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51.
Logic Games are Complete for Game Logics   总被引:1,自引:0,他引:1  
van Benthem  Johan 《Studia Logica》2003,75(2):183-203
Game logics describe general games through powers of players for forcing outcomes. In particular, they encode an algebra of sequential game operations such as choice, dual and composition. Logic games are special games for specific purposes such as proof or semantical evaluation for first-order or modal languages. We show that the general algebra of game operations coincides with that over just logical evaluation games, whence the latter are quite general after all. The main tool in proving this is a representation of arbitrary games as modal or first-order evaluation games. We probe how far our analysis extends to product operations on games. We also discuss some more general consequences of this new perspective for standard logic.  相似文献   
52.
Visual representations are prevalent in STEM instruction. To benefit from visuals, students need representational competencies that enable them to see meaningful information. Most research has focused on explicit conceptual representational competencies, but implicit perceptual competencies might also allow students to efficiently see meaningful information in visuals. Most common methods to assess students’ representational competencies rely on verbal explanations or assume explicit attention. However, because perceptual competencies are implicit and not necessarily verbally accessible, these methods are ill‐equipped to assess them. We address these shortcomings with a method that draws on similarity learning, a machine learning technique that detects visual features that account for participants’ responses to triplet comparisons of visuals. In Experiment 1, 614 chemistry students judged the similarity of Lewis structures and in Experiment 2, 489 students judged the similarity of ball‐and‐stick models. Our results showed that our method can detect visual features that drive students’ perception and suggested that students’ conceptual knowledge about molecules informed perceptual competencies through top‐down processes. Furthermore, Experiment 2 tested whether we can improve the efficiency of the method with active sampling. Results showed that random sampling yielded higher accuracy than active sampling for small sample sizes. Together, the experiments provide the first method to assess students’ perceptual competencies implicitly, without requiring verbalization or assuming explicit visual attention. These findings have implications for the design of instructional interventions that help students acquire perceptual representational competencies.  相似文献   
53.
With the component selection measure developed by Hale and Morgan (1973), children's use of selective attention was assessed at six levels of learning, ranging from undertraining to overtraining, and this function was examined at each of ages 4, 8, and 12. It was found that, as the children learned the task, they maintained a relatively wide focus of attention, acquiring information about both features of the stimuli, color and shape. Thus, contrary to the model under investigation, the children did not exercise a high degree of selectivity as they approached mastery of the task; nor did overtraining produce the expected “broadening” of attention, as the children acquired little stimulus information beyond the point at which criterion had been reached. The data were interpreted to be more consistent with a model that assumes the bulk of stimulus learning to occur prior to task mastery.  相似文献   
54.
This study examined the validity of situational view on culture‐specific behaviours focusing on self‐evaluation. Two experiments with American students as samples were conducted to examine whether priming their self‐construals would affect individuals' self‐evaluation. In Experiment 1, the participants' self‐evaluation was compared across different conditions of primed self‐contruals. In Experiment 2, the participants were split into 2 groups based on their initial default self‐consturals and, the self‐evaluations were compared across the 2 groups after priming self‐contruals. The results demonstrated that although the participants' self‐evaluation was initially in accord with their default self‐construal, it changed into accord with the primed self‐construals. The findings supported the proposed cultural game player view. Implications on situational view of self‐evaluation are also discussed.  相似文献   
55.
Blame game is a term often used to describe a phenomenon that happens in groups of people when something goes wrong. The blame game hypothesis postulates that private investigators may be misled in their search for suspects and that suspected individuals do not necessarily become subject to a fair investigation by financial crime specialists and fraud examiners. The rotten apple hypothesis postulates that it is comforting to assume that one bad apple within an organisation is essentially responsible for the crime that is all too prevalent. The rotten apple view of white‐collar crime is a comfortable perspective to apply to business and public organisations as it allows them to look no further than suspect a single individual. Based on a case study of the Norwegian company Hadeland and Ringerike Broadband, this paper discusses blame game and rotten apple issues in an internal investigation report written by an external financial crime specialist. The study finds support for both hypotheses, as blame is mainly isolated to the criminal and his superior, and both board and top management are protected from scrutiny. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
56.
张一  陈容  刘衍玲 《心理科学进展》2016,(10):1600-1612
视频游戏对青少年行为影响的研究焦点主要集中在暴力视频游戏带来的消极影响上。随着研究的深入以及积极心理学的兴起,研究者开始关注亲社会视频游戏对青少年行为的积极影响,并进行了相关的研究,研究大多以一般学习模型为理论框架。一般学习模型认为亲社会视频游戏通过影响与亲社会相关的认知、情感和生理唤醒而对亲社会行为产生作用。已有研究显示,亲社会视频游戏会促进青少年的亲社会行为,同时减少青少年的攻击性行为。研究者们采用多种方法探索亲社会视频游戏影响青少年行为的心理机制,证明了一般学习模型的理论构想。未来研究需要进一步研究性别、人格、文化等因素的影响,并开展相关的认知神经机制研究。  相似文献   
57.
In polymorphic ants, such as Cataglyphis niger, sterile individual workers from the same nest show some degree of variation in size and/or morphology. We studied whether worker size and size difference between opponents had an effect on aggression during conspecific encounters. Although the capacity to recognize nestmates was shared by all individuals, some patterns of agonistic behaviors were size related. Escape was mostly displayed by the small workers, and threat, associated with ritualized fights, by the large workers. As game theory predicted, ants of C. niger adjusted their level of aggression as a function of the size of the opponent. However, only large individuals used such assessment strategies, responding with escalation of aggression towards small workers and reduction of aggression towards large ones. On the contrary, small individuals behaved in the same manner whatever the opponent's size. Differences between both morphological castes were discussed with reference to the resource holding assessment models. Aggr. Behav. 25:369–379, 1999. © 1999 Wiley‐Liss, Inc.  相似文献   
58.
In this paper, we examined the psychometric properties of cross‐cultural validation and replicability (i.e. measurement invariance) of the Belief in a Zero‐Sum Game (BZSG) scale, measuring antagonistic belief about interpersonal relations over scarce resources. The factorial structure of the BZSG scale was investigated in student samples from 36 countries (N = 9907), using separate confirmatory factor analyses (CFAs) for each country. The cross‐cultural validation of the scale was based on multigroup confirmatory factor analyses (MGCFA). The results confirmed that the scale had a one‐factor structure in all countries, in which configural and metric invariance between countries was confirmed. As a zero‐sum belief about social relations perceived as antagonistic, BZSG is an important factor related to, for example, social and international relations, attitudes toward immigrants, or well‐being. The paper proposes different uses of the BZSG scale for cross‐cultural studies in different fields of psychology: social, political, or economic.  相似文献   
59.
Previous research has shown that affective empathy, rather than cognitive empathy, significantly predicts people’s altruistic sharing behavior in economic games. However, most of these studies were conducted in Western populations. There might be cultural differences in the relations between empathy and altruism due to different levels of empathy between Western and Asian individuals. In this study, we measured different aspects of empathy in Chinese adults as well as their allocation offers in the dictator and ultimatum games. We found that cognitive empathy, but not affective empathy, was a significant predictor of adults’ altruistic sharing behavior in the two economic games. Subjective family income was also revealed to be a significant predictor of individuals’ altruism in the ultimatum game, such that people with lower subjective family income tended to be more generous. Potential implications of our findings are discussed.  相似文献   
60.
Gambling, video gaming, and Internet use are typically included as everyday activities that could potentially become behavioral addictions. There is growing evidence that views non‐substance related addictions as coping mechanisms, and considers that attachment styles are likely to play a pivotal role on the development of such addictions, especially on young people. Therefore, the present study aimed to: (1) explore the association between attachment, coping, and behavioral addictions (i.e., gambling disorder, video game addiction, and problematic Internet use); and (2) to analyze the mediating/moderating effect that coping has in the relationship of attachment and these behavioral addictions. A sample consisting of 472 students from secondary education (Mean age = 15.6; SD = 1.33; 51.6% females) was recruited. The findings showed a negative association between attachment and behavioral addictions. Most coping strategies were found to be associated with attachment styles, except for self‐critique and emotional avoidance. In particular, problem avoidance was significantly correlated to all behavioral addictions. In addition, self‐blame and problem solving were significantly correlated to video game addiction and problematic Internet use. Finally, coping was found to act as a mediator and moderator between attachment and video game addiction and problematic Internet use.  相似文献   
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