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141.
To study implicit concepts of creativity in computer science in the United States and mainland China, we first asked 308 Chinese computer scientists for adjectives that would describe a creative computer scientist. Computer scientists and non‐computer scientists from China (N = 1069) and the United States (N = 971) then rated how well those adjectives described creative computer scientists using a 5‐point Likert Scale. Factor analysis revealed that the concept of a creative computer scientist had four dimensions: (1) smart/effective, (2) outgoing, (3) creative thinking and (4) unsociable. Differences in the implicit concepts across disciplines, ethnicity, gender, age, and working experience were analyzed. We discuss the implications of these findings for our understanding of the domain specificity of creativity. 相似文献
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Development and content validity of a screening instrument for gaming addiction in adolescents: The Gaming Addiction Identification Test (GAIT)
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This study describes the development of a screening tool for gaming addiction in adolescents – the Gaming Addiction Identification Test (GAIT). Its development was based on the research literature on gaming and addiction. An expert panel comprising professional raters (n = 7), experiential adolescent raters (n = 10), and parent raters (n = 10) estimated the content validity of each item (I‐CVI) as well as of the whole scale (S‐CVI/Ave), and participated in a cognitive interview about the GAIT scale. The mean scores for both I‐CVI and S‐CVI/Ave ranged between 0.97 and 0.99 compared with the lowest recommended I‐CVI value of 0.78 and the S‐CVI/Ave value of 0.90. There were no sex differences and no differences between expert groups regarding ratings in content validity. No differences in the overall evaluation of the scale emerged in the cognitive interviews. Our conclusions were that GAIT showed good content validity in capturing gaming addiction. The GAIT needs further investigation into its psychometric properties of construct validity (convergent and divergent validity) and criterion‐related validity, as well as its reliability in both clinical settings and in community settings with adolescents. 相似文献
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《Revue Européene de Psychologie Appliquée》2015,65(5):239-252
IntroductionWhile user experience (UX) evaluation is a core concern within the field of human–computer interaction (HCI), there is currently no valid self-administered UX evaluation tool in French. The AttrakDiff 2 scale (Hassenzahl, Burmester, & Koller, 2003) is a UX evaluation tool, which relies on a theoretical model distinguishing pragmatic and hedonic qualities of interactive systems.ObjectiveThis paper describes the translation and validation of the French version of the AttrakDiff 2 scale in order to ease UX assessment in French-speaking users.MethodFollowing the cross-cultural methodology developed by Vallerand (1989), the questionnaire was translated by trilingual researchers before being back-translated and validated by a panel of experts. A pre-test was conducted on 26 participants. The characteristics of the French version of the AttrakDiff 2 scale were then evaluated through a quantitative online study involving a sample of 381 users.ResultsThe results confirm the expected 3 factors structure and a good internal consistency of each subscale. The links between factors are consistent with Hassenzahl's theoretical model (2003) where pragmatic and hedonic perceived attributes combine to form a judgment of attractiveness.ConclusionThe current French version of the AttrakDiff 2 scale is globally reliable with regards to the initial German version and presents satisfactory levels of validity and reliability. 相似文献
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Augusta Isabella Alberici Patrizia Milesi 《Journal of community & applied social psychology》2013,23(5):373-388
The Internet has emerged as an important communication platform for the support of collective action, but little is known about how it influences the psychosocial motives for participation. Two quantitative studies were conducted within two different mobilizing contexts, in which offline collective actions were launched through computer‐mediated communication. We examined whether and how the frequency with which people participated in online political discussions moderated the effects of the psychosocial predictors of collective action, specifically politicized identity, anger, collective efficacy, and morality. Results showed that collective action intention was predicted by politicized identity only when participants reported a higher versus lower frequency of online discussion. However, anger did not predict collective action when people had the chance to express this emotion through a higher versus lower frequency of online discussion. Moreover, collective efficacy and morality supported collective action intention in participants who reported a higher versus lower frequency of online discussion. We theorize on how computer‐mediated communication, and its specific features, can be studied as a mobilizing context that influences the psychosocial motives to participate in collective action. Copyright © 2012 John Wiley & Sons, Ltd. 相似文献
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Phyllisann Maguire 《Anxiety, stress, and coping》2013,26(3):175-191
Abstract Common beliefs about computerphobia were examined using meta-analytic techniques. Stringent screening criteria yielded 81 research reports with sample populations including college students, adults and business professionals, elementary/secondary students and teachers as well as postsecondary teachers. Results indicated that none of the six common beliefs characterizing the computerphobic represent reality. The computerphobic is equally likely to be a younger or older male or female. Although computerphobics tend to experience other types of anxiety (mathematics, test, state, trait), these anxieties account for little variance. Results indicated further that computer experience alone is not sufficient to eliminate computerphobia, but that psychological techniques have treated successfully these negative psychological reactions. 相似文献
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