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21.
The lexical decision task is probably the most common laboratory visual word identification task together with the naming task. In the usual setup, participants need to press the “yes” button when the stimulus is a word and the “no” button when the stimulus is not a word. A number of studies have employed this task with developing readers; however, error rates and/or response times tend to be quite high. One way to make the task easier for young readers is by employing a go/no-go procedure: “If word, press ‘yes’; if not, refrain from responding.” Here we conducted a lexical decision experiment that systematically compared the yes/no and go/no-go variants of the lexical decision task with developing readers (second- and fourth-grade children). Results showed that (a) error rates for words and nonwords were much lower in the go/no-go task than in the yes/no task, (b) lexical decision times were substantially faster in the go/no-go task, and (c) there was less variability in the latency data of the go/no-go task for high-frequency words. Thus, the go/no-go lexical decision task is preferable to the “standard” yes/no task when conducting experiments with developing readers. 相似文献
22.
There is currently no consensus regarding what measures are most valid to demonstrate perceptual processing without awareness. Likewise, whether conscious perception and unconscious processing rely on independent mechanisms or lie on a continuum remains a matter of debate. Here, we addressed these issues by comparing the time courses of subjective reports, objective discrimination performance and response priming during meta-contrast masking, under similar attentional demands. We found these to be strikingly similar, suggesting that conscious perception and unconscious processing cannot be dissociated by their time course. Our results also demonstrate that unconscious processing, indexed by response priming, occurs, and that objective discrimination performance indexes the same conscious processes as subjective visibility reports. Finally, our results underscore the role of attention by showing that how much attention the stimulus receives relative to the mask, rather than whether processing is measured by conscious discrimination or by priming, determines the time course of meta-contrast masking. 相似文献
23.
Recent research has shown that mind wandering recruits executive resources away from the external task towards inner thoughts. No studies however have determined whether executive functions are drawn away in a unitary manner during mind wandering episodes, or whether there is variation in specific functions impacted. Accordingly, we examined whether mind wandering differentially modulates three core executive functions—response inhibition, updating of working memory, and mental set shifting. In three experiments, participants performed one of these three executive function tasks and reported their attentional state as either on-task or mind wandering at random intervals. We found that mind wandering led to poorer performance in the response inhibition and working memory tasks, but not the set-shifting task. These findings suggest that mind wandering does not recruit executive functions in a monolithic manner. Rather, it appears to selectively engage certain executive functions, which may reflect the adaptive maintenance of ongoing task performance. 相似文献
24.
Yuji Yi David Friedman 《Neuropsychology, development, and cognition. Section B, Aging, neuropsychology and cognition》2014,21(4):483-513
Faulty inhibition is implicated in age-related working memory decline. ERP signs of selection and inhibition of items in working memory (WM) are, respectively, a cue-locked parietal positivity (~350 ms) and a probe-locked frontal negativity (~520 ms). To determine when in the older age range differences in selective and inhibitory processes might occur, ERPs were recorded in a WM task from 20 young (20–28), 20 young–old (60–70), and 20 old–old (71–82) adults. A 4-digit display was followed by a cue indicating which 2 of 4 digits were relevant. Proactive interference (PI), the reaction time difference between a matching and non-matching to-be-ignored digit was larger, relative to the young, in both older groups. Compared to the young, both the cue- and probe-locked activities were prolonged in the older groups. Although there were no topographic differences among the age groups, the prolonged PI and associated ERPs suggest a relative age-related deficit in inhibition. 相似文献
25.
Willa S. Bass Karl M. Oswald 《Advances in cognitive psychology / University of Finance and Management in Warsaw》2014,10(2):49-58
Proactive interferencebuilds up with exposure to multiple lists of similar items
with a resulting reduction in recall. This study examined the effectiveness of
using a proactive strategy of the method of loci to reduce proactive
interference in a list recall paradigm of categorically similar words. While all
participants reported using some form of strategy to recall list words, this
study demonstrated that young adults were able to proactively use the method of
loci after 25 min of instruction to reduce proactive interference as compared
with other personal spontaneous strategies. The implications of this study are
that top-down proactive strategies such as the method of loci can significantly
reduce proactive interference, and that the use of image and sequence or
location are especially useful in this regard. 相似文献
26.
27.
本研究通过高中英语阅读测验实测数据,对比分析双参数逻辑斯蒂克模型 (2PL-IRT)和加入不同数量题组的双参数逻辑斯蒂克模型 (2PL-TRT), 探究题组数量对参数估计及模型拟合的影响。结果表明:(1) 2PL-IRT模型对能力介于-1.50到0.50的被试,能力参数估计偏差较大;(2)将题组效应大于0.50的题组作为局部独立题目纳入模型,会导致部分题目区分度参数的低估和大部分题目难度参数的高估;(3)题组效应越大,将其当作局部独立题目纳入模型估计项目参数的偏差越大。 相似文献
28.
Anthony A. Wright 《Journal of the experimental analysis of behavior》2018,109(1):87-100
This article describes an approach for assessing and comparing complex cognition in rhesus monkeys and pigeons by training them in a sequence of synergistic tasks, each yielding a whole function for enhanced comparisons. These species were trained in similar same/different tasks with expanding training sets (8, 16, 32, 64, 128 … 1024 pictures) followed by novel‐stimulus transfer eventually resulting in full abstract‐concept learning. Concept‐learning functions revealed better rhesus transfer throughout and full concept learning at the 128 set, versus pigeons at the 256 set. They were then tested in delayed same/different tasks for proactive interference by inserting occasional tests within trial‐unique sessions where the test stimulus matched a previous sample stimulus (1, 2, 4, 8, 16 trials prior). Proactive‐interference functions revealed time‐based interference for pigeons (1, 10 s delays), but event‐based interference for rhesus (no effect of 1, 10, 20 s delays). They were then tested in list‐memory tasks by expanding the sample to four samples in trial‐unique sessions (minimizing proactive interference). The four‐item, list‐memory functions revealed strong recency memory at short delays, gradually changing to strong primacy memory at long delays over 30 s for rhesus, and 10 s for pigeons. Other species comparisons and future directions are discussed. 相似文献
29.
Are some video games associated with more life interference and psychopathology than others? Comparing massively multiplayer online role‐playing games with other forms of video game 下载免费PDF全文
David Berle Vladan Starcevic Guy Porter Pauline Fenech 《Australian journal of psychology》2015,67(2):105-114
Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed. 相似文献
30.
Comprehenders predict upcoming speech and text on the basis of linguistic input. How many predictions do comprehenders make for an upcoming word? If a listener strongly expects to hear the word “sock”, is the word “shirt” partially expected as well, is it actively inhibited, or is it ignored? The present research addressed these questions by measuring the “downstream” effects of prediction on the processing of subsequently presented stimuli using the cumulative semantic interference paradigm. In three experiments, subjects named pictures (sock) that were presented either in isolation or after strongly constraining sentence frames (“After doing his laundry, Mark always seemed to be missing one …”). Naming sock slowed the subsequent naming of the picture shirt – the standard cumulative semantic interference effect. However, although picture naming was much faster after sentence frames, the interference effect was not modulated by the context (bare vs. sentence) in which either picture was presented. According to the only model of cumulative semantic interference that can account for such a pattern of data, this indicates that comprehenders pre-activated and maintained the pre-activation of best sentence completions (sock) but did not maintain the pre-activation of less likely completions (shirt). Thus, comprehenders predicted only the most probable completion for each sentence. 相似文献