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611.
Abstract

This study sought to establish the impact of performance-related feedback on cardiovascular responses to stressors, and whether this impact is influenced by individual differences in self-esteem. A total of 66 college women were categorized as either high or low in self-esteem on the basis of their scores in a standardized psychometric test. They then took part in a laboratory experiment, in which they were assigned to one of three performance-feedback manipulations. Following the provision of feedback on an initial laboratory task (picture-matching), they undertook a second task (mental arithmetic). Cardiovascular functioning was monitored throughout. Provision of negative feedback to the initial task exerted an adverse impact on cardiovascular responses, suggestive of unhappiness with performance. Provision of positive feedback to the initial task exerted an impact on cardiovascular functioning during the second task, suggestive of task engagement. Importantly, low self-esteem exacerbated the adverse impact of negative feedback. The impact of feedback and the buffering role of self-esteem may have important consequences for cardiovascular health. Further, discrepancies in the findings of previous feedback research may be accounted for by dispositional individual differences.  相似文献   
612.
Abstract

Performance feedback and checklists were used to improve the degree to which middle-school teams adhered to elements of systematic problem solving as described in the Instructional Consultation literature (Bartels & Mortenson, 2002; Rosenfield, 1987). Direct observations of problem-solving meetings were conducted to determine levels of adherence to a problem-solving methodology. Performance feedback was provided to each participating school psychologist after a period of no feedback and was followed by the provision of a checklist of problem-solving steps to all team members. Visual analysis of the data indicated variable improvements in systematic problem solving following presentation of feedback and checklists. Feedback and prompts, while necessary, may not be sufficient to ensure adequate adherence to problem solving.  相似文献   
613.
C1成分是对视觉刺激最早做出反应的视皮层诱发电位,C1调制效应是指注意等因素能够影响C1振幅的现象.以往多数研究未观察到注意等因素对C1振幅的影响,仅发现注意等因素对晚于C1的P1与N1等成分存在调制作用,并有研究者据此提出延迟反馈假说.但近期研究提示,注意等因素可能会对C1成分产生影响,提示初级视皮层(V1)可能在视觉信息加工初期直接受注意调制.目前,对C1调制效应的影响因素尚未完全确定,知觉学习、负载等因素的作用尚待考察.未来研究需进一步明确C1调制效应的影响因素及实验条件.  相似文献   
614.
Augmented feedback, provided by coaches or displays, is a well-established strategy to accelerate motor learning. Frequent terminal feedback and concurrent feedback have been shown to be detrimental for simple motor task learning but supportive for complex motor task learning. However, conclusions on optimal feedback strategies have been mainly drawn from studies on artificial laboratory tasks with visual feedback only. Therefore, the authors compared the effectiveness of learning a complex, 3-dimensional rowing-type task with either concurrent visual, auditory, or haptic feedback to self-controlled terminal visual feedback. Results revealed that terminal visual feedback was most effective because it emphasized the internalization of task-relevant aspects. In contrast, concurrent feedback fostered the correction of task-irrelevant errors, which hindered learning. The concurrent visual and haptic feedback group performed much better during training with the feedback than in nonfeedback trials. Auditory feedback based on sonification of the movement error was not practical for training the 3-dimensional movement for most participants. Concurrent multimodal feedback in combination with terminal feedback may be most effective, especially if the feedback strategy is adapted to individual preferences and skill level.  相似文献   
615.
The purpose of the present experiment was to investigate the role of auditory feedback and its impact on movement time in a standard Fitts task. Feedback was given at the moment of target acquisition. A 2-way analysis of variance found significant differences between feedback groups at all three indexes of difficulty (F(2, 40) = 156.02, p < .001). Results from a mixed-model multivariate analysis of variance for kinematic factors show significant differences in peak velocity and the location of peak velocity when comparing feedback groups. In general, the addition of auditory feedback decreased the task ID by .5.  相似文献   
616.
The authors examined whether the diminished online control of antisaccades is related to a trade-off between movement planning and control or the remapping of target properties to a mirror-symmetrical location (i.e., vector inversion). Pro- and antisaccades were examined in a standard no-delay schedule wherein target onset served as the movement imperative and a delay cuing schedule wherein responses were initiated 2,000 ms following target onset. Importantly, the delay cuing schedule was employed to equate pro- and antisaccade reaction times. Online control was evaluated by indexing the strength of trajectory amendments at normalized increments of movement time. Antisaccades exhibited fewer online corrections than prosaccades, and this result was consistent across cuing schedules. Thus, the diminished online control of antisaccades cannot be tied to a trade-off between movement planning and control. Rather, the authors propose that the intentional nature of dissociating stimulus and response (i.e., vector inversion) engenders a slow mode of cognitive control that is not optimized for fast oculomotor corrections.  相似文献   
617.
The present study concerns a Dutch computer-based assessment, which includes an assessment process about information literacy and a feedback process for students. The assessment is concerned with the measurement of skills in information literacy and the feedback process with item-based support to improve student learning. To analyze students’ feedback behavior (i.e. feedback use and attention time), test performance, and speed of working, a multivariate hierarchical latent variable model is proposed. The model can handle multivariate mixed responses from multiple sources related to different processes and comprehends multiple measurement components for responses and response times. A flexible within-subject latent variable structure is defined to explore multiple individual latent characteristics related to students’ test performance and feedback behavior. Main results of the computer-based assessment showed that feedback-information pages were less visited by well-performing students when they relate to easy items. Students’ attention paid to feedback was positively related to working speed but not to the propensity to use feedback.  相似文献   
618.
The role of visual feedback during movement is attributed to its accuracy, but findings regarding the utilization of this information are inconsistent. We developed a novel dot-placing task to investigate the role of vision in arm movements. Participants conducted pointing-like movements between two target stimuli at even spaces. In Experiment 1, visual feedback of targets and response positions was manipulated. Although visual loss of target stimuli hindered accuracy of movements, the absence of the position of previously placed dots had little effect. In Experiment 2, the effect of movement time on accuracy was assessed, as the relationship between these has been traditionally understood as a speed/accuracy trade-off. Results revealed that duration of movement did not impact movement accuracy.  相似文献   
619.
Studies were made of rapid error correction movements in eight subjects performing a visually guided tracking task involving flexion-extension movements about the elbow. Subjects were required to minimize reaction times in this two-choice task. Errors in initial movement direction occurred in about 3% of the trials. Error correction times (time from initiation to reversal of movement in incorrect direction) ranged from 30-150 ms. The first sign of correction of the error movement was a suppression of the electromyographic (EMG) activity in the muscle producing the error movement. This suppression started as early as 20-40 ms after the initiation of the error-related EMG activity and as much as 50 ms before any overt sign of limb movement. The correction of the error movement was also accompanied by an increase in the drive to the muscle which moved the arm in the correct direction. This increased activity always occurred after the initiation of the error movement. It is concluded that the first step in the error correction, suppression of drive to the muscle producing the error movement, cannot be based on information from the moving limb. It is thus suggested that this earliest response to the error movement is based on central monitoring of the commands for movement.  相似文献   
620.
The negative impacts of excessive and problematic video game playing on both children and adults are attracting increasing concern. Based on self‐determination theory (SDT; Ryan & Deci, 2000), this study hypothesized that the three basic psychological needs of autonomy, competence, and relatedness are positively associated with purpose in life, which in turn acts as a protective factor against problem video game playing among Chinese young adult players. Through a questionnaire survey with a sample of 165 Chinese adults aged between 18 and 30 years (mean age = 22.7 years), we found that perceived autonomy, competence, relatedness, and purpose in life were all negatively correlated with problem game playing. The demographic and psychological factors explained 38% of the variances of problem game playing. Specifically, gender, perceived relatedness, and purpose in life emerged as the three most salient predictors of problem game playing among the Chinese young adults. The mediating role of purpose in life was evidenced and it was found that purpose in life mediated the influences of the psychological needs proposed by SDT on problem game playing. Moreover, young men were significantly more susceptible to problem game playing than their female counterparts. To conclude, psychological needs and purpose in life influenced Chinese young adults’ vulnerability to problem game playing directly or indirectly. Intervention programs that encourage social involvement and voluntary work, as well as counseling service that helps clients to search for life purpose, are suggested for intervening in problem game playing among Chinese young adults.  相似文献   
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