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This paper describes a computational model named Dev E-R (Developmental Engagement-Reflection) that, inspired by Piaget’s theory, simulates the assimilation-accommodation adaptation process. It is implemented with a new extended version of the computational model of creativity known as Engagement-Reflection. That is, this model simulates adaptation as a creative activity. We introduce here the implementation of our model on an agent that is initialized with basic reflex conducts and that through the interaction with a 3D virtual world, it is able to build new behaviors autonomously. The new acquired skills, according to Piaget’s theory, are typically observed in children that have reached the second substage of the sensorimotor period.  相似文献   
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Methods: If successful intergroup harmony is to be achieved between two groups, then both groups' voices must be heard. Despite this, 60 years of social psychological “intergroup” prejudice research has tended to adopt a solely majority‐centric perspective, with the majority group portrayed as the active agent of prejudice, and the minority group as passive targets. Objective: This paper critically reviews relevant literature, highlighting this unidirectional imbalance, and proposes a new, two‐stage bidirectional framework, where we encourage researchers and educators to first understand how minority and majority groups' intergroup attitudes and emotions impact intergroup dynamics, before tailoring and implementing contact and recategorisation strategies to improve intergroup relations, nationally and internationally. Conclusion: We argue that the interactive nature of the intergroup dynamic needs to be better understood, and each group's voice heard, before prejudice can be effectively reduced. Lastly, we describe an Australian study, the Dual Identity and Electronic‐contact (DIEC) programme, that has been conducted and has successfully applied this bidirectional framework.  相似文献   
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Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   
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A conspicuous oversight in recent debates about the vexed problem of the value of knowledge has been the value of knowledge-how. This would not be surprising if knowledge-how were, as Gilbert Ryle [1945, 1949 Ryle, Gilbert 1949. The Concept of Mind, London: Hutchinson's University Library.[Crossref] [Google Scholar]] famously thought, fundamentally different from knowledge-that. However, reductive intellectualists [e.g. Stanley and Williamson 2001 Ryle, Gilbert 1949. The Concept of Mind, London: Hutchinson's University Library.[Crossref] [Google Scholar]; Brogaard 2008, 2009 Brogaard, Berit 2009. What Mary Did Yesterday: Reflections on Knowledge-Wh, Philosophy and Phenomenological Research 78/2: 43967.[Crossref], [Web of Science ®] [Google Scholar], 2011 Brogaard, Berit 2011. Knowledge-How: A Unified Account, in Knowing How: Essays on Knowledge, Mind, and Action, ed. John Bengson and Marc A. Moffett, New York: Oxford University Press: 13660. [Google Scholar]; Stanley 2011a Stanley, Jason 2011a. Knowing (How), Noûs 45/2: 20738.[Crossref], [Web of Science ®] [Google Scholar], 2011b Stanley, Jason 2011b. Know How, Oxford: Oxford University Press.[Crossref] [Google Scholar]] maintain that knowledge-how just is a kind of knowledge-that. Accordingly, reductive intellectualists must predict that the value problems facing propositional knowledge will equally apply to knowledge-how. We show, however, that this is not the case. Accordingly, we highlight a value-driven argument for thinking (contra reductive intellectualism) that knowledge-how and knowledge-that come apart.  相似文献   
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The Asymptotic Classification Theory of Cognitive Diagnosis (Chiu et al., 2009, Psychometrika, 74, 633–665) determined the conditions that cognitive diagnosis models must satisfy so that the correct assignment of examinees to proficiency classes is guaranteed when non‐parametric classification methods are used. These conditions have only been proven for the Deterministic Input Noisy Output AND gate model. For other cognitive diagnosis models, no theoretical legitimization exists for using non‐parametric classification techniques for assigning examinees to proficiency classes. The specific statistical properties of different cognitive diagnosis models require tailored proofs of the conditions of the Asymptotic Classification Theory of Cognitive Diagnosis for each individual model – a tedious undertaking in light of the numerous models presented in the literature. In this paper a different way is presented to address this task. The unified mathematical framework of general cognitive diagnosis models is used as a theoretical basis for a general proof that under mild regularity conditions any cognitive diagnosis model is covered by the Asymptotic Classification Theory of Cognitive Diagnosis.  相似文献   
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To date, neither primates nor birds have shown clear evidence of causal knowledge when attempting to solve the trap tube task. One factor that may have contributed to mask the knowledge that subjects may have about the task is that subjects were only allowed to push the reward away from them, which is a particularly difficult action for primates in certain problem solving situations. We presented five orangutans (Pongo pygmaeus), two chimpanzees (Pan troglodytes), two bonobos (Pan paniscus), and one gorilla (Gorilla gorilla) with a modified trap tube that allowed subjects to push or rake the reward with the tool. In two additional follow-up tests, we inverted the tube 180° rendering the trap nonfunctional and also presented subjects with the original task in which they were required to push the reward out of the tube. Results showed that all but one of the subjects preferred to rake the reward. Two orangutans and one chimpanzee (all of whom preferred to rake the reward), consistently avoided the trap only when it was functional but failed the original task. These findings suggest that some great apes may have some causal knowledge about the trap-tube task. Their success, however, depended on whether they were allowed to choose certain tool-using actions. Electronic Supplementary Material Supplementary material is available for this article at  相似文献   
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