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31.
The importance of preparing now for the next century is emphasized. The author's field and Kondratiev theories as a basis for long‐range policymaking over periods of dynamic, recon‐figurational change are briefly reviewed, and a number of assumptions relevant to this kind of policymaking are provided.. Equilibrium and nonequilibrium structures and thinking are contrasted. Limitations to control associated with limits to knowledge and knowability are discussed. The possibility is considered that continuation of present policies and practices may accelerate movement along a trajectory to nowhere. Problem solutions are considered within the context of what is meant by a civilized society, and some 15 characteristics of a civilized society are proposed. The theoretical basis for preparation for the Twenty‐First Century is advanced. Deficiencies in the present dominant politicoeconomic theories of Western Capitalistic Democracy and Marxism are discussed, and the need for a new set of “founding fathers” is proposed. The importance of developing and implementing a replacement theory of similar magnitude to present theories is emphasized, and the nature of this theory is briefly sketched. Some recommendations for guided paradigm change are offered.  相似文献   
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A recent development in video games is that players can design and personalize their own in-game characters. It was predicted that this innovation could lead to elevations in the intensity of the psychological effects of video games. The present study confirmed this hypothesis, revealing that participants who played an aggressive video game using their own, personalized character exhibited higher levels of aggressive behavior than participants who played an aggressive game with a non-personalized character. The aggressive behavior levels of the own-character players also exceeded those of individuals who played a non-aggressive game, regardless of whether or not they used a personalized character. Process analyses revealed that participants playing a violent video game with a personalized game character experienced more arousal and self-activation than they did when playing with an impersonal, default game character, which in turn increased aggressive responses.  相似文献   
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For some time now, questions have been asked about the impact of television and video materials on the cognitive and social development of preschoolers and older children. More recently, these same questions have been asked in relation to the extensive exposure to these media that infants and toddlers are currently experiencing. To answer these questions, we review current research that explicitly targets these concerns and provide new insights into the role these media play in early development.  相似文献   
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This paper offers an overview of research on infants’ early behavior toward televised images, followed by an account of the development of representational competence with video. Several aspects of representation are involved in young children’s understanding and use of video. From a very young age, children form mental representations of the contents of video, making sense of realistic images of familiar things. Children also notice and represent information regarding video itself (e.g., its 2-dimensionality). An important development occurs when children represent the relation between video and reality: at first, toddlers appear to categorize video as separate from reality, but eventually children recognize realistic video images as physical representations (symbols) of events they have not directly perceived. A mature representation of video takes into account genre (e.g., news, drama) and reality status based on recognition that video can (but does not always) represent real events.  相似文献   
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Consolidation is a time-dependent process responsible for the storage of information in long-term memory. As such, it plays a crucial role in motor learning. In two experiments, we sought to determine whether one’s performance influences the outcome of the consolidation process. We used a visuomotor adaptation task in which the cursor moved by the participants was rotated 30° clockwise. Thus, participants had to learn a new internal model to compensate for the rotation of the visual feedback. The results indicated that when participants showed good adaptation in the first session, consolidation resulted in a persistent after-effect in a no-rotation transfer test; they had difficulty returning to their normal no-rotation internal model. However, when participants showed poor adaptation in the first session, consolidation led to significant off-line learning (between sessions improvement) but labile after-effects. These observations suggest that distinct consolidation outcomes (off-line learning and persistent after-effect) may occur depending on the learner’s initial performance.  相似文献   
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Previous research on video gaming mainly focused on negative impact on users. In this study, the positive impact of action video gaming among congenitally deaf subjects is investigated. Subjects possessed high level of visual information processing capacity. A 96 h of action video game play resulted in the improvement of mean reaction time (mRT) (post = 413.21 ms, pre = 453.39 ms) and certain cognitive functions. Higher heart rate variability (HRV) subjects demonstrated faster and significant improvement in mRT (p < 0.0045) after intervention. The α and β EEG band powers were found increased in parietal (6.33%, 4.28%) and occipital (8.38%, 38%) lobes respectively. The θ band power increased in frontal (32%) and parietal (13%) lobes. These results can reflect enhancement in certain cognitive performances such as visual perception, attention, memory, and motor skills. The ratio index β/(α + θ) increased in frontal and occipital lobes while β/θ increased in frontal and temporal lobes. These results may also suggest improvements in attention processing capacity and neural activity. These results implies improvements in certain aspects of cognition among deaf subjects. However, to validate these results a further study on larger number of samples with advanced computerized cognitive battery testing can be employed.  相似文献   
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This study assessed whether infant-directed videos designed to promote parent-child interactions actually support such engagement. Parents watched videos from the Baby Einstein or the Sesame Beginnings series for 2 weeks at home with their 12- or 18-month-old infants. Baby Einstein encourages parents to label objects and actions; Sesame Beginnings models activities in which parents can engage with their children. A control group was not provided videos for home viewing. In laboratory sessions, parent-child interactions were recorded during free play without TV, during the presentation of one of the videos, and immediately after watching. During viewing, interactions decreased in quantity and quality across groups; however, parents used video content as a basis for interaction. Coviewing Sesame Beginnings at home was positively associated with quantity of parent-child interaction during the initial free-play session. Furthermore, the quantity and quality of interactions were greater immediately following viewing of Sesame Beginnings than with Baby Einstein.  相似文献   
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We tested the feasibility of parents recording social interactions with their infants using inexpensive camcorders, as a potential method of effective, convenient, and economical large scale data gathering on social communication. Participants were asked to record two short video clips during either play or a mealtime, and return the data. Sixty-five video clips (32 pairs) were returned by 33 families, comprising 8.5% of families contacted, 44.6% of respondents and 51.6% of those sent a camcorder, and the general visual and sound quality of the data was assessed.Audio and video quality were adequate for analysis in 85% of clips and several social behaviours, including social engagement and contingent responsiveness, could be assessed in 97% of clips. We examined two quantifiable social behaviours quantitatively in both adults and infants: gaze direction and duration, and vocalization occurrence and duration. It proved difficult for most observers to obtain a simultaneous clear view of the parents and infant's face.Video clips obtained by parents are informative and usable for analysis. Further work is required to establish the acceptability of this technique in longitudinal studies of child development and to maximize the return of usable data.  相似文献   
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