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In this study with within-subject design, the “be-creative effect” was investigated using three instructions in figural divergent-thinking tasks: Besides a be-fluent instruction, a be-creative instruction, and a be-creative instruction combined with strategies were applied. In addition, reasoning ability as part of fluid intelligence, self-reported creative ideation, current motivation after reading the instructions, and task-related interest were assessed. Multilevel analysis applying random-intercept-constant-slope models found significant main effects of the instructions on creative performance and fluency. Both be-creative instructions yielded a rise in creative performance in divergent thinking tasks with additional improvement due to supporting strategies. The be-fluent instruction enhanced the quantity of ideas but decreased creative performance. Task-related interest turned out to be a better predictor of creative performance than the self-estimated expected interest prior to working on the task. Moreover, the relationship of creative performance and reasoning ability was moderated by instruction, with no relationship with a be-fluent instruction and small to moderate positive effects with both instructions emphasizing creative ideas. 相似文献
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How do we make causal judgments? Many studies have demonstrated that people are capable causal reasoners, achieving success on tasks from reasoning to categorization to interventions. However, less is known about the mental processes used to achieve such sophisticated judgments. We propose a new process model—the mutation sampler—that models causal judgments as based on a sample of possible states of the causal system generated using the Metropolis–Hastings sampling algorithm. Across a diverse array of tasks and conditions encompassing over 1,700 participants, we found that our model provided a consistently closer fit to participant judgments than standard causal graphical models. In particular, we found that the biases introduced by mutation sampling accounted for people's consistent, predictable errors that the normative model by definition could not. Moreover, using a novel experimental methodology, we found that those biases appeared in the samples that participants explicitly judged to be representative of a causal system. We conclude by advocating sampling methods as plausible process-level accounts of the computations specified by the causal graphical model framework and highlight opportunities for future research to identify not just what reasoners compute when drawing causal inferences, but also how they compute it. 相似文献
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本研究通过推理心理学研究中的“演绎”和“概率”两种实验范式设计对同一个班级的大学生参与者(实验一中N=57,实验二中N=43)进行先后两次有关条件推理的实验研究后,得出如下主要结果:(1)推理者在对不同的“纯形式条件命题本身的认可度”以及对由它们各自建构的同类型推理题的推理结果之间的作答反应模式之间的差异都很小且具有较高的一致性;(2)对由不同的“含具体内容的假言命题”本身的认可度之间以及由它们建构的同类型条件推理题的推理结果之间具有较大的差异性;(3)推理者对“演绎”和“概率”两种不同实验范式分别建构的内容近似的推进题进行推理时具有大致相同的作答反应趋势。由此可以推论推理者在“概率推理实验范式”中的作答或推理结果可以被视为只是对“演绎推理实验范式”的相应推理题给出“概率解”的心理加工过程。 相似文献
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We investigated public acceptance of conditionally automated (SAE Level 3) passenger cars using a questionnaire study among 9,118 car-drivers in eight European countries, as part of the European L3Pilot project. 71.06% of respondents considered conditionally automated cars easy to use while 28.03% of respondents planned to buy a conditionally automated car once it is available. 41.85% of respondents would like to use the time in the conditionally automated car for secondary activities. Among these 41.85%, respondents plan to talk to fellow travellers (44.76%), surf the internet, watch videos or TV shows (44%), observe the landscape (41.70%), and work (17.06%). The UTAUT2 (Unified Theory of Acceptance and Use of Technology) was applied to investigate the effects of performance and effort expectancy, social influence, facilitating conditions, and hedonic motivation on the behavioural intention to use conditionally automated cars. Structural equation analysis revealed that the UTAUT2 can be applied to conditional automation, with hedonic motivation, social influence, and performance expectancy influencing the behavioural intention to buy and use a conditionally automated car. The present study also found positive effects of facilitating conditions on effort expectancy and hedonic motivation. Social influence was a positive predictor of hedonic motivation, facilitating conditions, and performance expectancy. Age, gender and experience with advanced driver assistance systems had significant, yet small (<0.10), effects on behavioural intention. The implications of these results on the policy and best practices to enable large-scale implementation of conditionally automated cars on public roads are discussed. 相似文献
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聚焦推理加工初期,研究通过指导语操控主观加工倾向,考察不同指导语条件下内容可信度和形式有效性对演绎推理结果的影响,检验内容和形式两类加工过程的启动加工动态变化性。结果表明,指导语条件显著影响推理初期加工。在无提示指导语和形式判定指导语条件下,推理结果受到了形式有效性和内容可信度的影响;内容判定指导语下只受到了内容可信度的影响。证明主观加工倾向影响了内容和形式的启动加工关系,支持了动态变化性的假设。 相似文献
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In reasoning about strategic interpersonal situations, such as in playing games, an individual's representation of the situation often includes not only information about the goals and rules of the game, but also a mental model of other minds. Often such mental models involve a hierarchy of reflexive reasoning commonly employed in social situations ("What do you think I think you think..."), and may be related to the developmental notion of 'theory of mind'. In two experiments, the authors formally investigate such interpersonal recursive reasoning in college-age adults within the context of matrix games. Participants are asked to predict the moves of another player (experimenter's confederate) in a two-choice, sequential-move game that may terminate at various stages with different payoffs for each player. Participants are also asked to decide optimally on their own moves based on the prediction made. Errors concerning the prediction, or translation of those predictions into decisions about one's action, were recorded. Results demonstrate the existence of a "default" mental model about the other player in the game context that is dynamically modified as new evidence is accumulated. Predictions about this other player's behavior are, in general, used consistently in decision-making, though the opponent tends to be modeled, by default, to behave in a myopic fashion not anticipating the participant's own action. 相似文献
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The experiments described in the lead articles replicate findings from previous studies of development of knowledge about balance scales, add several new findings, and raise four key questions: (a) How can rule use best be assessed? (b) How can we reconcile systematic use of rules with variable use of strategies? (c) When do children begin to use rules? and (d) How do children generate new rules? In this Reflection, we summarize current understanding of development of knowledge about balance scales and consider each of the four questions. 相似文献