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151.
Individuals diagnosed with autism spectrum disorder (ASD) often respond poorly to novel stimulus combinations and may have difficulty discriminating across critical and noncritical stimulus dimensions without direct teaching. General‐case procedures and multiple‐exemplar training have been effectively used to address this deficit. In the current study, the experimenters outlined general‐case procedures with video modeling, prompting and reinforcement to teach three adolescents with ASD a generalized repertoire of using a chip‐debit card. A multiple‐probe across participants design demonstrated the effectiveness of these procedures. All participants acquired the skill, responding generalized from simulated teaching materials to four novel automatic payment machines, and maintained 4 weeks following teaching. Implications of using these general‐case procedures as a blueprint for future researchers to reference when teaching individuals with ASD a generalized repertoire of any skill are discussed.  相似文献   
152.
Despite numerous studies on how gender differences affect transport mobility choices and perception of safety, there has been little emphasis on the influence of spatial and socio-cultural constructs on it, particularly in the Southeast Asian context. This article investigates this relation through (1) an on-street survey involving 383 participants in eight neighbourhoods in Jakarta and Kuala Lumpur, (2) analysing videos taken with the walking with video approach, and (3) a computational analysis of the street network using space syntax. Findings suggest that a large proportion of women ascribed to negative perceptions of safety as compared to men. Negative perceptions of safety were related to wariness towards motorcycles in Jakarta and absence of other pedestrians and the image of the place in Kuala Lumpur. This difference can be attributed to distinctions in spatial configurations and socio-cultural constructs between both cities. Findings provide practical insights – mode segregation or changes to street design – to address gendered mobility for sustainable urban transport in the region.  相似文献   
153.
In recent years, concerns about the math achievement of U.S. students have been highlighted in the popular press, journal articles, major conference presentations, and official U.S. Department of Education (1998) reports. School personnel have responded to the issue of low math achievement by a) writing or rewriting standards, b) “ratcheting up” current standards, c) building accountability systems that include all students, d) developing programmatic interventions, e) extending the school year, and f) implementing effective instructional management systems. Research on teaching has linked instructional environment and achievement. Thus, this study was designed to determine whether the implementation of an instructional management system served to improve student math achievement and the classroom instructional environment. In addition, the study examined the extent to which adding a curriculum-based monitoring system to an ongoing math curriculum would result in positive changes in the classroom instructional environment and in achievement.  相似文献   
154.
155.
以75名大学生为被试,采用3×2×2被试间设计,探讨电脑游戏暴力对个体的攻击性行为、攻击性情绪和攻击性认知的影响。结果表明:(1)暴力电脑游戏导致个体的攻击性行为增加。游戏与性别和攻击性特质的两重和三重交互作用不显著;(2)暴力电脑游戏对个体的攻击性情绪无显著影响;(3)暴力电脑游戏启动了攻击性认知。游戏、性别和攻击特质这三个变量在攻击性认知上交互作用显著,对于男性,暴力电脑游戏在高攻击性个体身上比低攻击性个体启动了更多的攻击性认知;对于女性,暴力电脑游戏对高低攻击性个体攻击性认知的启动没有显著差异。  相似文献   
156.
Abstract

Social comparisons in a real intergroup context involving Anglophones and Francophones from Quebec, Canada, were examined. Three hypotheses were proposed: A variety of potential comparisons arise in an intergroup context, three different motivations for social comparison in an intergroup situation (reality testing, group enhancement, equity appeal) are associated with predictably different targets for comparison, and social comparisons are linked to feelings and actions. Some support for all three hypotheses was found. We suggest that the major dilemmas confronting social comparison theory could be approached more effectively if researchers studying comparisons at the individual level and those interested in intergroup comparisons worked more in concert.  相似文献   
157.
ABSTRACT

Previous research has assessed links between violent video game playing, aggression, and desensitization in the moral domain, but here we find that frequent violent video game play additionally may be linked with differences in perceptual processing. In an emotion-induced blindness task – wherein graphic images typically outcompete and impair perception of targets – violent video game players suffered less perceptual disruption following aversive images than non-players did, despite no group difference following neutral images. This difference persisted when controlling for sex and other violent media consumption and despite no group differences in trait aggression, disgust propensity, or disgust sensitivity. Importantly, the recruitment method ensured that participants were not aware of links between the experiment and their videogame playing history. Although a causal relationship has yet to be established, the findings suggest that violent video game players might sometimes, literally see the world differently.  相似文献   
158.
郭力平  钱琼 《心理科学》2007,30(4):824-829
选取2岁、2.5岁和3岁儿童72名,比较儿童通过窗口、视频和模型三种条件观看藏玩具过程,然后正确找到玩具的表现,考察了2~3岁儿童对视频信息的理解特点。结果表明:(1)与通过直接经验获得信息相比,2岁与2.5岁儿童从视频获得表征信息存有一定困难;3岁儿童能够顺利地从视频获得并运用表征信息。(2)2~3岁儿童在视频条件下获取表征信息的能力要强于模型条件。研究认为3岁前儿童完成将视频图像视为真实物向视为表征信息的转换,双重表征并非儿童将视频图像作为表征信息加以理解的先决条件。  相似文献   
159.
There is a significant shortage of clinical psychology services in rural and remote Australia. It is proposed that tele‐web psychology may provide one potential solution to this inequity in health provision. A tele‐web psychology project was developed through a partnership between a university and country health service setting in rural South Australia. Tele‐web psychology was conducted by Provisional Psychologists on their first clinical placement, with patients attending sessions in a community mental health team hub in a regional centre north of Adelaide. This article describes the logistics of setting up a collaborative tele‐web psychology service and makes recommendations on how to expedite the success of this type of venture.  相似文献   
160.
Video games are a growing part of USA and world culture. Gaming may have addictive effects on some gamers and may foster violent thoughts and behaviour in children and adults. Conversely, there are documented positive outcomes from playing video games. Through this growing media, family therapists have a new gateway to better understand the experience of a younger generation of clients. To keep up with a changing client base, family therapists must learn about video games, their contextual impacts, addictive aspects and possible uses in the therapeutic setting while ignoring the myth that all gaming is harmful.  相似文献   
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