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31.
青少年网络游戏行为的心理需求研究   总被引:8,自引:0,他引:8  
才源源  崔丽娟  李昕 《心理科学》2007,30(1):169-172
在质的研究及理论分析的基础上,构建了16-24岁青少年网络游戏行为的心理需求模型,然后根据该模型编制问卷,进行了量的研究。探索性与验证性因素分析的结果表明:(1)青少年网络游戏心理需求问卷由现实情感的补偿与发泄、人际交往与团队归属、成就体验三个维度组成,具有良好的信度和效度指标,可以施用;(2)青少年对网络游戏的心理需求程度与其对网络游戏的使用程度显著相关。  相似文献   
32.
公平概念一直都是儿童道德发展研究的一个重要课题。传统上认为公平作为一个道德概念,属于人类精神层面,指导人类行为,是高于社会物质生活的。然而进一步研究关注,公平,作为人类生活中的一个重要而普遍的现象,是如何产生的,又为何能保持在人类社会生活中的。结果表明,公平在是人们在互利的目的下表现出来的一种策略,受到社会信息透明度的影响。一个社会中信息越透明,个体的名声越容易形成,则公平越成为一种最优的策略。  相似文献   
33.
People often do not realize they are being influenced by an incidental emotional state. As a result, decisions based on a fleeting incidental emotion can become the basis for future decisions and hence outlive the original cause for the behavior (i.e., the emotion itself). Using a sequence of ultimatum and dictator games, we provide empirical evidence for the enduring impact of transient emotions on economic decision making. Behavioral consistency and false consensus are presented as potential underlying processes.  相似文献   
34.
在高不确定,高度竞争,高度挑战的任务情景下,领导力在团队中将扮演怎样的角色?变革型领导力与交易型领导力又是如何预测团队任务绩效的?为了回答这些问题,该研究对130名学生被试,31个团队,用ERP沙盘模拟游戏来进行模拟实验。通过高度模拟现实中企业经营的情景,从而提高实验结果的外部效度。实验结果表明,变革型领导力与交易型领导力都能够积极地预测团队任务绩效,消极领导力与任务绩效呈负相关,虽然并没有达到统计学显著水平,但研究结果的方向都支持了实验假设。  相似文献   
35.
规范化的胃癌根治术是我国胃癌治疗的发展方向,本文回顾性分析胃癌根治术中常规放置空肠营养管和术后早期肠内营养在胃癌规范化治疗中的作用。结果表明空肠营养管置入和对照组术后并发症率无显著性差异(P=0.501),早期联合肠内营养可有效缩短住院时间(P=0.0115)。结合博弈论的观点分析,胃癌根治术中放置空肠营养管在并发症预防和治疗中有重要作用,可能避免不必要的二次开腹手术,因此是一种对于医患双方都最为有利的策略选择。  相似文献   
36.
A human social discount function measures the value to a person of a reward to another person at a given social distance. Just as delay discounting is a hyperbolic function of delay, and probability discounting is a hyperbolic function of odds-against, social discounting is a hyperbolic function of social distance. Experiment 1 obtained individual social, delay, and probability discount functions for a hypothetical $75 reward; participants also indicated how much of an initial $100 endowment they would contribute to a common investment in a public good. Steepness of discounting correlated, across participants, among all three discount dimensions. However, only social and probability discounting were correlated with the public-good contribution; high public-good contributors were more altruistic and also less risk averse than low contributors. Experiment 2 obtained social discount functions with hypothetical $75 rewards and delay discount functions with hypothetical $1,000 rewards, as well as public-good contributions. The results replicated those of Experiment 1; steepness of the two forms of discounting correlated with each other across participants but only social discounting correlated with the public-good contribution. Most participants in Experiment 2 predicted that the average contribution would be lower than their own contribution.  相似文献   
37.
Compositional semantics for a language of imperfect information   总被引:3,自引:0,他引:3  
  相似文献   
38.
We present a simple but effective method based on Luce’s choice axiom [Luce, R.D. (1959). Individual choice behavior: A theoretical analysis. New York: John Wiley & Sons] for consistent estimation of the pairwise confusabilities of items in a multiple-choice recognition task with arbitrarily chosen choice-sets. The method combines the exact (non-asymptotic) Bayesian way of assessing uncertainty with the unbiasedness emphasized in the classical frequentist approach.We apply the method to data collected using an adaptive computer game designed for prevention of reading disability. A player’s estimated confusability of phonemes (or more accurately, phoneme-grapheme connections) and larger units of language is visualized in an easily understood way with color cues and explicit indication of the accuracy of the estimates. Visualization of learning-related changes in the player’s performance is considered.The empirical validity of the choice axiom is evaluated using the game data itself. The axiom appears to hold reasonably well although a small systematic violation is observable for the smallest choice-set sizes.  相似文献   
39.
Adaptive learning games should provide opportunities for the student to learn as well as motivate playing until goals have been reached. In this paper, we give a mathematically rigorous treatment of the problem in the framework of Bayesian decision theory. To quantify the opportunities for learning, we assume that the learning tasks that yield the most information about the current skills of the student, while being desirable for measurement in their own right, would also be among those that are efficient for learning. Indeed, optimization of the expected information gain appears to naturally avoid tasks that are exceedingly demanding or exceedingly easy as their results are predictable and thus uninformative. Still, tasks that are efficient for learning may be experienced as too challenging, and the resulting failures can lower motivation. Therefore, in addition to quantifying the expected informational benefit for learning of any prospective task to be presented next, we also model the expected motivational cost of its presentation, measured simply as the estimated probability of failure in our example model. We propose a “learner-friendly” adaptation algorithm that chooses the learning tasks by optimizing the expected benefit divided by the expected cost. We apply this algorithm to a Rasch-like student model implemented within a real-world application and present initial results of a pilot experiment.  相似文献   
40.
In the present investigation, we integrated self-theories (specifically, theories of cognitive consistency and self-esteem) with attribution theory. Our intent was to clarify the effects of different levels of self-esteem and performance satisfaction on causal internalization of academic performance. Subjects were 162 university students who attributed causality for their individual performances on a midterm examination. Attributions to four internal and four external causal sources were analyzed with a 2 × 2 (Self-Concept × Performance Satisfaction) MANOVA and with follow-up univariate F ratios. Most of the findings support the predictions based on self-esteem theory; i.e., satisfaction with performance, rather than consistency of performance with self-esteem, served as the primary influence on internalization of causality, with students internalizing satisfying outcomes more than dissatisfying outcomes. Cognitive-consistency theory and B. Weiner's (1979, Journal of Educational Psychology, 71, 3–25) attribution proposal regarding maintenance of a stable self-concept also received support, as attributions to the internal and stable causal sources of ability and general effort were a function of an interaction of self-esteem and performance satisfaction. Hence, neither self-theory adequately anticipated the effects of self-esteem and performance satisfaction on causal internalization. Rather, a consolidation of theories is needed to explain the results.  相似文献   
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