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651.
We evaluated the effects of immediate, personalized performance feedback on adherence with hand hygiene by health‐care staff in the context of a multiple baseline design across participants. Target behaviors reached mastery levels and were maintained near 100% throughout 2 months of maintenance probes.  相似文献   
652.
We assessed the impact of checklist-based training on teaching teams' use of the zone defense schedule. Three teaching teams (lead teacher plus 2 assistant teachers) in an inclusive early childhood program participated. A multiple baseline design across teams was used to determine whether accurate implementation of the zone defense schedule increased when checklist-based training was provided. All teaching teams reached the preestablished criterion, implementing a minimum of 80% of checklist items accurately for 3 consecutive observations.  相似文献   
653.
已有研究考察了建言行为的诸多影响因素, 然而探讨情绪影响建言的研究则是新崛起的一个方向。文章一方面从情绪影响认知信息加工最终影响建言决策的微观角度来分析情绪与建言的关系, 另一方面从组织行为研究的宏观层面探讨情绪与建言关系, 并以情绪事件理论、情绪循环理论和情绪反馈理论为基础, 结合情绪研究的相关文献, 对员工情绪产生的几大来源, 员工情绪对建言决策的影响, 建言者的情绪对被建言者(建言对象)的情绪影响, 员工建言被采纳与否等几个涉及情绪的过程进行分析和阐述, 并构造了建言行为情绪机制模型; 系统地揭示了整个建言行为链上伴随的情绪机制, 并对恐惧、希望、心理安全、后悔等情绪对建言的影响作了示例分析。文章最后进行了总结与展望。  相似文献   
654.
夏凌翔  陈姝莹 《心理科学》2012,35(3):614-618
为了探索人格与反馈对时间估计的影响,本研究采用非时间任务和预期式时距估计的方法对个人自立高分组与低分组共40名被试进行了研究。结果发现:(1)虽然差异不显著,但是在两次时距估计中个人自立高分组的时距估计绝对错误量均小于低分组;(2)个人自立高分组的时距估计绝对错误量变化幅度显著小于低分组;(3)个人自立高分组在两次时距估计绝对错误量上的相关明显大于低分组;(4)有反馈组的时距估计绝对错误量显著小于无反馈组。据此可以认为:(1)由个人自立导致的时间估计的个体差异表现在时间估计的误差变异度和准确性两个方面。高个人自立者的时间估计误差的变异度更小,同时可能倾向于更准确地进行时距估计。(2)反馈有助于提高时间估计的准确性。(3)“绝对错误量变化幅度”和“时距估计绝对错误量的相关”是两个值得在今后的研究中应用的指标。  相似文献   
655.
Abstract

Our study aimed to analyze movement control strategies using predefined criteria for amplitude and differences in these strategies between children with and without DCD. Children with (n?=?28) and without DCD (n?=?15) were included. A video-observation-tool was used to score the moving body parts during a Wii Fit slalom task over multiple time points. Two-step cluster analysis was used to extract distinct movement strategies. Two different movement strategies were identified that were independently validated by a measure of task performance and a subjective mark of quality of the movement. Initial differences between groups and changes over time toward the more successful strategy were found in both groups, albeit in a different percentage. This study shows that the more efficient movement strategy is seen in the majority of the TD children and only in a small number of children with DCD, even after practice.  相似文献   
656.
657.
ObjectivesCompetition is related to psychophysiological stress responses and is a key aspect of esports. Yet, while competition may indeed have an impact on performance, little is known about competition-related psychophysical stress responses in esports. Accordingly, this review aims to investigate whether playing esports in competitive (and non-competitive) settings is related to psychological and/or physiological stress.DesignA systematic literature review was performed. Study inclusion criteria included: assessment of psychological and/or physiological stress in esports, study of healthy individuals over 12 years of age, and published in peer-reviewed journals in English or German.MethodThe literature search comprised EBSCOhost, PubMed, and Web of Science up until August 2019. An additional search was performed on Science Direct, Google Scholar, and Sponet.ResultsSeventeen studies met inclusion criteria. In publications investigating the non-competitive setting, it can be assumed that merely playing esports games is unrelated to psychophysiological stress reactions. While three out of five studies on stress in competitive settings demonstrated no hormonal reaction, one study reported an increase in anxiety levels in winners as well as an increase cortisol levels from baseline to postgame conditions, and two studies found an activation of the sympathetic nervous system. Overall, the studies revealed theoretical and methodological limitations, which are discussed in the present review.ConclusionsAlthough the existing literature contributes to an initial understanding of psychophysiological stress in esports, further in-depth studies of stress responses in actual competition are needed.  相似文献   
658.
The current study used an mTURK sample to determine if there is a relation between video game preferences and career interests. Previous research has found that individual (e.g., personality) differences influence gaming preferences (Zammitto, 2001) and we sought to extend these findings to the domain of career interests. In addition, we examined the potential moderating role of gender. Since researchers have found that gender disparities in spatial attention can be reduced by playing certain types of video games (Feng, Spence, & Pratt, 2007), and it has been demonstrated that spatial ability is an important predictor of success in careers where women are typically underrepresented (Blickenstaff, 2005), we predicted that women with a preference for these types of games (versus a general preference) may have more interest in these careers. We found that gaming motivations were differentially associated with career interests. In addition, gender was found to significantly moderate a number of these relations, such that the association between gaming tendencies and career interests was stronger for women than for men. Findings from the current study should help guide future research that aims to increase the representation of women in STEM careers.  相似文献   
659.
660.
The present research examines occurrences of interpersonal feedback in everyday life. Drawing upon retrospective self-reports from three student samples in Germany and the US, we investigate why, how, and with what effect such feedback is shared. We found that feedback was common, occurring mostly within stable interpersonal relationships, and that positive feedback was reported to occur more often than negative feedback. Positive and negative feedback was provided to achieve different goals (acknowledgement vs. behavioral change), and feedback senders perceived negative feedback as less successful than positive feedback. Negative feedback was withheld primarily when potential senders perceived it as futile or potentially dangerous to their relationship with the recipient. However, negative feedback that was shared was not seen as particularly harmful in that regard. We discuss potential barriers to feedback effectiveness, whether and how the exchange of interpersonal feedback in everyday life may be promoted, and give recommendations for future research.  相似文献   
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