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341.
“Back to sleep” messages can reduce prone practice for infants, with potential for motor delay and cranial deformation. Despite recommendations for “tummy time,” young infants fuss in prone, and parents report uncertainty about how to help infants tolerate prone positioning. We hypothesized that a Child'Space Method lesson, teaching proprioceptive touch and transitions to prone, would facilitate prone tolerance, parent behavioral support, and parent self-efficacy. This randomized study recruited parents (N = 37) of 2- to 5-month-old infants. On two visits, parents answered questions about infant behavior and parent experience, and played with their infant. Lesson group parents had the lesson following the first free play. One week later, lesson parents reported that infants tolerated more prone time and that parents showed more supportive behaviors in bringing infant to prone, as compared to waiting parents. Lesson parents’ efficacy, and infant behavior during play, trended in the hypothesized direction. The study demonstrated how a lesson in preparatory touch, and gradual transitions, promoted infant prone tolerance and also parent support of rolling, side-lying, and prone positioning. The lesson could be incorporated in parent education and early pediatric visits, helping infants and parents negotiate the prone challenge and setting the stage for further parent support of infant development.  相似文献   
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Background/ObjectiveUnwanted mental intrusions (UMIs), typically discussed in relation to Obsessive-Compulsive Disorder (OCD), are highly prevalent, regardless of the specific nationality, religion, and/or cultural context. Studies have also shown that UMIs related to Body Dysmorphic Disorder (BDD), Illness anxiety/Hypochondriasis (IA-H), and Eating Disorders (EDs) are commonly experienced. However, the influence of culture on these UMIs and their transdiagnostic nature has not been investigated.MethodParticipants were 1,473 non-clinical individuals from seven countries in Europe, the Middle-East, and South America. All the subjects completed the Questionnaire of Unpleasant Intrusive Thoughts, which assesses the occurrence and discomfort of four UMI contents related to OCD, BDD, IA-H, and EDs, and symptom questionnaires on the four disorders.ResultsOverall, 64% of the total sample reported having experienced the four UMIs. The EDs intrusions were the most frequently experienced, whereas hypochondriacal intrusions were the least frequent but the most disturbing. All the UMIs were significantly related to each other in frequency and disturbance, and all of them were associated with clinical measures of OCD, BDD, IA-H, and EDs.ConclusionsUMIs are a common phenomenon across different cultural contexts and operate transdiagnostically across clinically different disorders.  相似文献   
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Our studies of naturally occurring human dialogue have led to the recognition of a class of regularities which characterize impoltant aspects of communication. People appear to interact according to established patterns which span several turns in a dialogue and which recur frequently. These patterns appear to be organized around the goals which the dialogue serves for each participant. Many things which are said later in a dialogue can only be interpreted as pursuit of these goals, established by earlier dialogue. These patterns have been represented b) a set of knowledge structures called Dialogue-Games, capturing shared, conventional knowledge that people have about communication and how it can be used to achieve goals. A Dialogue-Game has Parameters, which represent those elements that vary across instances of a particular pattern-the particular dialogue participants and the content topic. The states of the world which must be in effect for a particular Dialogue-Game to be employed successfully are represented by Specifications of these Parameters. Finally, the expected sequence of intermediate states that occur during instances of a particular conventional pattern are represented by the Components of the corresponding Dialogue-Game. Representations for several Dialogue-Games are presented here, based on our analyses of different kinds of naturally occurring dialogue. A process model is discussed, showing Dialogue-Game identification, pursuit, and termination as part of the comprehension of dialogue utterances. This Dialogue-Game model captures some of the important functional aspects of language, especially indirect uses to achieve implicit communication.  相似文献   
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Resumen

Con objeto de. comprobar si la habituación depende de las consecuencias del estimulo habituador, 24 ratas mistar fueron sometidas a habituación acústica de la respuesta de sobresalto. El grupo 1, en el que el sonido era segued de una consecuencia diferente en cada ensayo, no mostró prácticamente habituación, mientras que el grupo 2, en el que era seguido de una consecuencia fija (destello), mostró una habituación mayor incluso que en el grupo 3, de habituación normal (seguido de ausencia de consecuencias). Los datos parecen apoyar la hipótesis sostenida, a pesar de algunos problemas con el grupo 2.  相似文献   
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