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81.
Yaakov Stern Helena M. Blumen Leigh W. Rich Alexis Richards Gray Herzberg Daniel Gopher 《Neuropsychology, development, and cognition. Section B, Aging, neuropsychology and cognition》2013,20(6):653-677
ABSTRACT We investigated the feasibility of using the Space Fortress (SF) game, a complex video game originally developed to study complex skill acquisition in young adults, to improve executive control processes in cognitively healthy older adults. The study protocol consisted of 36 one-hour game play sessions over 3 months with cognitive evaluations before and after, and a follow-up evaluation at 6 months. Sixty participants were randomized to one of three conditions: Emphasis Change (EC) – elders were instructed to concentrate on playing the entire game but place particular emphasis on a specific aspect of game play in each particular game; Active Control (AC) – game play with standard instructions; Passive Control (PC) – evaluation sessions without game play. Primary outcome measures were obtained from five tasks, presumably tapping executive control processes. A total of 54 older adults completed the study protocol. One measure of executive control, WAIS-III letter–number sequencing, showed improvement in performance from pre- to post-evaluations in the EC condition, but not in the other two conditions. These initial findings are modest but encouraging. Future SF interventions need to carefully consider increasing the duration and or the intensity of the intervention by providing at-home game training, reducing the motor demands of the game, and selecting appropriate outcome measures. 相似文献
82.
《Quarterly journal of experimental psychology (2006)》2013,66(10):2003-2011
The effect of concurrent visual feedback on the implicit learning of repeated segments in a task of pursuit tracking has been tested. Although this feedback makes it possible to regulate the positional error during the movement, it could also induce negative guidance effects. To test this hypothesis, a first set of participants (N?=?42) were assigned to two groups, which performed either the standard pursuit-tracking task based on the experimental paradigm of Pew (1974; group F-ST), or a task called “movement reproduction” in which the feedback was suppressed (group noF-ST). A second set of participants (N?=?26) performed in the same feedback condition groups but in a dual-task situation (F-DT and noF-DT; Experiment 2). The results appear to confirm our predictions since the participants in groups without feedback, contrary to those in groups with feedback, succeeded with practice in differentiating their performances as a function of the nature of the segments (repeated or nonrepeated) both in simple (Experiment 1) and in dual-task (Experiment 2) situations. These experiments indicate that the feedback in the pursuit-tracking task induces a guidance function potentially resulting in an easiness tracking that prevents the participants from learning the repetition. 相似文献
83.
《Quarterly journal of experimental psychology (2006)》2013,66(6):1086-1100
An internal clock-like process has been implicated in the control of rhythmic movements performed for short (250–2,000 ms) time scales. However, in the past decade, it has been claimed that a clock-like central timing mechanism is not required for smooth cyclical movements. The distinguishing characteristic delineating clock-like (event) from non-clock-like (emergent) timing is thought to be the kinematic differences between tapping (discrete-like) and circle drawing (smooth). In the archetypal event-timed task (tapping), presence of perceptual events is confounded with the discrete kinematics of movement (table contact). Recently, it has been suggested that discrete perceptual events help participants synchronize with a metronome. However, whether discrete tactile events directly elicit event timing has yet to be determined. In the present study, we examined whether a tactile event inserted into the circle drawing timing task could elicit event timing in a self-paced (continuation) timing task. For a majority of participants, inserting an event into the circle drawing task elicited timing behaviour consistent with the idea that an internal timekeeper was employed (a correlation of circle drawing with tapping). Additionally, some participants exhibited characteristics of event timing in the typically emergently timed circle drawing task. We conclude that the use of event timing can be influenced by the insertion of perceptual events, and it also exhibits persistence over time and over tasks within certain individuals. 相似文献
84.
《Journal of Cognitive Psychology》2013,25(8):778-791
ABSTRACTPrevious research (Sharman & Calacouris, 2010. Motivated imagination inflation: Implicit and explicit motives predict imagination inflation for achievement and affiliation events. Experimental Psychology, 57, 77–82) found that participants’ achievement-motivation was associated with the inflation of memory and confidence for unlikely achievement-related events in childhood. Similarly, other research has shown correlations between achievement motivation and grade inflation. In the current studies, we experimentally investigate the effect of false feedback and achievement-motivation on memory distortion for an unlikely childhood event (e.g. inventing an important device). In Experiment 1, we found that false feedback did have an effect, but contrary to previous research, self-reported achievement-motivation was not a statistically significant correlate of memory distortion. In Experiment 2, we again found a main effect for false feedback, no main effect of motivation, and an interaction. Both Experiments did not find, as earlier research had, a significant relationship between achievement-motivation and achievement-related memory distortion. We suggest others use different methods to ours when attempting to demonstrate a causal relationship between motivation and false memories. 相似文献
85.
86.
上级反馈对员工行为的影响 总被引:8,自引:1,他引:7
采用2×2(反馈方式、反馈对象)两因素组间实验设计,选取303名被试考察了上级反馈对员工积极整合行为倾向、冲突行为倾向和中立行为倾向的影响,以及个人主义-集体主义倾向对这种影响的调节作用。结果表明,Singelis、Triandis等人有关个人主义、集体主义的理论框架基本适合中国被试,个体的个人主义、集体主义倾向对反馈的效果起到一定的调节作用。领导的反馈方式、反馈针对的对象对员工的行为主效应都显著,上级的表扬会增加员工的中立行为倾向,针对个人的反馈会引起较强的冲突行为倾向。 相似文献
87.
Emotional intelligence (EI) may promote more effective decision-making under stress. In the present study, 167 participants completed a situation judgment test for EI, and performed a decision-making task based on an Antarctic rescue scenario. Participants were assigned to either a negative or neutral feedback group. Negative feedback significantly increased distress and impaired decision-making. EI failed to moderate the impacts of negative feedback, but higher EI was associated with greater information-search activity irrespective of feedback condition. It is concluded that ability EI may have a motivational component that may support more exhaustive analysis of both social and non-social stimuli. 相似文献
88.
This study compared the effects of immediate self-correction, delayed self-correction, and no correction on the acquisition and maintenance of multiplication facts by a fourth-grade student with learning disabilities. Data from daily and maintenance tests indicated that both correct response rate and accuracy were higher when self-correction was immediate rather than delayed or absent. 相似文献
89.
We reviewed 49 studies which used direct observation procedures to provide data on the effects of pre-service and inservice training in practical classroom teaching behaviors and skills. We found stronger effects for training packages which included classroom practice with performance feedback. The research provided conflicting evidence regarding the value of modeling, role-play, cueing systems, and contingency management components in practical skills training. The weakest training effects were those produced by microteaching, Minicourse, and protocol training packages. Twenty of the evaluations also provided follow-up data but the design of these studies did not permit any conclusions to be drawn regarding the training conditions which are necessary for the maintenance of newly acquired classroom teaching skills. We concluded that identification of the training conditions which are necessary for the maintenance of new teaching skills will require more thoughtful conceptualizations of maintenance and its measurement, and more carefully designed component analyses of those factors suggested by basic research as being necessary for maintenance. 相似文献
90.
《Revue Européene de Psychologie Appliquée》2016,66(1):9-13
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