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In Category Mistakes, Magidor proposes that sortal restrictions should be viewed as pragmatic presuppositions. This contrasts with recent linguistic theories of successfully resolved category mistakes, e.g. coercions or copredication. It has been argued that for the proper treatment of such examples, sortal restrictions should be expressed by semantic presuppositions since they need to interact with compositional semantics. I explore possible ways in which Magidor’s theory could be extended to explain examples of coercion and copredication. The outcome of the discussion is that incorporation of these facts into Magidor’s pragmatic system might be possible, but ecessitates choices that are far from trivial.  相似文献   
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IntroductionInternet Gaming Disorder (IGD) was introduced for the first time within the “conditions for further study” in the fifth edition of the Diagnostic and Statistical Manual of the American Psychiatric Association, and a systematic review has concluded that the only available instrument for its measurement is the Problem Video Game Playing scale (PVP). Nevertheless, this scale was presented as a diagnostic tool for adolescents, and to date no study has analyzed its properties amongst adults.ObjectiveThe aim of the study was to analyze and compare the diagnostic and psychometric properties of the PVP in adult and adolescent gamers.MethodTwo samples of adult (n = 525) and adolescent (n = 384) gamers completed a survey including patterns of play, PVP, Severity of Dependence Scale, and other measures of playing to excess.ResultsConfirmatory factor analyses revealed that the scale presents a one-factor structure that is similar to that of the original version, both in adults and adolescents. Construct validity was supported by highly significant associations between the PVP and all alternative measures of playing to excess. On the other hand, reliability values were lower than in previous studies.ConclusionsThe PVP scale's properties are appropriate for the measurement of problem video gaming in adults as well as in adolescents, but studies with clinical assessments are still needed before any cutoff value for diagnosis can be established.  相似文献   
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Understanding spoken words involves a rapid mapping from speech to conceptual representations. One distributed feature‐based conceptual account assumes that the statistical characteristics of concepts’ features—the number of concepts they occur in (distinctiveness/sharedness) and likelihood of co‐occurrence (correlational strength)—determine conceptual activation. To test these claims, we investigated the role of distinctiveness/sharedness and correlational strength in speech‐to‐meaning mapping, using a lexical decision task and computational simulations. Responses were faster for concepts with higher sharedness, suggesting that shared features are facilitatory in tasks like lexical decision that require access to them. Correlational strength facilitated responses for slower participants, suggesting a time‐sensitive co‐occurrence‐driven settling mechanism. The computational simulation showed similar effects, with early effects of shared features and later effects of correlational strength. These results support a general‐to‐specific account of conceptual processing, whereby early activation of shared features is followed by the gradual emergence of a specific target representation.  相似文献   
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In distributional semantics models (DSMs) such as latent semantic analysis (LSA), words are represented as vectors in a high-dimensional vector space. This allows for computing word similarities as the cosine of the angle between two such vectors. In two experiments, we investigated whether LSA cosine similarities predict priming effects, in that higher cosine similarities are associated with shorter reaction times (RTs). Critically, we applied a pseudo-random procedure in generating the item material to ensure that we directly manipulated LSA cosines as an independent variable. We employed two lexical priming experiments with lexical decision tasks (LDTs). In Experiment 1 we presented participants with 200 different prime words, each paired with one unique target. We found a significant effect of cosine similarities on RTs. The same was true for Experiment 2, where we reversed the prime-target order (primes of Experiment 1 were targets in Experiment 2, and vice versa). The results of these experiments confirm that LSA cosine similarities can predict priming effects, supporting the view that they are psychologically relevant. The present study thereby provides evidence for qualifying LSA cosine similarities not only as a linguistic measure, but also as a cognitive similarity measure. However, it is also shown that other DSMs can outperform LSA as a predictor of priming effects.  相似文献   
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Schotch  Peter K. 《Studia Logica》2000,66(1):187-198
This essay attempts to implement epistemic logic through a non-classical inference relation. Given that relation, an account of '(the individual) a knows that A' is constructed as an unfamiliar non-normal modal logic. One advantage to this approach is a new analysis of the skeptical argument.  相似文献   
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句法优先理论假设词类加工功能上优先于语义、动词论元结构和话语信息加工。来自德语和法语的证据显示, 词类违反阻断语义整合和动词论元结构加工, 因而词类优先于语义和动词论元结构。关于词类加工在功能上是否优先于话语信息加工, 尚无来自任何语言的证据。汉语证据尽管显示词类并不优先于语义, 但未充分讨论任务因素的影响。将来研究有必要使用ERP技术和违反范式, 从语义整合、动词论元结构加工和话语水平加工等多个层面, 同时操纵词类的正确性和非句法因素, 考察句法特性上与德语和法语不同的语言, 如汉语和韩语。这方面研究将有助于洞察一个语言的语言学特性如何制约或调整词类加工的功能性质。  相似文献   
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The Good Behavior Game (GBG) is a classroom management system that employs an interdependent group contingency, whereby students work as a team to win the game. Although previous anecdotal data have suggested that this arrangement may promote prosocial behavior, teachers may have concerns about its fairness and potential to evoke negative peer interactions (especially toward students who break the rules). We evaluated disruptive behaviors and social interactions during the GBG in a secondary classroom for students with emotional and behavioral disorders, as well as in a primary classroom for students with mild developmental disabilities. Results indicate that the GBG reduced disruptive behaviors; further, negative peer interactions decreased and positive interactions increased when the game was being played. Social validity results indicate that the majority of students thought the interdependent group contingency was fair.  相似文献   
49.
The Dictator Game, a face valid measure of altruism, and the Trust Game, a face valid measure of trust and trustworthiness, are among the most widely used behavioural measures in human cooperation research. Researchers have observed considerable covariation among these and other economic games, leading them to assert that there exists a general human propensity to cooperate that varies in strength across individuals and manifests itself across a variety of social settings. To formalize this hypothesis, we created an S‐1 bifactor model using 276 participants' Dictator Game and Trust Game decisions. The general factor had significant, moderate associations with self‐reported and peer‐reported altruism, trust, and trustworthiness. Thus, the positive covariation among economic games is not reducible to the games' shared situational features. Two hundred participants returned for a second session. The general factor based on Dictator Game and Trust Game decisions from this session did not significantly predict self‐reported and peer‐reported cooperation, suggesting that experience with economic games causes them to measure different traits from those that are reflected in self‐assessments and peer‐assessments of cooperativeness. © 2018 European Association of Personality Psychology  相似文献   
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The term “education for all” in the context of inclusive schooling describes the aim that children with identified special/additional needs are fully included in education together with their typically developing peers. However, this is easier said than done as there are few easy‐to‐use methods that teachers can use while at the same time teaching the approbate curriculum to children with a full range of different abilities. The Good Inclusion Game (GIG) is a group contingency‐based tool to create inclusive classrooms that utilizes principles of the applied branch of the science of behavior analysis (applied behavior analysis) and can be used across settings and academic subjects. The GIG was evaluated across nine classrooms including 93 boys and girls aged between 9 and 15 years of age, including 20 children with identified special educational needs. Findings show that the GIG reliably led to a significant increase of inclusive curriculum‐focused activities with the collateral effect of decreasing disruptive behaviors for all children. Findings are discussed in the context of inclusive schooling and evidence‐based education.  相似文献   
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