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31.
The purpose of the present research was to examine the influence of cognitive processes on discourse global coherence ability measured across different discourse tasks and collected from younger (n = 40; 20–39 years) and older (n = 40; 70–87 years) cognitively healthy adults. Study participants produced oral language samples in response to five commonly used discourse elicitation tasks and they were analyzed for maintenance of global coherence. Participants also completed memory and attention measures. Group differences on the global coherence scale were found for only one type of discourse—recounts. Across discourse elicitation tasks the lowest global coherence scores were found for recounts compared to the other discourse elicitation tasks. The influence of cognitive processes on maintenance of global coherence differed for the two age groups. For the younger group, there were no observed significant relationships. For the older group, cognitive measures were related to global coherence of stories and procedures.  相似文献   
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The degree to which each sport modality relies on cognitive visual skills is hitherto under-researched. This study sought to further understanding of the relationship between sport modality and visual search ability, visual working memory, and reasoning. Ninety-five participants took part in the present study. In order to assess visual search ability, we employed the Visual Search Task. Visual working memory was assessed through the Corsi Block Tapping – Backwards Task. Reasoning abilities were assessed through the Cognitive Reflection Task. Results indicate that visual search skills appear to benefit to a higher extent from open-skill sports when compared to closed-skill sports. It is important to emphasize, however, that this result was associated with a small effect size. Moreover, the present findings indicate that closed-skill athletes do not differ in terms of visual search abilities, working memory, and reasoning abilities when compared to control individuals.  相似文献   
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There is growing interest in the use of consumer level exergames in movement skill acquisition. The purpose of this study was to investigate the relationship between movement proficiency and performance in virtual exergaming. Twenty seven children, aged 10–15 years participated in an experiment completing the Movement Assessment Battery for Children 2 (MABC-2) and a series of XBOX360 Kinect Sports exergaming tasks. Significant correlations were observed between MABC-2 aiming and catching percentile and exergame javelin and target kick, where the more proficient movers tended to perform better in the exergame. Statistically significant correlations were observed between MABC-2 balance percentile and exergaming sprint and target kick performance. In this study children who scored better in real life gross motor movement tasks performed better in most related exergaming activities. This suggests current exergaming technology has advanced to a point where body movement unencumbered by a physical or remote game device tether can extract movements resembling real life tasks, translate them into game play and reward proficient movers with higher in-game performance. It is possible that benefit gained in an exergaming environment by more proficient movers was a result of either their more proficient movement, or a greater ability to adapt to the exergame.  相似文献   
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Walking to a pacing stimulus has proven useful in motor rehabilitation, and it has been suggested that spontaneous synchronization could be preferable to intentional synchronization. But it is still unclear if the paced walking effect can occur spontaneously, or if intentionality plays a role. The aim of this work is to analyze the effect of sound pacing on gait with and without instruction to synchronize, and with different rhythmic auditory cues, while walking on a treadmill.Firstly, the baseline step frequency while walking on a treadmill was determined for all participants, followed by experimental sessions with both music and footstep sound cues. Participants were split into two groups, with one being instructed to synchronize their gait to the auditory stimuli, and the other being simply told to walk. Individual auditory cues were generated for each participant: for each trial, cues were provided at the participant’s baseline walking frequency, at 5% and 10% above baseline, and at 5% and 10% below baseline.This study’s major finding was the role of intention on synchronization, given that only the instructed group synchronized their gait with the auditory cues. No differences were found between the effects of step or music stimuli on step frequency.In conclusion, without intention or cues that direct the individual’s attention, spontaneous gait synchronization does not occur during treadmill walking.  相似文献   
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While many scholars have demonstrated the effectiveness of theatre-based knowledge mobilization, fewer studies have examined its psychological dimensions. This article examines some psychological theories that may account for the success behind theatre-based knowledge mobilization. Drawing from the Canadian Experience Project, a study about the labor market challenges of skilled immigrant workers, we show how theatre-based research dissemination efforts attempt to achieve optimal stress by using aesthetic distance processes. We maintain that this psychological capacity to attune to audience members, especially evident in forum theatre, makes theatre a particularly effective means for knowledge mobilization.  相似文献   
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This article investigates how test-takers change their strategies to handle increased test difficulty. An adult sample reported their test-taking strategies immediately after completing the tasks in a reading test. Data were analyzed using structural equation modeling specifying a measurement-invariant, ability-moderated, latent transition analysis in Mplus (Muthén & Asparouhov, 2011). It was found that almost half of the test-takers (47%) changed their strategies when encountering increased task-difficulty. The changes were characterized by augmenting comprehending-meaning strategies with score-maximizing and test-wiseness strategies. Moreover, test-takers' ability was the driving influence that facilitated and/or buffered the changes. The test outcomes, when reviewed in light of adjusted test-taking strategies, demonstrated a form of process-based validity evidence.  相似文献   
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Emotion dynamics are likely to arise in an interpersonal context. Standard methods to study emotions in interpersonal interaction are limited because stationarity is assumed. This means that the dynamics, for example, time-lagged relations, are invariant across time periods. However, this is generally an unrealistic assumption. Whether caused by an external (e.g., divorce) or an internal (e.g., rumination) event, emotion dynamics are prone to change. The semi-parametric time-varying vector-autoregressive (TV-VAR) model is based on well-studied generalized additive models, implemented in the software R. The TV-VAR can explicitly model changes in temporal dependency without pre-existing knowledge about the nature of change. A simulation study is presented, showing that the TV-VAR model is superior to the standard time-invariant VAR model when the dynamics change over time. The TV-VAR model is applied to empirical data on daily feelings of positive affect (PA) from a single couple. Our analyses indicate reliable changes in the male’s emotion dynamics over time, but not in the female’s—which were not predicted by her own affect or that of her partner. This application illustrates the usefulness of using a TV-VAR model to detect changes in the dynamics in a system.  相似文献   
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