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561.
562.
以社会信息加工模型(Social Information-Processing Model,简称SIP)为理论依据设计社会认知干预方案,将被试(包括132名攻击性儿童)分为实验组、安慰剂(阅读)组和控制组进行短期追踪干预研究,在此基础上考察该干预方案对减少儿童的攻击行为以及提高社会信息加工能力的作用。研究结果表明:(1)该干预方案对提高攻击性儿童的社会信息加工能力有明显的即时效果和持续效果,具体表现为该方案有效地减少了攻击性儿童的敌意归因偏见和攻击行为的产生,有助于攻击性儿童建立关系目标并正确认知攻击行为的后果;(2)班主任评定三组儿童的攻击行为显著减少,评定结果可能受到期望效应的影响。  相似文献   
563.
电子游戏颇受儿童青睐,其用户日趋低龄化,它对幼儿的影响不容小觑。本实验以双人合作/竞技游戏为载体,考查了短时接触电子游戏对60名4~6岁幼儿的同伴交往与亲社会行为的影响,结果发现:1)幼儿与非好友玩伴共同接触双人电子游戏后会变得更喜欢自己的搭档,将其视为新好友并更希望未来与其交往;2)合作比竞技游戏更能促使幼儿喜爱玩伴,竞技游戏的获胜者比失败者更喜欢其搭档;3)年长比年少幼儿更喜欢与同伴交往;4)与其他非好友同伴相比,幼儿更愿意帮助自己的搭档。这表明短时接触内容适宜的双人电子游戏对幼儿的同伴交往和亲社会行为发展较为有益。  相似文献   
564.
Unintentional injuries are one of the leading causes of morbidity and mortality among children with intellectual and developmental disabilities (IDD). First aid training involves teaching critical first aid skills, some of which are designed to treat unintentional injuries. To date, no study has (a) evaluated the effects of a video-prompting procedure to teach first aid skills to children with IDD or (b) attempted to teach these skills to children by using a telehealth delivery format. We used a concurrent multiple-baseline-across-skills design to evaluate the efficacy of a video-prompting procedure via telehealth to teach five children with IDD to perform first aid on themselves for insect stings, minor cuts, and minor burns under simulated conditions. For all participants, our procedure produced large improvements that maintained for a minimum of 4 weeks. Furthermore, the effects of the training generalized to novel confederates for all participants, and these effects maintained for a minimum of 4 weeks.  相似文献   
565.
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   
566.
Video conference meetings, which became frequent during the COVID-19 pandemic, might result in exhaustion (so-called “Zoom fatigue”). However, only little is known about “Zoom fatigue,” the objective characteristics shaping it, and the subjective experiences eliciting this phenomenon. Gaining this knowledge is critical for understanding work life during the pandemic. Study 1, a within-person quantitative investigation, tested whether video conferences are exhausting and if objective characteristics (i.e. meeting size, meeting duration, and the presence of the supervisor) moderate “Zoom fatigue”. Employees from Germany and Israel (N = 81) participated in a 2-week study, with meetings nested within persons (n = 988). Results showed that video conferences are exhausting—more than meetings held through other media. However, objective characteristics did not moderate this relationship. In Study 2, qualitative data from Germany and Israel (N = 53) revealed employees' subjective experiences in video conferences that may lead to “Zoom fatigue”. These include, for example, experiences of loss and comparison with the “good old times” before the pandemic. Employees suggested ways to mitigate “Zoom fatigue,” particularly, better management of meetings by leaders. Our results provide empirical support for “Zoom fatigue” and suggest which subjective experiences elicit this phenomenon, opening directions for research and practice.  相似文献   
567.
Esport has emerged as a global phenomenon in recent years, particularly among college students, but limited studies have examined its relationship with mental fatigue. This study aimed to examine the relationship between esport participation and mental fatigue among Chinese undergraduate students. Data from 63 college students who completed a 15-day survey were analyzed using bivariate dynamic structural equation modeling. Results showed that 80.95% of students who played more esport also experienced more mental fatigue immediately after gameplay. In addition, 25.40% of students who experienced increased mental fatigue immediately after gameplay reduced their subsequent esport participation time 12 h later. In general, students who participated in esport for longer were more likely to experience higher mental fatigue, lingering feelings of mental fatigue, and to reduce their subsequent esport participation time as a result of previously increased after-game mental fatigue. Our findings suggest that participating in more esport not only leads to increased mental fatigue immediately following gameplay, but that a sustained high level of esport participation is also associated with a consistent high level of mental fatigue and a lingering feeling of mental fatigue. Health promotion professionals and policymakers should explore measures that might be implemented to promote healthier esport behaviors among college students.  相似文献   
568.
教师的眼神注视是在视频学习中重要但易被忽视的元素。以往理论存在两种对立的观点:其中准社会交往理论和社会代理理论支持教师的眼神注视促进学习; 而基于多媒体学习认知理论与认知负荷理论认为教师的眼神注视会阻碍学习效果。通过汇总以往实证研究得出如下结论:首先, 教师的眼神注视对学习效果具有小的促进效应, 即教师的眼神注视能够促进学习者的保持成绩(d保持 = 0.41)和迁移成绩(d迁移 = 0.39); 其次, 在主观体验上, 教师的眼神注视对准社会交往也具有小的促进效应(d准社会交往 = 0.35), 而教师的眼神注视对认知负荷影响十分微弱(d认知负荷 = -0.02); 最后, 在对学习材料的注意加工上, 教师的眼神注视总体上影响比较微弱(d注视时间 = 0.06, d首次注视时间 = -0.15)。未来研究需要对不同注视类型、先前知识经验、学习材料性质以及认知神经方法进一步探究。  相似文献   
569.
Resident‐intruder (R‐I) tests can be used to measure the aggressive temperament of domestic pigs (Sus scrofa), and have previously been shown to predict the severity and persistence of aggression when unfamiliar pigs are mixed. To study the consistency of individual differences in aggressiveness over time, 112 pigs (eight from each of fourteen litters) were given two R‐I tests at each of three ages (46, 80, and 113 days). Pigs were R‐I tested singly in an arena within the home pen, where a smaller unfamiliar intruder pig was introduced to a resident pig. Latency to the first attack by the resident was recorded, and the test was stopped as soon as an attack occurred, otherwise the test lasted five minutes. Pigs from eight of the litters used here had been allowed to mix with another litter prior to weaning (days 10–30; socialised), while pigs in six litters remained in littermate groups (control). To determine whether consistency would survive the effects of social disruption, pigs were mixed into new groups on two occasions between the first and second test, then remained in these groups until the third test. Evidence of consistency was found, despite the social disruption. Socialised pigs were more aggressive than controls, females were more aggressive than males, and certain litters were more aggressive than others. After adjusting for these, consistent differences between individuals were still evident. Consistency was higher between the second and third tests compared to the first and second, possibly because of stable group membership or the effects of age or experience. In support of the idea that social experience improves consistency, socialised pigs were more consistent than controls throughout. Evidence of consistent individual differences in aggressive temperament suggests that breeding or changes to early life experiences could have a long‐lasting influence on aggressive behaviour in pigs. Aggr. Behav. 30:435–448, 2004. © 2004 Wiley‐Liss, Inc.  相似文献   
570.
工读学生与普通学生对责任判断的比较研究   总被引:5,自引:0,他引:5       下载免费PDF全文
用内隐联想测验对40名工读学生与普通学生的责任判断进行比较研究,结果表明:工读学生比普通学生辨别攻击词以及与"责任在他"有关的短语的反应时短;工读学生辨别与"责任在他"有关的短语的速度比辨别与"责任在我"有关的短语的速度快,而普通学生辨别与"责任在他"有关的短语的速度比辨别与"责任在我"有关的短语的速度要慢;工读学生在"责任在他—攻击,责任在我-不攻击"的联合辨别反应时上比普通学生短。这些反应时的差异反映了工读学生存在着敌意归因与对攻击信念的内隐联想。  相似文献   
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