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81.
Three experiments (N = 123) investigated the development of live-video self-recognition using the traditional mark test. In Experiment 1, 24-, 30- and 36-month-old children saw a live video image of equal size and orientation as a control group saw in a mirror. The video version of the test was more difficult than the mirror version with only the oldest children's performance approaching ceiling. In Experiment 2, most 24-month-olds showed self-recognition when presented with a TV-set that featured a mirror in place of a screen. This finding does not substantiate the possibility that expectations about what appears on TV are responsible for the asynchrony. In Experiment 3, children were given a mark-test involving only their legs. Again, a video version was more difficult than previously reported performance with mirrors, suggesting that the impossibility of eye-contact in video cannot explain this developmental asynchrony. The findings suggest that self-recognition can be added to the growing list of contexts in which 2-year-olds display what has been called a “video deficit” [Anderson, D. R., & Pempek, T. A. (2005). Television and very young children. American Behavioral Scientist, 48, 505–532].  相似文献   
82.
Three-step prompting is a procedure commonly used in behavioral assessments and interventions; however, little research has evaluated the effects of this procedure on increasing children's compliance with caregiver requests. In this study, caregivers of children who demonstrated low levels of compliance were trained to use three-step prompting when presenting task requests to their children. Results indicated that training caregivers to implement this procedure decreased the frequency of caregiver-delivered prompts and increased compliance by the children.  相似文献   
83.
Infants rapidly accrue information via imitation from multiple sources, including television and electronic toys. In two experiments, we examined whether adding sound effects to video or live demonstrations would influence imitation by 6-, 12-, and 18-month-olds. In Experiment 1, we added matching and mismatching sound effects to target actions presented by a televised model. We found that 6-month-olds reproduced the target actions regardless of whether the sound effects were matched or mismatched, whereas 12- and 18-month-olds reproduced the actions only when the sound effects were matched. In Experiment 2, we added matching sound effects to target actions presented by a live model. The addition of sound effects disrupted imitation performance by 6-, 12-, and 18-month-olds. Overall, imitation provides a clear behavioral measure of rapid changes in learning from television and electronic toys during infancy. These findings have practical implications for producers and parents regarding learning in the digital age and theoretical implications regarding the development of integrated action-perception representational systems.  相似文献   
84.
Three experiments examined the impact of excessive violence in sport video games on aggression-related variables. Participants played either a nonviolent simulation-based sports video game (baseball or football) or a matched excessively violent sports video game. Participants then completed measures assessing aggressive cognitions (Experiment 1), aggressive affect and attitudes towards violence in sports (Experiment 2), or aggressive behavior (Experiment 3). Playing an excessively violent sports video game increased aggressive affect, aggressive cognition, aggressive behavior, and attitudes towards violence in sports. Because all games were competitive, these findings indicate that violent content uniquely leads to increases in several aggression-related variables, as predicted by the General Aggression Model and related social-cognitive models.  相似文献   
85.
Deep engagement in video game-playing has the potential to be to be one important determinant of the impact of playing violent video games, but there are currently no reliable measures of this subjective experience. To fill this gap, the Game Engagement Questionnaire (GEQ) was developed using both classical and Rasch analyses. In Study 1 Rasch analyses provide support for the reliability and functionality of the GEQ scores. Rasch analyses also demonstrate that the GEQ has adequate separation, fit, rating scale functioning, and dimensionality, suggesting that one’s tendency to become engaged in video game-playing is a quantifiable construct. In Study 2, behavioral and questionnaire data supported the reliability and validity of the GEQ for predicting engagement in violent video games. The GEQ provides a psychometrically strong measure of levels of engagement specifically elicited while playing video games, and thus shows promise for future research examining risk and protective factors for negative game impact.  相似文献   
86.
This study examined strategies designed to increase the rate of targeted, low-probability mands in a concurrent operant environment. We examined the effects of schedule manipulations, prompt manipulations, motivating operation manipulations, and combined behavioral process manipulations. Increases in target mands were produced for all 8 participants. Schedule manipulations were effective in producing increased rates of targeted mands for 3 of 8 participants, whereas prompt manipulations were effective for 4 of 8 participants. Motivating operation manipulations were effective in producing increased rates of targeted mands for 2 of 8 participants and combined behavioral process manipulations were effective for the single participant exposed to the combination.  相似文献   
87.
ObjectivesResearch has consistently found that focus of attention (FOA) affects motor learning and performance. However, much of the previous work has used artificially manipulated FOA of novice participants performing laboratory tasks. There is a paucity of work that has tested transfer to more complex competition environments. We aimed to investigate the effects of smart phone video analysis, which commonly occurs in natural practice settings in golf, on skilled player’s FOA and performance in both practice and competition.DesignThis study employed a mixed experimental design. The between participants factor was the use of video analysis (practice with video vs practice only) and the repeated measures factor was time point (pre-intervention vs post-intervention).MethodAltogether, 19 skilled golfers (handicap: M = 5.79, SD = 5.80) took part in a four-week practice intervention with (n = 10) or without (n = 9) the use of smart phone video analysis. Driving range performance and competition performance were measured pre- and post-intervention. Practice diaries provided measures of FOA during the intervention period.ResultsThe practice with video group displayed a significantly more internal FOA throughout the intervention period than the practice only group. This resulted in a significant time by group interaction for driving range performance that showed an increase in performance for the practice only group and a decrease for the practice with video group. However, the performance effects did not transfer to competition scores.ConclusionsFindings enhance our understanding of the effects of video analysis on FOA and question whether FOA effects transfer from on range practice to on course performance.  相似文献   
88.
This study evaluated the effectiveness of the simultaneous prompting procedure when teaching students with moderate to severe mental retardation a chained task (i.e., hand washing). This study also evaluated if students could acquire responses to instructive feedback stimuli presented during training sessions. The effectiveness of these procedures was assessed by using a multiple probe across students design. Acquisition, maintenance, and generalization data were collected and analyzed. Results indicated that the simultaneous prompting procedure was effective in teaching 3 of the 5 students to follow a 16-step task analysis to wash their hands. All students who met criterion maintained and generalized the skills with 100% accuracy. All students acquired some of the instructive feedback stimuli. Future research issues are discussed.  相似文献   
89.
90.
Competing stimulus assessments (CSAs) are designed to identify stimuli that, when made freely available, reduce problem behavior. Although CSAs have demonstrated utility, identifying competing stimuli can be difficult for some individuals. The current study describes outcomes from an augmented CSA (A-CSA) for 6 consecutively encountered cases with treatment-resistant subtypes of automatically maintained problem behavior. When test stimuli were made freely available, only between 0 and 1 effective competing stimuli were identified for each case. Prompting and response blocking were temporarily employed in succession to promote engagement with stimuli and disrupt problem behavior. When those procedures were withdrawn and stimuli made freely available, the number of effective competing stimuli increased in all 6 cases. Findings suggest that procedures designed to promote engagement and disrupt problem behavior may allow the A-CSA to be a platform not only for identifying competing stimuli, but also for actively establishing competing stimuli.  相似文献   
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