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101.
Three pigeons were used to investigate the effects of a stimulus associated with the lower of two reinforcement frequencies on the response producing it. In a three-key chamber, pecking the center key produced grain on alternating variable-interval schedules with mean durations of 2 min or 30 sec. Initially, green illumination of the keys accompanied the more favorable (30-sec) schedule and red accompanied the less favorable (2-min) schedule. Then the keys remained yellow unless the bird pecked one of the side (observing) keys to produce the discriminative stimuli for a 30-sec period. Subsequently, when red was withheld as a possible consequence of pecking a particular side key, the rate on that key increased; when red was restored, the observing rate decreased. Thus the stimulus associated with less frequent reinforcement had a punishing effect on the behavior producing it. When green was withheld on one of the side keys and the other key produced both colors, observing behavior was not maintained on the red-only key, but was maintained on the key that produced both colors.  相似文献   
102.
The use of edited videotape replay (which showed only “positive” behaviors) to improve the water skills of three spina bifida children, aged 5 to 10 years was examined. A multiple baseline across subjects design was used, and behavioral changes were observed to occur in close association with intervention. One child was given successive reapplications of videotaped self-modeling with continuing improvements. It appears that a useful practical technique has been developed.  相似文献   
103.
Despite the growing number of organizations interested in the use of asynchronous video interviews (AVIs), little is known about its impact on interviewee reactions and behavior. We randomly assigned participants (N = 299) from two different countries (Switzerland and India) to a face-to-face interview, an avatar-based video interview (with an avatar as a virtual recruiter), or a text-based video interview (with written questions) and collected data on a set of self-rated and observer-rated criteria. Overall, we found that whereas participants reported more negative reactions towards the two asynchronous interviews, observer ratings revealed similar performance across the three interviews and lower stress levels in the two AVIs. These findings suggest that despite technology-mediated interview methods still not being well-accepted, interviewees are not at a disadvantage when these methods are used in terms of how well interviewees perform and how stressed they appear to external observers. Implications are discussed.  相似文献   
104.
The effect of violent video games on aggressive behavior is an important topic in the field of game research. Recently, growing evidence suggests that justified game violence decreases feelings of guilt caused by in-game immoral behavior. However, little is known about the impact on aggressive behavior, and whether other factors moderate this effect. In a two-factor experiment, we tested the impact of justification of video game violence on aggressive behavior, and whether this effect would be enhanced by game immersion. Pilot experiment 1 (N = 60) and pilot experiment 2 (N = 40) demonstrated that the justification of violence and game immersion was successfully controlled by avatar and graphics quality. In the Main experiment, 123 participants played one of four conditions of a video game (2 [justification: justified vs. unjustified violence] × 2 [immersion: high vs. low immersion]) and it was found that participants who played in the justified violence condition reported greater aggressive behavior than those in the unjustified violence condition. In addition, participants who played in high immersion reported greater aggressive behavior than those in low immersion. However, game immersion did not moderate the effects of justified violence. This unexpected effect is likely due to participants' distancing themselves from and identifying less with their violent avatars.  相似文献   
105.
提高教师课堂教学能力方法的实验研究   总被引:13,自引:1,他引:12  
从教师课堂教学能力、教师能力自我概念、学生对教师课堂教学能力的评价及学生的思维品质等方面探讨了角色改变、摄象自我评价、现场指导三种方法对提高教师课堂教学能力的有效性、结果表明:角色改变、摄象自我评价、现场指导三种方法的合理结合是提高教师课堂教学能力的较好方法;教师课堂能力的不同维度其发展速度不同,依次为:认知能力、操作能力和监控能力;教师课堂教学能力的发展是受其自我概念发展水平影响的;教师课堂教学能力的提高促进了学生思维的深刻性、灵活性、独创性、批判性等思维品质的发展。  相似文献   
106.
为了探讨自我录像示范对学龄初期儿童课堂学业自立养成的影响,研究采用单个被试的A-B实验设计,用自我录像示范对一名学龄初期儿童的课堂学业自立进行干预。结果表明:自我录像示范的干预能提高个案的课堂学业自立水平,在干预期和追踪期出现高课堂学业自立行为的频次均高于基线期。结论:自我录像示范能够促进学龄初期儿童课堂学业自立的养成。儿童对于示范录像中目标行为的习得和运用可以泛化到日常生活中类似的其他情境中,且情景越相似,效果越佳。  相似文献   
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109.
ObjectivesTo determine the effect of self-talk on softball throwing performance. Additionally, two moderators, nature of self-talk and type of motor task, as well as a potential mediator of self-efficacy were examined.DeignAn experimental, within-subjects, and counterbalanced design.MethodsForty-two senior high students (mean age = 17.48 ± 0.55) were instructed to use instructional, motivational, and unrelated self-talk with counterbalanced order prior to softball throwing for accuracy and distance tasks.ResultsBoth instructional and motivational self-talk conditions had better performance than unrelated self-talk on softball throwing accuracy, whereas motivational self-talk had better performance than both instructional and unrelated self-talk in softball throwing for distance. Results for self-efficacy were similar, with self-efficacy for accuracy performance higher in both instructional and motivational self-talk conditions than with unrelated self-talk, while self-efficacy was highest in the motivational self-talk condition and lowest with unrelated self-talk. Significant correlations between self-efficacy and motor performance were also found with both tasks.ConclusionThese findings partially support the task-matching hypothesis, confirm the moderator role of type of self-talk and task type, suggest that self-efficacy has a mediator role, and provide direction for self-talk effectiveness.  相似文献   
110.
Engagement during practice can motivate a learner to practice more, hence having indirect effects on learning through increased practice. However, it is not known whether engagement can also have a direct effect on learning when the amount of practice is held constant. To address this question, 40 participants played a video game that contained an embedded repeated sequence component, under either highly engaging conditions (the game group) or mechanically identical but less engaging conditions (the sterile group). The game environment facilitated retention over a 1-week interval. Specifically, the game group improved in both speed and accuracy for random and repeated trials, suggesting a general motor-related improvement, rather than a specific influence of engagement on implicit sequence learning. These data provide initial evidence that increased engagement during practice has a direct effect on generalized learning, improving retention and transfer of a complex motor skill.  相似文献   
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