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31.
Octopus vulgaris is able to open transparent glass jars closed with plastic plugs and containing live crabs. The decrease in performance times for removing the plug and seizing the prey with increasing experience of the task has been taken to indicate learning. However, octopuses’ attack behaviors are typically slow and variable in novel environmental situations. In this study the role of preexposure to selected features of the problem-solving context was investigated. Although octopuses failed to benefit from greater familiarity with the training context or with selected elements of the task of solving the jar problem, the methodological strategies used are instructive in potentially clarifying the role of complex problem-solving behaviors in this species including stimulus preexposure and social learning. Received: 27 April 1998 / Accepted after revision: 24 July 1998  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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The focus and organization of attention in perception-action coupling is systematically examined in two studies involving 9 and 10 -month-old infants engaged in learning goal-directed behaviors. Experiment 1 (discrimination study) observed the influence of an attentionally demanding motor task on learning and cognition, while Experiment 2 (means-ends study) observed the influence of an attentionally demanding goal on motor planning and reaching performance. Taken together the results of these two experiments revealed that when mental processing resources were directed to thinking about movement, discrimination performance became compromised; conversely, when processing resources were directed to thinking about the goal-state, the motor planning and execution became compromised. These results suggest a “spilling forward” of thoughts onto actions and goal-states and thus an attention-driven cognition/action trade-off for infants’ goal-directed actions. Findings highlight the ultimate importance of emerging motor skills on cognition and are contextualized within the on-going dialogues and developmental debates surrounding perceptual-motor skill development and problem-solving strategies during the first year.  相似文献   
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Individuals infected with human immunodeficiency virus (HIV) are at elevated risk for depressive conditions, which in turn can negatively impact health-related behaviours and the course of illness. The present study tested the role of autobiographical memory specificity and its interaction with perceived stress in the persistence of depressive symptoms among dysphoric HIV-positive individuals. Additionally, we examined whether rumination and social problem solving mediated these effects. Results indicated that memory specificity moderated the impact of perceived stress, such that perceived stress was more strongly associated with follow-up depressive symptoms among those with greater memory specificity. Rumination, but not social problem solving, mediated this effect. Implications of these findings are discussed.  相似文献   
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Insight problem solving was investigated with the matchstick algebra problems developed by Knoblich, Ohlsson, Haider, and Rhenius (1999 Knoblich, G., Ohlsson, S., Haider, H. and Rhenius, D. 1999. Constraint relaxation and chunk decomposition in insight problem solving. Journal of Experimental Psychology: Learning, Memory and Cognition, 25: 15341555. [Crossref], [Web of Science ®] [Google Scholar]). These problems are false equations expressed with Roman numerals that can be made true bymoving one matchstick. In a first group participants examined a static two-dimensional representation of the false algebraic expression and told the experimenter which matchstick should be moved. In a second group, participants interacted with a three-dimensional representation of the false equation. Success rates in the static group for different problem types replicated the pattern of data reported in Knoblich et al. (1999 Knoblich, G., Ohlsson, S., Haider, H. and Rhenius, D. 1999. Constraint relaxation and chunk decomposition in insight problem solving. Journal of Experimental Psychology: Learning, Memory and Cognition, 25: 15341555. [Crossref], [Web of Science ®] [Google Scholar]). However, participants in the interactive group were significantly more likely to achieve insight. Problem-solving success in the static group was best predicted by performance on a test of numeracy, whereas in the interactive group it was best predicted by performance on a test of visuo-spatial reasoning. Implications for process models of problem solving are discussed.  相似文献   
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Longitudinal associations among different types of organized activity involvement, problem peer associations, and cigarette smoking were examined in a sample of 1040 adolescents (mean age = 15.62 at baseline, 16.89 at 15-month assessment, 17.59 at 24 months) enriched for smoking experimentation (83% had tried smoking). A structural equation model tested longitudinal paths between three categories of involvement (team sports, school clubs and activities, and religious activities, measured at baseline and 15 months), problem peer associations (baseline and 15 months), and cigarette smoking behavior (baseline and 24 months). Multi-group analyses indicated pathways differed by type of activity and adolescent gender. Boys' baseline team sports and religious involvement predicted lower levels of smoking at 24 months via continued activity involvement at 15 months. Girls' involvement in school clubs and activities and religious activities indirectly predicted lower levels of smoking at 24 months via reduced exposure to problem peers at 15 months.  相似文献   
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Sudden comprehension—or insight—during problem-solving can enhance learning, but the underlying neural processes are largely unknown. We investigated neural correlates of learning from sudden comprehension using functional magnetic resonance imaging and a verbal problem-solving task. Solutions and “solutions” to solvable and unsolvable verbal problems, respectively, were presented to induce sudden comprehension or continued incomprehension. We found activations of the hippocampus, medial prefrontal cortex (mPFC), amygdala, and striatum during sudden comprehension. Notably, however, mPFC and temporo-parietal neocortical structures rather than the hippocampus were associated with later learning of suddenly comprehended solutions. Moreover, difficult compared to easy sudden comprehension elicited midbrain activations and was associated with successful learning, pointing to learning via intrinsic reward. Sudden comprehension of novel semantic associations may constitute a special case of long-term memory formation primarily mediated by the mPFC, expanding our knowledge of its role in prior-knowledge-dependent memory.  相似文献   
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Initially conceived as an alternative to abstinence-based approaches, the initial goal of harm-reduction was to reduce the health consequences of drug use. Applied to all addictive behaviors (with or without use), it aims to reduce the individual and social problems generated by addiction without condemning the behavior. Harm-minimisation remained very poor in the gambling field. However, the legalization of online gambling in France and their specific characteristics, update the need to develop this field, which is still a new and relatively uncommon part of harm-reduction. The aim of this article is to draw up an inventory of existing knowledge, whether it has been tested empirically or not, in an ecological environment or in a laboratory situation, as regards tools allowing the player to remain in control of his gambling behavior. A reflection on future research and other possible tools is envisaged.  相似文献   
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