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451.
为考察睾酮素与反社会倾向未成年犯攻击行为的关系,在整合攻击行为生物激素视角和社会认知视角的基础上,探究敌意注意偏向的中介作用与皮质醇的调节作用。对84名未成年犯的激素水平、敌意注意偏向以及攻击行为进行调查。结果显示:(1)敌意注意偏向(注意不稳定性、注意回避)在睾酮素对攻击行为的影响中起完全中介作用;(2)皮质醇调节睾酮素与敌意注意偏向的关系,仅在高皮质醇水平下,敌意注意偏向的中介效应显著。基于生物激素影响攻击行为的中介机制和调节机制,可尝试从增加对敌意刺激的注意回避和提高皮质醇水平两个方面对反社会倾向未成年犯的攻击暴力行为进行干预。 相似文献
452.
Video lectures are increasingly prevalent, but they present challenges to learners. Students' minds often wander, yet we know little about how mind wandering affects attention during video lectures. This paper presents two studies that examined eye movement patterns of mind wandering during video lectures. In the studies, mind wandering reports were collected by either self-caught reports or thought probes. Results were similar across the studies: mind wandering was associated with an increased allocation of fixations to the instructor's image. For fixations on the slides, the average duration increased but the dispersion decreased. Moreover, preliminary evidence suggested that fixation duration and dispersion can diminish soon after self-caught reports of mind wandering. Overall, these findings help advance our understanding of how learners' attention is affected during mind wandering and may facilitate efforts in objectively identifying mind wandering. Future research is needed to determine if these findings can extend to other instructional formats. 相似文献
453.
The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, Cerevrum, on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing speed. Participants completed a pretest of cognitive assessments, played one of the two mini-games within Cerevrum (Stardust or Heroes) for 1.5 hr over three 30-min sessions and then completed a posttest of cognitive assessments and a questionnaire about interest and engagement during the game. An inactive control group completed only the pretest and posttest. Results showed no significant differences among the Heroes group, Stardust group, and control group on the posttest scores, even when controlled for pretest scores. These findings do not support the claim that playing brain-training games for a short period results in transfer of cognitive training to nongame venues. 相似文献
454.
Ethanol (0.25-1 gm/kg body weight; IP) did not significantly alter shock-induced fighting, regardless of whether it was administered to both rats or to only one rat of the pair. Higher doses tended to decrease shock-induced fighting. Ethanol (0.25-2 gm/kg body weight; IP) also did not induce “nonkiller” rats to kill mice and only high doses (1.5 and 2 gm/kg body weight) decreased the incidence of muricide in “killer” rats. The depressant effects of ethanol on both shock-induced fighting and muricide appeared to result from drug-induced ataxia rather than from a direct effect of ethanol on aggressive behavior. 相似文献
455.
Donald A. Dewsbury 《Aggressive behavior》1983,9(3):207-215
Social behavior, aggression, and copulation were studied in six groups of two males and two females each in seven species of muroid rodents (Clethrionomys gapperi, Microtus montanus, M ochrogaster, M pennsylvanicus, Peromyscus eremicus, P leucopus, and P polionotus) in a seminatural enclosure. Data were compared to those from an earlier study with P maniculatus tested under identical conditions. There were appreciable species differences in levels of both aggressive and sexual behavior; the two were not significantly correlated. Although levels of aggression did not appear well correlated with reports of social structure in the field, patterns of weight loss and litter production during the study did appear correlated. In general, levels of copulatory behavior appeared weakly correlated with factors previously proposed as predictors of polygamous mating systems; levels of aggressive behavior were better correlated with taxonomy. 相似文献
456.
457.
Male intruder rats were placed individually into the cage of an established resident on 2 occasions separated by a 7–8 day interval. Residents readily attacked intruders and both animals lost weight during the first encounter. In contrast, no serious fighting occurred on the second encounter, and both intruders and residents maintained their body weight during the 24-hr test. Observation of the intruder's behavior during the first 30 min of each encounter indicated that defensive-submissive postures represent a response to an attack that only temporarily inhibits aggression whereas the emission of 22 kHz calls by the intruder is associated with a relatively permanent decrease in the resident animal's aggressive response. 相似文献
458.
In three studies, Resource Holding Power (RHP) and provocation were manipulated in scenarios involving a young person in a bar with friends. In Study 1, teenage men reported lower likelihood of responding with physical aggression when insulted as levels of three RHP cues (size, allies and reputation) increased, effects that were accentuated by combinations of high-RHP cues; in the second part of this study, they consistently rated an insult to their girlfriend as the most provoking from a range of possible provocations, chosen on theoretical and empirical grounds. Study 2 replicated the results of the first part of Study 1 in samples of men and women in their twenties, although the effects were weaker at low levels of RHP. Study 3 combined a high- or low-provoking event, with low, medium or high RHP, and a wider range of response choices. As expected, direct aggression increased as provocation increased and RHP decreased. Delayed aggressive responses, including revenge fantasies, were highest in response to high provocation and high RHP. Findings are discussed in relation to theoretical models of aggressive motivation. 相似文献
459.
We make a proposal for formalizing simultaneous games at the abstraction level of player’s powers, combining ideas from dynamic
logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of ‘concurrent game logic’
CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light
on branching quantifiers and independence-friendly evaluation games for first-order logic. 相似文献
460.
通过对年幼儿童与一方家长观看视频前、观看视频中以及观看视频后的亲子互动比较,考察视频提供的互动性示范以及视频的文化适宜性对1-2岁儿童亲子互动的影响。结果表明,视频丰富的互动内容对观看视频后的亲子互动可能产生积极影响, 此影响受视频的文化适宜性的制约。视频注意以及亲子互动质量的下降是观看视频中亲子互动得分减少的原因。研究最后对以婴幼儿为受众的视频内容设计提出了建议。 相似文献