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   71篇
  免费   12篇
  国内免费   9篇
  2023年   1篇
  2022年   1篇
  2021年   2篇
  2020年   8篇
  2019年   8篇
  2018年   5篇
  2017年   5篇
  2016年   6篇
  2015年   3篇
  2014年   6篇
  2013年   11篇
  2012年   2篇
  2011年   4篇
  2010年   1篇
  2009年   6篇
  2008年   8篇
  2007年   8篇
  2006年   1篇
  2005年   1篇
  2004年   1篇
  2003年   1篇
  2001年   1篇
  2000年   1篇
  1994年   1篇
排序方式: 共有92条查询结果,搜索用时 15 毫秒
81.
Robustness has long been recognized as an important parameter for evaluating game-theoretic results, but talk of ‘robustness’ generally remains vague. What we offer here is a graphic measure for a particular kind of robustness (‘matrix robustness’), using a three-dimensional display of the universe of 2 ×  2 game theory. In such a measure specific games appear as specific volumes (Prisoner’s Dilemma, Stag Hunt, etc.), allowing a graphic image of the extent of particular game-theoretic effects in terms of those games. The measure also allows for an easy comparison between different effects in terms of matrix robustness. Here we use the measure to compare the robustness of Tit for Tat’s well-known success in spatialized games (Axelrod, R. (1984). The evolution of cooperation. New York: Basic Books; Grim, P. et al. (1998). The philosophical computer: Exploratory essays in philosophical computer modeling. Cambridge, Mass: MIT Press) with the robustness of a recent game-theoretic model of the contact hypothesis regarding prejudice reduction (Grim et al. 2005. Public Affairs Quarterly, 19, 95–125).  相似文献   
82.
王益文  张振  张蔚  黄亮  郭丰波  原胜 《心理学报》2014,46(12):1850-1859
群际互动是社会互动的一种重要形式, 在人类社会发展中起着重要作用。已有的行为研究表明个体参与群际互动时, 互动对象的群体身份会影响其心理加工和行为决策。但目前关于群体身份如何影响公平加工的动态时间过程尚不清楚。为了研究群体身份对最后通牒任务(Ultimatum Game, UG)中反应者公平关注的影响, 15名健康成人作为反应者与组内和组外提议者进行UG博弈, 提议包括极端不公平、中等不公平或公平提议三种。事件相关电位结果发现, 组外互动时公平提议和中等不公平提议比极端不公平提议诱发更负的AN1, 组内互动时不同提议诱发的AN1无显著差异。来自组内成员的中等和极端不公平提议比公平提议引起更负的内侧额叶负波(MFN), 但来自组外成员的不同提议则没有导致MFN波幅的变化。这些结果表明在群体互动情境下, 互动成员的群体身份能够影响个体的早期注意资源分配和公平关注加工。  相似文献   
83.
ObjectivesThe purpose of the present study was to examine the predictive capabilities of sportspersonship, moral competence, and emotional intelligence on cooperation in varying competitive conditions.DesignAn experimental study was conducted, examining responses in a prisoner's dilemma game with manipulated conditions.MethodForty-three participants were randomly assigned to an accumulative or competitive condition, in which they contested 10 rounds of choosing to cooperate or defect.ResultsWhether the condition was accumulative or competitive did not significantly predict cooperation. In the final round of each contest however, cooperation was significantly reduced. Sportspersonship predicted a significant amount of cooperation percentage, while final round cooperation was predicted by emotional intelligence.ConclusionsCooperation is in part determined by individual levels of sportspersonship in all conditions except when actions are free of future consequence. In such conditions, emotional intelligence appears to be a stronger indicator of cooperation. The implications of the study are that researchers and practitioners should consider how to develop sportspersonship and emotional intelligence to boost cooperation in various domains.  相似文献   
84.
This article demonstrates that typical restrictions which are imposed in dialogical logic in order to recover first-order logical consequence from a fragment of natural language argumentation are also forthcoming from preference profiles of boundedly rational players, provided that these players instantiate a specific player type and compute partial strategies. We present two structural rules, which are formulated similarly to closure rules for tableaux proofs that restrict players' strategies to a mapping between games in extensive forms (i.e., game trees) and proof trees. Both rules are motivated from players' preferences and limitations; they can therefore be viewed as being player-self-imposable. First-order logical consequence is thus shown to result from playing a specific type of argumentation game. The alignment of such games with the normative model of the Pragma-dialectical theory of argumentation is positively evaluated. But explicit rules to guarantee that the argumentation game instantiates first-order logical consequence have now become gratuitous, since their normative content arises directly from players' preferences and limitations. A similar naturalization for non-classical logics is discussed.  相似文献   
85.
This study aimed to measure how the change on targets information modifies teams’ tactical behavior during football small-sided games. 20 male senior professional players divided in 4 teams of 5 players participated in the study. Each team played two small-sided games, one with 2 official targets with goalkeeper and one with 6 small targets. Positional data of each player were recorded using a 15 Hz portable GPS. The distance between the centers of gravity (CG) of both team, the stretch index and the relative stretch index were measured and differences accessed via standardized differences, coefficient intervals and meta-analysis procedures. A moderate increase on the distance between the CG of each team and a small decrease on the stretch index and on the relative stretch index from 2 targets to the 6 targets games was observed. It was also identified that pitch location affected the interaction between teams. When the game was played in lateral corridors or defensive sectors, the differences between game conditions increased. Emphasizing the information for attacking team to shoot at goal, by manipulating the number of targets constrained tactical behavior of teams. The amplification of specific information on small-sided games can help coaches to promote players and teams’ emergent adapted behaviors.  相似文献   
86.
Deterding et al. (Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, USA 15: 9–15, 2011) report a recent rise in popularity of video game inspired software designed to address issues in a variety of areas, including health, energy conservation, education, and business. These applications have been based on the concept of gamification, which involves a process by which nongame activities are designed to be more like a game. We provide examples of how gamification has been used to increase health-related behavior, energy consumption, academic performance, and other socially-significant behavior. We argue that behavior analytic research and practice stands to benefit from incorporating successful elements of game design. Lastly, we provide suggestions for behavior analysts regarding applied and basic research related to gamification.  相似文献   
87.
This study describes the Positive Plus Program, a multicomponent intervention combining behavior‐specific praise with an interdependent group contingency and teacher feedback. An elementary school teacher wanting to improve her classroom management skills implemented the Positive Plus Program. Four second‐grade students participated in the study, and each of the students emitted disruptive behavior in class previously. This study, using an ABAB design, indicated that when the teacher reliably delivered high levels of behavior‐specific praise and awarded points, disruptive behavior was less likely. Student outcomes showed increased academic engagement and decreased off‐task motor and verbal behavior from pre‐ to post‐intervention. Teacher ratings indicated high levels of social validity. In light of these findings, implications for future research and implementation are discussed.  相似文献   
88.
The Good Behavior Game (GBG) is a group contingency that reduces disruption and increases engagement in various contexts. In recent years, researchers have extended the GBG in at least 3 ways: (a) demonstrating its efficacy with novel populations, settings, and behaviors, (b) examining procedural variations that improve contextual fit, and (c) using more comprehensive data collection methods to explore the behavior of individual students and indirect effects. The purpose of the current review is to summarize recent advances, discuss implications of recent studies and potential mechanisms for the general efficacy of the GBG, and suggest future directions.  相似文献   
89.
The Good Behavior Game (GBG) is a popular group contingency implemented to decrease disruptive behavior in classrooms. However, despite numerous replications of the GBG, there are few direct comparisons evaluating the effectiveness of specific components of the GBG. In the present study, we directly compared the type of feedback delivered during the GBG on the effectiveness of the GBG to reduce disruptive behavior in two preschool classrooms. Results showed that delivering vocal feedback (e.g., “raise your hand”) alone or in combination with visual feedback (i.e., hatch marks) was superior to no feedback or visual feedback alone during the GBG. These results suggest that different variations of the GBG are not equally effective and that a collection of effective procedural variations from which teachers can choose would be beneficial.  相似文献   
90.
The Good Behavior Game (GBG) is an effective intervention package for decreasing disruptive behavior in various populations and environments. There is, however, limited research evaluating the GBG with preschoolers. Furthermore, few studies have evaluated the effects of components of the GBG, and of those that have, most have done so only after exposure to the GBG package. We evaluated the effects (a) of the GBG on disruptive behavior of preschoolers during group instruction and (b) the major components of the GBG before and after implementation of the GBG package (c) at both the group and individual level. Results suggest that the GBG package was necessary for decreasing disruptive behavior. However, after exposure to the GBG, a response‐independent contingency was effective for maintaining low levels of disruptive behavior at both the group and individual level.  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