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71.
Multiple theories of problem‐solving hypothesize that there are distinct qualitative phases exhibited during effective problem‐solving. However, limited research has attempted to identify when transitions between phases occur. We integrate theory on collaborative problem‐solving (CPS) with dynamical systems theory suggesting that when a system is undergoing a phase transition it should exhibit a peak in entropy and that entropy levels should also relate to team performance. Communications from 40 teams that collaborated on a complex problem were coded for occurrence of problem‐solving processes. We applied a sliding window entropy technique to each team's communications and specified criteria for (a) identifying data points that qualify as peaks and (b) determining which peaks were robust. We used multilevel modeling, and provide a qualitative example, to evaluate whether phases exhibit distinct distributions of communication processes. We also tested whether there was a relationship between entropy values at transition points and CPS performance. We found that a proportion of entropy peaks was robust and that the relative occurrence of communication codes varied significantly across phases. Peaks in entropy thus corresponded to qualitative shifts in teams’ CPS communications, providing empirical evidence that teams exhibit phase transitions during CPS. Also, lower average levels of entropy at the phase transition points predicted better CPS performance. We specify future directions to improve understanding of phase transitions during CPS, and collaborative cognition, more broadly.  相似文献   
72.
A reasoning strategy is iterative when the initial conclusion suggested by a set of premises is integrated into that set of premises in order to yield additional conclusions. Previous experimental studies on game theory-based strategic games (such as the beauty contest game) observed difficulty in reasoning iteratively, which has been partly attributed to bounded individual rationality. However, this difficulty has also been attributed to problems in adequately representing the beliefs, actions, and goals of other agents involved in the games. In four experiments, we observed similar difficulties in iterative reasoning in a variety of puzzles and games that did not involve social interactions with other agents, where they can only be caused by individual cognitive boundaries. Our findings are consistent with the hypothesis that an intrinsic difficulty in iterative reasoning originates from a tendency not to revise our initial mental representation of a problem in light of the initial conclusions that it implies.  相似文献   
73.
Sustainability is value laden, and achieving sustainability is constrained by conflict and inefficient problem solving. Sustainability requires minimizing the costs of both constraints. This article outlines a framework for sustainability that recognizes divergent values, improves the productivity of debate, and suggests how to reduce sustainability costs.  相似文献   
74.
When making decisions, humans can observe many kinds of information about others' activities, but their effects on performance are not well understood. We investigated social learning strategies using a simple problem‐solving task in which participants search a complex space, and each can view and imitate others' solutions. Results showed that participants combined multiple sources of information to guide learning, including payoffs of peers' solutions, popularity of solution elements among peers, similarity of peers' solutions to their own, and relative payoffs from individual exploration. Furthermore, performance was positively associated with imitation rates at both the individual and group levels. When peers' payoffs were hidden, popularity and similarity biases reversed, participants searched more broadly and randomly, and both quality and equity of exploration suffered. We conclude that when peers' solutions can be effectively compared, imitation does not simply permit scrounging, but it can also facilitate propagation of good solutions for further cumulative exploration.  相似文献   
75.
This study was concerned with Wason's THOG task, a hypothetico-deductive reasoning problem for which performance is typically very poor (<20% correct). Recently, however, Needham and Amado (1995) and Koenig and Griggs (2004) have observed both facilitation and spontaneous analogical transfer effects for the Pythagoras version of this task. Based on their findings, Koenig and Griggs concluded that in addition to the separation of the data (the properties of the designated THOG) from the hypotheses that need to be generated (the possible combinations of properties written down), an explicit request to generate these hypotheses is necessary to obtain significant analogical transfer. In the present study we extended the generalisability of this conclusion in three experiments with 214 undergraduate participants using O'Brien et al.'s (1990) Blackboard version of the task. We discuss the relationship of the results to dual process theories of reasoning and propose that analogical transfer may be a better criterion than task facilitation for judging participants' task understanding.  相似文献   
76.
In a study examining the effects of time of day on problem solving, participants solved insight and analytic problems at their optimal or non-optimal time of day. Given the presumed differences in the cognitive processes involved in solving these two types of problems, it was expected that the reduced inhibitory control associated with non-optimal times of the day would differentially impact performance on the two types of problems. In accordance with this expectation, results showed consistently greater insight problem solving performance during non-optimal times of day compared to optimal times of day but no consistent time of day effects on analytic problem solving. The findings indicate that tasks involving creativity might benefit from a non-optimal time of day.  相似文献   
77.
Sudoku puzzles, which are popular worldwide, require individuals to infer the missing digits in a 9 × 9 array according to the general rule that every digit from 1 to 9 must occur once in each row, in each column, and in each of the 3-by-3 boxes in the array. We present a theory of how individuals solve these puzzles. It postulates that they rely solely on pure deductions, and that they spontaneously acquire various deductive tactics, which differ in their difficulty depending on their “relational complexity”, i.e., the number of constraints on which they depend. A major strategic shift is necessary to acquire tactics for more difficult puzzles: solvers have to keep track of possible digits in a cell. We report three experiments corroborating this theory. We also discuss their implications for theories of reasoning that downplay the role of deduction in everyday reasoning.  相似文献   
78.
Undergraduate students today often enroll in introductory religious studies or theology classes because they want the time and space to reflect on their personal spiritual questions. Such a motivation can clash with the faculty's desire to introduce students to rigorous academic study of their field. Barbara Walvoord has proposed four “voices” that students may develop that will assist both student and faculty to cross this “great divide.” This essay explores the ways in which a course based in engaged pedagogical theory and practice – in this case, problem‐based learning – can provide an effective space for students to “find their voices,” take control of their own learning, and fulfill both their own and their professor's expectations.  相似文献   
79.
This study examined how toddlers gain insights from source video displays and use the insights to solve analogous problems. The sample of 2- and 2.5-year-olds viewed a source video illustrating a problem-solving strategy and then attempted to solve analogous problems. Older, but not younger, toddlers extracted the problem-solving strategy depicted in the video and spontaneously transferred the strategy to solve isomorphic problems. Transfer by analogy from the video was evident only when the video illustrated the complete problem goal structure, including the character’s intention and the action needed to achieve a goal. The same action isolated from the problem-solving context did not serve as an effective source analogue. These results illuminate the development of early representation and processes involved in analogical problem solving. Theoretical and educational implications are discussed.  相似文献   
80.
The purpose of this research was to develop and provide initial validation evidence for the performance impact of a measure of an individual's perceived ability to learn and solve problems (PALS). Building on the self-efficacy literature and the importance of learning and problem solving, the fundamental premise of this research was that PALS would significantly explain employee performance. In addition to demonstrating that PALS represented a distinct construct, PALS was a significant predictor of performance for managerial and entry-level employees in two different organizational contexts. Moreover, PALS explained additional variance in performance beyond general mental ability, personality, and similar constructs related to learning and problem solving.  相似文献   
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