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191.
李振纲 《现代哲学》2004,(4):80-86,96
蕺山学术之最得力处,是在心体中充分凸现“性体”的本质意义。此种性格与阳明学相比有两点不同:一是更用力于德性本体之实证,在心性关系中关注的重心在性体的客观超越义和道德意志的定向性;二是更加强调实修实证的功夫论,向意根极微处用力。生当晚明,蕺山对自由表达的权力毫不理解,相反,积极倡导“证人”之学,将已狂驰于现实世界的人心重新收束于理性圣殿中,这不能不说是一种历史隔膜和理性的误导。阳明“良知”教经蕺山的批判修正虽由显归密,而心学自裁自决的自由精神却在其慎独之学中丧失锋芒。这同样表明蕺山思想于时代精神的滞后。  相似文献   
192.
幼儿社交退缩游戏矫正的倒返实验研究   总被引:2,自引:0,他引:2  
叶平枝 《心理科学》2004,27(1):231-233
本研究采用A1B1A2B2的倒返实验设计,探讨由幼儿教师编制并实施的幼儿集体系列游戏是否能矫正幼儿的社交退缩。结果显示,被试在A1很少与人交往,在B1与人交往的时间经过一定的反复逐渐增加,在A2与人交往的时间再度减少,在B2与人交往的时间又增加;A1与B1、B2有极显著差别。实验证明,幼儿集体系列游戏可以矫正幼儿的问题行为。  相似文献   
193.
This is a story about the fate of a psychological application: from its conception to the optimistic vision surrounding its future. We hope that this application – an enjoyable learning game (www or mobile phone‐based, available free of charge to the end users) for children – can at best help millions of children in their reading acquisition in the future. Its basis was created by following intensively the development of children with (N = 107) and without (N = 92) genetic (familial) risk for dyslexia from birth to puberty in the Jyväskylä Longitudinal study of Dyslexia (JLD)‐project. We summarize some of the major findings of the JLD in order to facilitate understanding of the reasons and logic behind the development of the game. Originally intended as a research tool for reading acquisition, its potential for prevention of reading difficulties was quickly recognized.  相似文献   
194.
In the introduction to this special issue, we discuss the development of Wittgenstein's thought, distinguish what we take to be well-travelled versus less well-travelled aspects of his philosophy of psychological phenomena and summarize the diverse contributions to this collection. In order to do so, we briefly discuss the extent to which his writings themselves can properly serve as a basis for psychological theory and method.  相似文献   
195.
I examined the impact of the consensus-making mechanism, where members reach a common decision via an intra-group discussion, on intergroup trust and reciprocity in a strategic setting. Data from a trust game generated the following results. First, compared to individual decision-makers, consensus groups exhibited (a) lower psychological trust, (b) higher behavioral trust, after controlling for psychological trust, and (c) lower reciprocity. Second, compared to decisions made by group-representatives, who are responsible for unilateral decisions on behalf of their groups, group consensus decisions were more trusting but less reciprocating. Thus, the specific decision-making mechanism adopted by groups in a strategic interaction may profoundly change the nature and the interplay of the interaction. Lastly, results show that the level of behavioral trust is driven by reciprocity expectations, while the level of reciprocity behavior, measured as a proportion of the trust received, does not change systematically with the level of trust experienced.  相似文献   
196.
Instructions, reinforcement (team points), and practice were applied to four behaviorally defined creative behaviors of eight fourth- and fifth-grade students. All four aspects (number of different responses, fluency; number of verb forms, flexibility; number of words per response, elaboration; and statistical infrequency of response forms, originality) were demonstrated to be under experimental control. The procedures also raised students' scores on Torrance's tests of creativity. Application of the experimental procedures may well be practical for classroom teachers.  相似文献   
197.
Wilson C 《Cognitive Science》2006,30(5):945-982
There is an active debate within the field of phonology concerning the cognitive status of substantive phonetic factors such as ease of articulation and perceptual distinctiveness. A new framework is proposed in which substance acts as a bias, or prior, on phonological learning. Two experiments tested this framework with a method in which participants are first provided highly impoverished evidence of a new phonological pattern, and then tested on how they extend this pattern to novel contexts and novel sounds. Participants were found to generalize velar palatalization (e.g., the change from [k] as in keep to [t⌢∫S] as in cheap) in a way that accords with linguistic typology, and that is predicted by a cognitive bias in favor of changes that relate perceptually similar sounds. Velar palatalization was extended from the mid front vowel context (i.e., before [e] as in cape) to the high front vowel context (i.e., before [i] as in keep), but not vice versa. The key explanatory notion of perceptual similarity is quantified with a psychological model of categorization, and the substantively biased framework is formalized as a conditional random field. Implications of these results for the debate on substance, theories of phonological generalization, and the formalization of similarity are discussed.  相似文献   
198.
This article introduces a novel approach for the analysis of the dynamics of reasoning processes and explores its applicability for the reasoning pattern called reasoning by assumption. More specifically, for a case study in the domain of a Master Mind game, it is shown how empirical human reasoning traces can be formalized and automatically analyzed against dynamic properties they fulfill. To this end, for the pattern of reasoning by assumption a variety of dynamic properties have been specified, some of which are considered characteristic for the reasoning pattern, whereas some other properties can be used to discriminate among different approaches to the reasoning. These properties have been automatically checked for the traces acquired in experiments undertaken. The approach turned out to be beneficial from two perspectives. First, checking characteristic properties contributes to the empirical validation of a theory on reasoning by assumption. Second, checking discriminating properties allows the analyst to identify different classes of human reasoners.  相似文献   
199.
There is scant research on the validity of personality assessment games in selection situations. Therefore, in two experimental simulated selection studies, the construct validity of an assessment game developed to assess honesty-humility was tested. Both studies found no differences between a control condition and a simulated selection condition on honesty-humility game scores. Moreover, convergent and discriminant validity with self-reported personality were not affected by the manipulation. We obtained mixed evidence that individual differences in dispositional insight and the ability to identify criteria influenced the validity of the game. As the validity of the personality assessment game was not significantly affected in the simulated selection context, our findings may imply that well-designed personality assessment games can be used for high-stakes selection assessments.  相似文献   
200.
Since the introduction of commercial video games in the 1970s, video game players have attracted the perhaps undeserving but negative stereotype of being unpopular and socially dysfunctional. However, with gamers increasing in numbers that now reach billions worldwide, the contents of gamer stereotypes may be in flux. The current study investigated the content of gamer stereotypes along the dimensions of physical/social attractiveness, warmth, competence, and morality as a function of genre violence level and gamer identity. Male and female participants (656 U.S. and 428 Indian) completed an online survey on the MTurk platform, rating social stereotypes of gamers in high-violence and low-violence genres on 22 adjective pairs and answering questions about gamer identity. Results revealed positive gamer stereotypes, especially in the low-violence genres in both the United States and India. Low-identifiers' stereotypes were less favourable in the high-violence than in the low-violence genres; this tendency diminished among high-identifiers. This study suggests that, whereas once gamers were seen negatively, they are now seen remarkably positively. The implications of such positive views of those engaging in violent gaming are discussed.  相似文献   
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