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   186篇
  免费   24篇
  国内免费   12篇
  2023年   2篇
  2022年   3篇
  2021年   5篇
  2020年   7篇
  2019年   11篇
  2018年   8篇
  2017年   7篇
  2016年   15篇
  2015年   12篇
  2014年   11篇
  2013年   29篇
  2012年   6篇
  2011年   12篇
  2010年   7篇
  2009年   12篇
  2008年   12篇
  2007年   13篇
  2006年   14篇
  2005年   8篇
  2004年   4篇
  2003年   4篇
  2002年   4篇
  2001年   2篇
  1999年   3篇
  1998年   2篇
  1997年   1篇
  1995年   3篇
  1994年   2篇
  1993年   1篇
  1991年   1篇
  1990年   1篇
排序方式: 共有222条查询结果,搜索用时 15 毫秒
141.
从心理学视角对闽南民间游戏葫芦问进行探究。结果表明:(1)随着游戏次数的增加,儿童情绪调控、自我监控的能力有所提高;(2)游戏领导者与非领导者的助人行为存在明显差异;(3)在葫芦问游戏中,已有知识经验是增加游戏领导者影响力的一大重要因素;(4)游戏促使儿童学会对他人的理解,进而促进了同伴关系的发展。传统民间游戏葫芦问不仅有利于历史文化故事的传播,同时对儿童社会性发展具有促进作用。  相似文献   
142.
汪夏 《社会心理科学》2010,(3):54-56,85
流畅感,也有人译作沉浸,指的是一种暂时性、主观的经验,当人们在进行活动的时候如果完全的投入情境中,就是进入一种沉浸的状态。在网络游戏中也有可能产生这样的状态,而这也是许多人会对网络游戏不可自拔的着迷的原因。我们以网络游戏中体验到的流畅感为例,探讨如何将这种体验迁移到教学或者工作当中,实现流畅感理论的应用。  相似文献   
143.
Some support for expressed concern over the negative consequences of computer game play was obtained by Colwell and Payne (2000) in a questionnaire survey of UK adolescents. A second study was carried out in Tokyo, Japan, to test for generality of findings. There was strong evidence of similarity in relation to play patterns, but in contrast to the UK sample, number of good friends and self-esteem did not relate to game play. A principal components analysis of a scale to measure needs met by game play resulted in the same two previously obtained factors; 'companionship' and 'prefer to friends'. However, in contrast to the UK sample, 'companionship' did not relate to play. A positive relation between the 'prefer to friends' factor and play was obtained for both boys and girls (boys only in the UK), thus providing support for the 'electronic friendship' hypothesis. There was evidence of a positive relation between play and aggression, but a preference for aggressive games was associated with lower aggression scores, and this raises questions for the 'causal hypothesis'.  相似文献   
144.
Associations between a preference for violent electronic games and adolescents’ self‐perceptions of problem behaviors and emotions were examined. It was predicted that a preference for violent games would be associated with negative externalizing characteristics, in particular aggressive emotions and behaviors, on the Youth Self‐Report (YSR), a standardized self‐report measure of adolescent problem behaviors. Thirty‐two 11‐ through 15‐year‐olds (17 girls) listed and categorized favorite electronic games into one of six predetermined categories and completed the YSR. MANOVA revealed significant relationships between a preference for violent games and the Thought Problems subscale (P < .01) and YSR Total Score (P < .05), with trends noted for the Internalizing (P < .06) and Anxious‐Depressed (P < .08) subscales. Expected relationships with externalizing behaviors, including aggression, were not found. However, across all YSR subscales, children with higher preference for violent games had more clinically significant elevations than those with low preference for violent games. On the Total Problems subscale, of the eight children receiving scores in the clinically significant range, six were in the High preference group (three boys and three girls). The failure to find the expected relationships between a preference for violent games and aggressive, externalizing behaviors is puzzling. It is possible that individuals with a preference for violent games may have high exposure to all forms of media violence. Their perceptions of their own behavior, in comparison, may not seem sufficiently aggressive to justify endorsement of problems in this area. Or, playing violent electronic games may promote a disconnection between the emotions normally associated with violence and violent acts. These explanations are consistent with a desensitization model where exposure to media violence decreases sensitivity to aggression. Aggr. Behav. 28:134–144, 2002. © 2002 Wiley‐Liss, Inc.  相似文献   
145.
146.
Prosociality and morality are critical to the functioning and flourishing of society. There is, however, great variation in the degree to which individuals help or hinder one another, or adhere to ethical standards of “rightness.” One way to understand this variation is by drawing on theories and models within personality psychology, which may illuminate the basic individual characteristics that drive a wide range of other-regarding tendencies. In this review, we provide a snapshot of three research strands addressing these themes. The first concerns how personality traits map onto prosocial preferences for fairness and cooperation, as studied using classic social decision-making tasks called economic games. The second concerns the robust associations between personality traits and indicators of inter-group prejudice (e.g., authoritarian ideology). The third concerns the emerging concept of moral exceptionality, and the personality traits that may characterise individuals at the forefront of moral progress. These examples demonstrate the core role that personality psychology is playing in the study of prosocial and moral behaviour, as well as the critical mass emerging in the Australian context around these themes.  相似文献   
147.
148.
Game‐like educational apps are intended to boost learner motivation leading to better learning outcomes. To test this idea about the value of gamification, college students (n = 64) learned Italian by playing the online language learning game, Duolingo at home for seven sessions, or learned the same material through watching an online slideshow for seven sessions. Although the groups did not differ significantly on achievement posttests, the Duolingo group rated their learning experience as significantly more enjoyable (d = 0.77), more appealing (d = 1.17), and less difficult (d = 0.51), and was significantly more willing to continue with similar learning experiences (d = 1.39). Overall, these results point to the motivational and affective benefits of Duolingo as a promising alternative to more traditional methods for students who may require additional motivation not to disengage from the material.  相似文献   
149.
BackgroundThis research aims to evaluate the relationship between the use of violent video games (VVG) and emotional desensitization (ED).MethodTwo hundred and one pupils between the ages of 12 and 16 years completed a questionnaire measuring VVG exposure, empathy and ED.ResultsCorrelations and regression analyses revealed links between exposure to VVG and ED. The VVG experience is a risk factor in the presence of two moderating variables: preexisting empathy and the amount of time spent playing VVG.ConclusionsThe results suggest that exposure to VVG is a risk factor for ED.  相似文献   
150.
In anonymous game tasks, individuals’ prosocial behaviour was shown to increase when those individuals were provided with social cues from a third party or bystander. It has been suggested that those social cues can be presented using a configuration suggestive of a face with ‘watching eyes’. This led us to question whether it was possible to provide the watching‐eyes configuration with even weaker facial information, such as a simple dot pattern. By using a minimal social cue paradigm, such as the one described above, the present research found that individuals’ trust toward the trustee increased when they detected the watching‐eyes dot pattern as a source of social cues in two settings: a hypothetical investment game for both college students (Study 1) and customs officers (Study 2); and an actual investment game for college students (Study 3).  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