏使用青少年为研究对象,基于锚定效应助推国民身心健康的理论前提和态度改变理论视角,通过实验1和实验2分别建立未来取向内部锚和未来取向外部锚,检验未来取向内部锚和外部锚对减少问题性网络游戏使用青少年游戏时间的有效性。结果表明,未来取向内部和外部的助推方式,均能够有效促进问题性网络游戏使用青少年游戏时间的减少,提高了决策效用。  相似文献   
16.
人类的生存繁衍依赖于人们之间的相互合作,合作与冲突行为的研究近年来成为心理学的研究热点。本研究通过实验程序操纵Chicken Game中博弈同伴的特点,考察个体在社会困境中面对不同特点同伴时的合作行为。结果发现:(1)同伴道义论组和功利论组总和解率没有显著差异,同伴竞争组和合作组的总和解率也没有显著差异。(2)在与道义论以及合作型的同伴互动时,个体的行为没有明显受到上次博弈反馈的影响。(3)当同伴为功利论时,相比于上次博弈个体选择和解而同伴选择进攻,双方都选择和解时个体在当前博弈中更倾向于和解;(4)在同伴竞争组中,相比于上次博弈个体选择进攻而同伴选择和解,双方都选择和解时被试在当前博弈中会更倾向于和解。实验结果表明个体在博弈任务中会受到同伴特点的影响,并且同伴在博弈中的行为特点的影响更为显著。本研究从同伴特点来考察个体的合作行为,揭示了影响个体博弈行为的一种因素。  相似文献   
17.
A recent intervention, the Step it UP! game (Galbraith & Normand, 2017), consists of an interdependent group contingency to increase student physical activity. In addition, previous research demonstrated that adult interaction may reinforce physical activity (Larson et al., 2014). We extended research on the Step it UP! game by comparing the effects of no game, Step it UP! game, and Step it UP! game plus adult interaction on the number of steps taken by participants in a third-grade classroom during recess. Overall, 19 of the 25 participants took more steps during the Step it UP! game plus adult interaction compared to the Step it UP! game and no-game recesses. Furthermore, 20 participants preferred the Step it UP! game plus adult interaction. Results suggest that adult interaction can enhance the effects of the Step it UP! game to increase physical activity.  相似文献   
18.
In three studies we examined the associations between resource sharing (RS) and attachment, and the enhancement of RS using attachment security primes. In Study 1, we showed that attachment avoidance was negatively associated with RS. We also identified differences and similarities between RS and pro‐sociality. In Studies 2 and 3, we showed that research participants were more likely to share their monetary resources after they were primed with attachment security. Study 3 further revealed that security priming affected mainly people low on state attachment anxiety. Our findings extend previous work on pro‐sociality into the specific realm of RS, provide behavioral evidence, and tie attachment and close relationships in with game theory and research on economic decision making.  相似文献   
19.
本研究使用单次匿名最后通牒博弈任务,采用2(性别: 男性, 女性)×3(社会距离: 自我决策, 替朋友决策, 替他人决策)×5(提议类型: 1/9, 2/8, 3/7, 4/6, 5/5)的混合实验设计,通过操作反应者的不同社会距离,考察资产分配情境下自我-他人决策的性别差异。研究结果发现:(1)相比于自我决策和替朋友决策,女性被试替他人决策时更愿意接受提议1/9,2/8和3/7,而提议4/6和5/5的接受率不受社会距离的影响;男性被试中社会距离和提议类型的交互作用不显著;(2)不平等提议的反应时随社会距离增加而逐渐降低,而平等提议的反应时不受社会距离的调节;(3)替他人决策时女性的接受阈限显著低于男性,而自我决策及替朋友决策时接受阈限不存在性别差异。  相似文献   
20.
The differences between Gobet’s views and ours call attention to some points concerning the argumentative status of computational models. If we have two fundamentally different models which reasonably accurately simulate a phenomenon, we must ask, what is the argumentative status of the models in psychological terms. Moreover, if it is possible to present different models of same phenomena, what is the general argumentative power of models in psychology? As the kind of differences between our views and the ones of Gobet’s are common in modelling, we briefly call attention to these foundational issues in our paper.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号