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171.
The future global distribution of the political regimes of countries, just like that of their economic incomes, displays a surprising tendency for polarization into only two clubs of convergence at the extrema. This, in itself, is a persuasive reason to analyze afresh the logical validity of an endogenous theory for political and economic development inherent in modernization theory. I suggest how adopting a simple evolutionary game theoretic view on the subject allows an explanation for these parallel clubs of convergence in political regimes and economic income within the framework of existing research in democratization theory. I also suggest how instrumental action can be methodically introduced into such a setup using learning strategies adopted by political actors. These strategies, based on the first principles of political competition, are motivated by introducing the theoretical concept of a Credible Polity.  相似文献   
172.
Engagement during practice can motivate a learner to practice more, hence having indirect effects on learning through increased practice. However, it is not known whether engagement can also have a direct effect on learning when the amount of practice is held constant. To address this question, 40 participants played a video game that contained an embedded repeated sequence component, under either highly engaging conditions (the game group) or mechanically identical but less engaging conditions (the sterile group). The game environment facilitated retention over a 1-week interval. Specifically, the game group improved in both speed and accuracy for random and repeated trials, suggesting a general motor-related improvement, rather than a specific influence of engagement on implicit sequence learning. These data provide initial evidence that increased engagement during practice has a direct effect on generalized learning, improving retention and transfer of a complex motor skill.  相似文献   
173.
Does temporary mood influence how fair or selfish we are in interpersonal situations? These three experiments predicted and found that when people have the power to allocate scarce resources between themselves and others in the dictator game, positive mood increased selfishness, and sad mood produced greater fairness. In a public setting (Experiment 1), happy persons kept more raffle tickets to themselves when making allocations, and Experiment 2 confirmed this effect in the laboratory. Experiment 3 showed that mood effects on selfishness were strongest when the external norms for fairness were relaxed. The results are discussed in terms recent affect-cognition theories, suggesting that positive mood recruits more assimilative, internally focused processing, while negative affect promotes more externally oriented, accommodative processing and thus greater concern with social norms. The implications of the findings for everyday interpersonal decisions are considered.  相似文献   
174.
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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176.
This study describes the development of a screening tool for gaming addiction in adolescents – the Gaming Addiction Identification Test (GAIT). Its development was based on the research literature on gaming and addiction. An expert panel comprising professional raters (= 7), experiential adolescent raters (= 10), and parent raters (= 10) estimated the content validity of each item (I‐CVI) as well as of the whole scale (S‐CVI/Ave), and participated in a cognitive interview about the GAIT scale. The mean scores for both I‐CVI and S‐CVI/Ave ranged between 0.97 and 0.99 compared with the lowest recommended I‐CVI value of 0.78 and the S‐CVI/Ave value of 0.90. There were no sex differences and no differences between expert groups regarding ratings in content validity. No differences in the overall evaluation of the scale emerged in the cognitive interviews. Our conclusions were that GAIT showed good content validity in capturing gaming addiction. The GAIT needs further investigation into its psychometric properties of construct validity (convergent and divergent validity) and criterion‐related validity, as well as its reliability in both clinical settings and in community settings with adolescents.  相似文献   
177.
Focusing on researchers, the predominant discourse on reflexivity has seldom considered the contribution that participants could make to research through their self‐reflections. To bring to light the significance of participants' self‐reflection in participatory inquiries, I develop the concept of participant reflexivity, referring to the process in which participants use insights gained through self‐reflection for data analysis and group discussion. My discussion is based on a community‐based participatory research project conducted with a group of adult learners on their educational experiences. I examined the accounts shared by one of the participants by using insights from the theories of reflexive interview, dialogical narrative analysis and video ethnography, and found that her accounts played a pivotal role in evoking group reflections and drawing the conclusion of the project. I argue that participant reflexivity is a useful construct that can do justice to what participants can uniquely offer in participatory inquiries. The concept can also contribute to advancing knowledge of reflexivity by complementing the researcher‐focused predominant discourse on reflexivity. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
178.
ObjectivesThe purpose of this study was to investigate the influence of sociocultural factors on Chinese Olympic sport psychology services.Design and methodsFifteen sport psychology consultants (SPCs), who served Chinese national teams for the 2008 Beijing Olympic Games, participated in this study after the Olympics. Semi-structured interviews were conducted within three months of the closing of the Olympics, followed by a hybrid approach to inductive and deductive thematic analyses.ResultsTwo general dimensions of sociocultural influence on Chinese Olympic sport psychology services were identified: (a) the Whole-Nation System and (b) Chinese cultural characteristics. They consisted of eight higher order themes, which comprised 26 lower order themes. This study revealed that Chinese sport psychology services were enhanced by recognizing the features of the Whole-Nation System (e.g., resource centralization and top-down management) and the successful blending of these features with Chinese cultural characteristics (e.g., holistic thinking style, keeping face and interpersonal order) into the psychological service.ConclusionsSociocultural factors had a marked influence on Chinese Olympic sport psychology services, which enabled Chinese SPCs to provide a culturally competent service (e.g., prioritizing collective interests, respecting the authority of administrative officials and coaches, and keeping face with others) for the Beijing Olympic Games.  相似文献   
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180.
The purpose of the present study was to investigate the effectiveness of video modeling to teach safety skills during earthquakes and postearthquake evacuation to children with autism. Three male children with autism, aged 9–10 years, participated in the study. The results indicate that video modeling was effective at promoting the acquisition of “drop, cover, and hold on” and evacuation skills for all three students. Furthermore, the skills generalized to a new setting for all three participants and maintained up to 4 weeks after video modeling for the two participants for whom maintenance was evaluated. Social-validity data were also collected from participants, their parents, and a teacher, and the findings were positive overall. Implications for instruction and future research are discussed based on the results of the study.  相似文献   
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