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11.
There has been little research into interventions to increase participation in donating items to food-bank bins. In New Zealand, there has been an increased demand from food banks (Stewart, 2002). This study demonstrated that point-of-sale prompts can be an effective method of increasing donations to a supermarket food-bank bin.  相似文献   
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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   
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The effectiveness of a simultaneous prompting procedure was evaluated in a heterogeneous small group using different tasks and different stimuli for each student. Participants included four middle school students whose functioning levels ranged from typically developing to moderate and severe disabilities. A multiple probe design across behaviors and replicated across students was used. Observational learning maintenance, and generalization also were assessed. Results indicate that the procedure was successful in teaching all four students their targeted stimuli as well as some of the non-targeted stimuli (i.e., observational learning). Students maintained and generalized their information with a high degree of accuracy. Limitations of the study and future research implications are discussed.  相似文献   
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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   
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This study investigated the impact of an adapted physical education training package on functional motor skill instruction of three special education teachers who instructed secondary students with low‐incidence disabilities. The training package emphasized teachers' use of systematic prompting and specific reinforcement teaching strategies plus adapted physical education consultation. We used a multiple baseline design and collected data on the three teachers' use of systematic prompting and specific reinforcement plans during videotaped teaching trials. We also collected data on how teachers documented their instructional strategies, and we analyzed personal reflections that teachers wrote in the journals. Results indicated that with each of the three teachers, correctly implemented functional motor skill instructional performance improved after they completed the training package.  相似文献   
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The purpose of the present study was to examine the effectiveness of most to least prompting on teaching pedestrian skills to individuals with developmental disabilities. Five individuals with developmental disabilities were taught three different pedestrian skills, all related to crossing the streets, using simulation activities on a road model in the gym of their school. A multiple probe design across behaviors was used to evaluate the effects of most to least prompting. The results of the study revealed that most to least prompting was effective in teaching pedestrian skills. The subjects learned each of the skills and managed to generalize these skills to the actual city traffic.  相似文献   
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A reversal design was used to evaluate the effects of vocal and written prompts as well as reinforcement on safe behavior (dismounting and walking bicycles or motorcycles on a sidewalk) on a university campus. Results indicated that an intervention that consisted of vocal and written prompts and reinforcement delivered by security guards was effective at increasing safe behavior exhibited by bicycle and motorcycle riders. No differences were observed between vehicle type or gender with regard to engagement in safe behavior.  相似文献   
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Television comprehension is a surprisingly demanding task for very young children. Based on a task analysis of television viewing and review of research, we suggest that by 6 months of age, infants can identify objects and people on screen. By 24 months they can comprehend and imitate simple actions contained in single shots and begin to integrate information across shots. Toddlers nevertheless suffer from the video deficit whereby their comprehension is less than from equivalent real life displays. During the preschool years they learn much of the grammar of filmic montage and can comprehend straightforward narrative productions. Essentially adult comprehension appears to be in place by 13 years of age.  相似文献   
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