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221.
攻击行为一般模式述评   总被引:5,自引:1,他引:5  
范春林 《心理科学》2005,28(5):1182-1184
攻击行为一般模式从社会认知取向分析了特定情境下攻击行为的发生过程,即,人的因素和情境因素两个输入变量通过影响个体当时的内在状态和后继的评价与决策过程而产生攻击行为;同时,它还阐释了攻击性人格的形成和发展过程,即,生物因素与社会环境的相互作用影响个体的知识结构和知识结构中的情感要素,与攻击性相关的知识结构的发展、自动化和强化。对个体会产生长期的影响,从而改变个体的人格。该模式代表了攻击行为认知研究取向最新的理论进展。  相似文献   
222.
This study reports on aggressive outcomes from a cluster randomized trial of the Promoting Alternative Thinking Strategies (PATHS) curriculum. Fourteen elementary schools were randomly assigned to intervention or control condition and third grade students were followed through the fifth grade. Teacher and self-reports of student aggression, conduct problems, delinquency, acting out problems, and social information processing (SIP) variables were collected. Linear change for each of the SIP variables was noted with control students demonstrating increased normative beliefs about aggression, increased aggressive social problem solving, increased hostile attribution bias, and increased aggressive interpersonal negotiation strategies over time while PATHS students remained relatively stable. Teachers reported significant curvilinear change in student aggression, conduct problems, and acting out behavior problems; all favoring PATHS students.  相似文献   
223.
身体攻击行为学生自主神经活动的情绪唤醒特点   总被引:7,自引:0,他引:7  
运用情绪生理学的方法,以31名具有身体攻击行为的初中工读学生和30名普通初中生为研究对象,研究了身体攻击行为学生与普通学生在基线生理唤醒和情绪生理唤醒的方面不同特点。结果发现,在生理唤醒的基线水平上,身体攻击行为学生与普通学生在指温、R-R间期、心率、指脉率方面差异显著,身体攻击行为学生的指温、心率、指脉率比普通学生低,身体攻击行为学生的R-R间期比普通学生R-R间期长。在愤怒刺激条件下,身体攻击行为学生报告的愤怒体验水平比普通学生高;愤怒诱发刺激引起身体攻击行为学生R-R间期、心率变化显著,而普通学生R-R间期、心率变化不显著。厌恶与恐惧、悲伤、愉快诱发刺激引起普通学生皮肤电变化显著,而身体攻击行为学生皮肤电变化不显著  相似文献   
224.
刘宇平  周冰涛  杨波 《心理学报》2022,54(3):270-280
本文基于情绪调节理论, 以暴力犯为被试, 通过2项研究探究了情绪在攻击产生过程中的作用。研究1采用改编的反应时竞争范式测量个体攻击行为。结果发现, 情绪调节动机在负性情绪与攻击间起完全中介作用, 证实了负面情绪状态下, 暴力犯会为了调节情绪而实施攻击。研究2进一步表明, 攻击的确能起到调节情绪的作用。具体来说, 在暴力犯群体中, 实施反应性攻击之后, 会伴随着正性情绪的提升和负性情绪的下降; 实施主动性攻击之后, 个体的正性情绪和负性情绪都会提升。文章从对攻击结果的预期和攻击的实际效果两个角度, 对攻击的情绪调节理论进行了验证, 为情绪在攻击产生过程中的作用提出了新的解释。今后的研究和实践过程中, 应设法避免个体通过攻击调节情绪, 引导其使用合理的方式调节情绪以减少攻击行为的产生。  相似文献   
225.
汽车驾驶员攻击性驾驶行为的研究   总被引:6,自引:0,他引:6  
攻击性驾驶行为影响着交通运输的安全。本文简要叙述了攻击性驾驶行为操作性定义的有关研究 ,以及导致该行为的年龄、性别、人格特质、情绪等个人因素和社会环境因素。  相似文献   
226.
Based on the General Aggression Model (GAM), the current study investigated the interactive effect of personal factors (e.g., sensation-seeking) and situational factors (e.g., violent video games exposure [VVGE]) on the trait aggressive behavior, and the mediating role of individual difference trait (e.g., moral disengagement, anger, and hostility). We recruited 547 undergraduates (48.45% male) from five Chinese universities. The results showed that VVGE was positively associated with moral disengagement, disinhibition, and the four aggressive traits (physical aggression, verbal aggression, anger, and hostility), which were positively associated with each other. Moral disengagement was positively associated with both the disinhibition and the four aggressive traits. Disinhibition was positively associated with the four aggressive traits as well. When controlled for gender, moral disengagement, anger, and hostility wholly mediated the relationship between VVGE and aggression, but the moderation effect of disinhibition was not significant. These findings support the framework of GAM and indicate that moral disengagement, anger, and hostility may be the factors that increase the risk of a higher level of aggression following repeated exposure to violent video games.  相似文献   
227.
This article extends the work of Kellam, Ling, Merisca, Brown and Ialongo (1998) by applying a mathematical model of competition between children to peer contagion in the aggressive behaviors of elementary school students. Nonlinearity in the relationship between group aggression and individual aggression at 2-year follow-up is present. Consistent with the findings of Kellam et al. (1998), hierarchical linear modeling indicates that the relationship is statistically significant for those students whose initial parental ratings of aggressive behavior were above the sample median. In the context of competition between students, the behavior of initially aggressive students may be negatively reinforced. Lowering aggression in the school environment may therefore be the most effective way to lower the level of these students aggressive behavior.  相似文献   
228.
Articulated Thoughts in Simulated Situations (ATSS) is a think aloud method for examining a person's thought content as it unfolds in the situation. We used the ATSS to investigate the cognitive activity of aggressive and nonaggressive male and female adolescents as they listened to an audiotaped depiction of an ambiguous but provocative interaction with another student. Eighty-one adolescents participated in a 2 × 2 factorial experiment. The two factors were gender and aggressive vs. nonaggressive background. Students in the aggressive group had a history of aggressive behavior in the past year that was severe enough to warrant their arrest or suspension from school. Students in the nonaggressive group had no such history. As a secondary measure of anger and aggressiveness, we administered the State-Trait Anger Expression Inventory-2 (STAXI-2). As predicted, males, compared to females, expressed more aggressive intent on the ATSS. Likewise, aggressive, compared to nonaggressive, adolescents expressed more anger and aggressive intent on the ATSS, as well as more intense feelings of anger, less control over their anger, and a greater tendency to externalize angry feelings on the STAXI-2. As expected, scores on the ATSS were related to scores on the STAXI-2. We concluded that the ATSS is a useful method for assessing cognitive activity that may mediate aggressive behavior in adolescents.  相似文献   
229.
Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents’ willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents’ preferences for violent video games and interact with violent game playing fostering adolescents’ aggressive inclinations. In Study 1, 121 adolescents (aged 10–18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11–16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations.
  相似文献   
230.
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