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621.
Memories of past experiences can guide our decisions. Thus, if memories are undermined or distorted, decision making should be affected. Nevertheless, little empirical research has been done to examine the role of memory in reinforcement decision-making. We hypothesized that if memories guide choices in a conditioning decision-making task, then manipulating these memories would result in a change of decision preferences to gain reward. We manipulated participants’ memories by providing false feedback that their memory associations were wrong before they made decisions that could lead them to win money. Participants’ memory ratings decreased significantly after receiving false feedback. More importantly, we found that false feedback led participants’ decision bias to disappear after their memory associations were undermined. Our results suggest that reinforcement decision-making can be altered by false feedback on memories. The results are discussed using memory mechanisms such as spreading activation theories.  相似文献   
622.
Insight has been investigated under the assumption that participants solve insight problems with insight processes and/or experiences. A recent trend has involved presenting participants with the solution and analysing the resultant experience as if insight has taken place. We examined self-reports of the aha experience, a defining aspect of insight, before and after feedback, along with additional affective components of insight (e.g., pleasure, surprise, impasse). Classic insight problems, compound remote associates, and non-insight problems were randomly interleaved and presented to participants. Solution feedback increased ratings of aha experience in both insight and non-insight problems, with this result being driven by responses to solutions that were initially incorrectly generated. Ratings of aha for correctly generated solutions decreased after the correct solution was presented. These findings have implications for insight research paradigms as well as informing teaching methods.  相似文献   
623.
According to past research, young adults prefer positive feedback from their friends, but emotional reactions to negative feedback are less severe in Korea than in the United States. We extended this past work in several ways: We studied both giving and receiving feedback, recruited Chinese young adults, used realistic scenarios, and employed the situation‐sampling method. Using text‐message‐based vignettes, Study 1 found that both American and Chinese friends used happy emojis when exchanging positive feedback whereas Americans used less positive emojis than did the Chinese when exchanging negative feedback. We then collected actual examples of feedback that people had given to their friends (Study 2a) and showed them to new samples of Chinese and American young adults (Study 2b). This situation‐sampling methodology found that (a) Americans rated negative feedback from both cultures especially negatively, and (b) negative feedback examples from China were rated especially negatively by people in both cultures. That is, although Chinese negative feedback is seemingly more harsh, Chinese young adults do not react as negatively.  相似文献   
624.
The present study investigated the discrete positive effects of awe on negative job affect (NJA) arising from receiving negative performance feedback from a work supervisor or a co-worker. The participants were 131 business professionals and students at a large university in Kenya (females = 46%; age range 25 to 65 years). They participated in an experiment in which the emotion of awe was manipulated in an imagined situation where the participants received negative performance feedback from either a work supervisor or co-worker. Regression analyses of the data indicated that awe predicted a lower negative affect for negative feedback. Moreover, the indirect effects of the source of feedback on negative affect modulation were more significant for feedback received from co-workers than from supervisors. The positive emotion of awe may help one cope with negative performance feedback in a work setting.  相似文献   
625.
626.
研究以独裁者博弈任务为载体,考查了小学儿童分享行为的发展趋势,并探讨了不同来源的正向反馈信息对于儿童分享行为的促进效应。研究随机选取了小学二、四、六年级的学生共386名,每个年级的三个实验组在自然分享条件后分别接受来自权威、同伴和自我的正向反馈信息,继而完成后续任务。结果表明:(1)在自然分享情况下,六年级儿童的分享数量显著多于二、四年级儿童的分享数量;随着年级升高,儿童从倾向于利己分享逐渐转为以平分为主;(2)来自同伴和权威的正向反馈可以提高二、四年级儿童的分享数量;自我评价的正向反馈明显提高四、六年级儿童的分享数量。结论:小学儿童的分享数量和进行平分的人数比例都随年级升高而增加,来自同伴、权威和自我的正向反馈分别适用于特定年龄阶段儿童的分享行为促进。  相似文献   
627.
近年来听觉表象开始得到关注,相关研究包括言语声音、音乐声音、环境声音的听觉表象三类。本文梳理了认知神经科学领域对上述三种听觉表象所激活的脑区研究,比较了听觉表象和听觉对应脑区的异同,并展望了听觉表象未来的研究方向。  相似文献   
628.
629.
The current study examined the outcome of presenting multiple secondary targets in learning trials for individuals with autism spectrum disorder. We compared conditions in which (a) a secondary target was presented in the antecedent and consequence of trials, (b) two secondary targets were presented in the consequence of trials, (c) one secondary target was presented in the consequence of each trial, and (d) no additional targets were presented trials. The participants acquired the majority of secondary targets. Presenting one or multiple secondary targets per trial, regardless of the location of these secondary targets, increased the efficiency of instruction in comparison to a condition with no secondary target.  相似文献   
630.
Visual cues can be used to train walking patterns. Here, we studied the performance and learning capacities of healthy subjects executing a high-precision visuomotor walking task, in an augmented reality training set-up. A beamer was used to project visual stepping targets on the walking surface of an instrumented treadmill. Two speeds were used to manipulate task difficulty. All participants (n = 20) had to change their step length to hit visual stepping targets with a specific part of their foot, while walking on a treadmill over seven consecutive training blocks, each block composed of 100 stepping targets. Distance between stepping targets was varied between short, medium and long steps. Training blocks could either be composed of random stepping targets (no fixed sequence was present in the distance between the stepping targets) or sequenced stepping targets (repeating fixed sequence was present). Random training blocks were used to measure non-specific learning and sequenced training blocks were used to measure sequence-specific learning. Primary outcome measures were performance (% of correct hits), and learning effects (increase in performance over the training blocks: both sequence-specific and non-specific). Secondary outcome measures were the performance and stepping-error in relation to the step length (distance between stepping target). Subjects were able to score 76% and 54% at first try for lower speed (2.3 km/h) and higher speed (3.3 km/h) trials, respectively. Performance scores did not increase over the course of the trials, nor did the subjects show the ability to learn a sequenced walking task. Subjects were better able to hit targets while increasing their step length, compared to shortening it. In conclusion, augmented reality training by use of the current set-up was intuitive for the user. Suboptimal feedback presentation might have limited the learning effects of the subjects.  相似文献   
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