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61.
Bicycles are an environmentally-friendly, energy-saving mode of transportation. Public bike-and-ride is a term used to describe the use of public bicycles combined with transit as a means of transportation. A new stated preference (SP) design scheme based on the factors respondents felt were most important was proposed to augment the traditional SP design under complex multi-factor and multi-level situations. iPads were used to automatically administer the survey under each design scheme and collect the choice behavior data for public bike-and-ride. The concept of perceived psychological distance was further proposed and used to estimate Logit models. Comparative analysis of these models shows for the traditional SP design scheme, some factors, including perceived psychological distance, have reduced statistically significant effects on public bike-and-ride choice relative to the new SP design scheme. This indicates that in scenarios with complex decisions, the decision-makers would reduce their consideration of some factors and simplify their decision process making the new SP survey design scheme more suitable to analyze their choice behavior in those cases. Model analysis showed that perceived psychological distance for each traveler is the most critical factor during the decision process for travel behavior analysis. Finally, sensitivity analysis was conducted to determine which factors in the new survey design were important to increase the share of public bike-and-ride users. Practical findings for promoting public bike-and-ride use are presented in addition to theoretical references for improving the traditional survey methods.  相似文献   
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目的:运用自编幼儿人格发展教师评定问卷对幼儿人格进行追踪测量,探讨其年龄及性别发展特点。方法:用整群抽样法选取3~3.5岁、3.5~4岁、4~4.5岁3个年龄群组幼儿为被试,采用群组序列的追踪设计,进行为期1年半的追踪测量,结合潜变量增长曲线模型和多层线性模型处理数据,探讨幼儿在3~6岁间人格的发展特点。结果:(1)幼儿的智能特征、认真自控、外倾性、亲社会性、情绪稳定性5个人格维度在3~4岁发展最快,4~5岁持续增长但发展速度放缓,到5~6岁时趋于平稳;(2)女孩的认真自控和亲社会性在3岁时显著高于男孩,但在3~6岁间的增长率不存在差异,即女孩的认真自控和亲社会性在幼儿阶段发展水平始终高于男孩。结论:从家庭进入幼儿园的环境变迁促使了幼儿人格的进一步发展,5岁左右幼儿人格开始初步形成;女孩的认真自控和亲社会性水平在幼儿阶段始终高于男孩。  相似文献   
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In this article we report the results of a study conducted to investigate the learning dynamics of three-ball juggling from the perspective of frequency locking. Based on the Farey sequence, we predicted that four stable coordination patterns, corresponding to dwell ratios of 0.83, 0.75, 0.67, and 0.50, would appear in the learning process. We examined the learning process in terms of task performance, taking into account individual differences in the amount of learning. We observed that the participants acquired individual-specific coordination patterns in a relatively early stage of learning, and that those coordination patterns were preserved in subsequent learning, even though performance in terms of number of successful consecutive throws increased substantially. This increase appeared to be related to a reduction in spatial variability of the juggling movements. Finally, the observed coordination patterns were in agreement with the predicted patterns, with the proviso that the pattern corresponding to a dwell ratio of 0.50 was not realized and only a hint of evidence was found for the dwell ratio of 0.67. This implies that the dwell ratios of 0.83 and 0.75 in particular exhibited a stable coordination structure due to strong frequency locking between the temporal variables of juggling.  相似文献   
66.
We propose and meta-analytically test a theoretical model of individual and job-based predictors of change-oriented behaviors. Meta-analytic tests (106 effect sizes, N = 28,402) demonstrate that employee's proactive personality is a stronger predictor of change-oriented behavior than the five-factor model (FFM) personality traits of openness and extraversion. Also, enriched job characteristics (autonomy, complexity, and task significance) are more important in predicting change-oriented behavior, than un-enriched job characteristics (routinization and formalization). Finally, we establish work engagement as a mediator that provides an explanation for how and why proactive personality and enriched job characteristics predict change-oriented behavior. We provide both theoretical and empirical integration of the literature with practical implications for managing change-oriented behaviors, which are increasingly recognized as important to both organizational effectiveness and employee career management.  相似文献   
67.
The aim of this study was to evaluate stride-to-stride variability of the lower extremity during walking in individuals with and without chronic ankle instability (CAI) using a nonlinear analysis. Twenty-five participants with self-reported CAI and 27 healthy control participants volunteered for this study. Participants walked on a motor-driven treadmill for 3 min at their selected speed. Lower extremity kinematics in the sagittal and frontal planes were recorded using a passive retroreflective marker motion capture system. The temporal structure of walking variability was analyzed with sample entropy (SampEn). The CAI group produced lower SampEn values in frontal-plane ankle kinematics compared to the control group (P = .04). No significant group differences were observed for SampEn values of other kinematics (P > .05). Participants with CAI demonstrated less stride-to-stride variability of the frontal plane ankle kinematics compared to healthy controls. Decreased variability of walking patterns demonstrated by participants with CAI indicates that the presence of CAI may be associated with a less adaptable sensorimotor system to environmental changes. The altered sensorimotor function associated with CAI may be targets for clinical interventions, and it is critical to explore how interventions protocols affect sensorimotor system function.  相似文献   
68.
An alternating treatments design with a control condition was used to evaluate and compare the effects of two taped-problem interventions on addition fact fluency. Both taped-problem interventions were identical with the exception of the time delay between the auditory cue of the problem and the answer. One condition used a 2-s delay and the other condition used no delay. Results showed that both taped-problem conditions showed growth in student digits correct per minute scores and that the no-delay condition was slightly more efficient as the taped-problem no-delay procedure took approximately 33% less time. Discussion focuses on using comparative intervention designs to detect nuances in procedures to improve our understanding of math fact interventions that result in the highest learning rates.  相似文献   
69.
Based on Jung's definition of archetype the concept 'archetypal story pattern' is developed as well as a research method drawing on narrative analysis and biographical research to identify these archetypal story patterns in life stories. Jung pointed out that personal myths, archetypal patterns found, e.g., in mythology, can govern the life course of individuals unconsciously. In the Theory of Narrative Identity comparable concepts have been mentioned but were never fully developed. In my research I try to combine Jung's concept of the archetype with the elaborated methodology of narrative analysis. Archetypes can manifest as narratives and the identity construction of a person via narrating the life story can be influenced or even totally structured by archetypal stories which give a specific form as well as a specific meaning to the person's identity. The method of extracting an underlying archetypal pattern from an autobiographical narrative is demonstrated. The results of the research on 20 autobiographical interviews and the inherent archetypal patterns are summarized. The major aim of this paper is to describe in detail the application of a well established method of the social sciences on a key concept of Jungian psychology to show that these concepts can be integrated into recent research frameworks of academic sciences. On the other hand it shows that Jungian concepts can be investigated through established and well defined research methods in empirical research settings.  相似文献   
70.
This paper seeks to demonstrate the possibility of manipulating the frequency of stuttering using virtual reality environments (VREs). If stuttering manifests itself in VREs similarly to the way it manifests itself in real world interactions, then VREs can provide a controlled, safe, and confidential method for treatment practice and generalization. Though many researchers and clinicians recognize the need for generalization activities in the treatment of stuttering, achieving generalization in a clinical setting poses challenges to client confidentiality, safety, and the efficient use of a professionals’ time. Virtual reality (VR) technology may allow professionals the opportunity to enhance and assess treatment generalization while protecting the safety and confidentiality of their clients. In this study, we developed a VR job interview environment which allowed experimental control over communication style and gender of interviewers. In this first trial, persons who stutter (PWS) experienced both challenging and supportive VR job interview conditions. The percentage of stuttered syllables was calculated for both interviews for each participant. Self-reported ratings of communication apprehension and confidence were also obtained, and were not significantly correlated with stuttering severity. Results indicated that interviewer communication style affected the amount of stuttering produced by participants, with more stuttering observed during challenging virtual interviews. Additionally, the amount of stuttering observed during the VR job interviews was significantly, positively correlated with the amount of stuttering observed during an interview with the investigator prior to VR exposure. Participants’ subjective reports of the VR experience indicate reactions similar to those they report experiencing in the real world. Possible implications for the use of VR in the assessment and treatment of stuttering are discussed.

Educational objectives: After reading this article, the reader will be able to—(1) list some of the challenges to treatment generalization; (2) describe how virtual reality technology can assist in alleviating some of these challenges; (3) describe how the frequency of stuttering varies across two different virtual environments.  相似文献   

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