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201.
Some support for expressed concern over the negative consequences of computer game play was obtained by Colwell and Payne (2000) in a questionnaire survey of UK adolescents. A second study was carried out in Tokyo, Japan, to test for generality of findings. There was strong evidence of similarity in relation to play patterns, but in contrast to the UK sample, number of good friends and self-esteem did not relate to game play. A principal components analysis of a scale to measure needs met by game play resulted in the same two previously obtained factors; 'companionship' and 'prefer to friends'. However, in contrast to the UK sample, 'companionship' did not relate to play. A positive relation between the 'prefer to friends' factor and play was obtained for both boys and girls (boys only in the UK), thus providing support for the 'electronic friendship' hypothesis. There was evidence of a positive relation between play and aggression, but a preference for aggressive games was associated with lower aggression scores, and this raises questions for the 'causal hypothesis'.  相似文献   
202.
The generality of the mathematical principles of reinforcement (MPR) was tested with humans. In Experiment 1A, participants’ mouse clicks were reinforced according to a series of variable-ratio (VR) values. In one condition, a situated task was used (searching for treasure on a map presented via a PC monitor); in the other, abstract version of the task, participants clicked on a white screen. Under the “map” condition, response rates increased with increasing ratio value before decreasing with further ratio increases; under the “no-map” condition, response rates decreased linearly from a peak at the smallest ratio. In Experiment 1B, the pattern of responding was confirmed under the “map” conditions using a different set of ratio values. In Experiment 2, reinforcer magnitude was manipulated using the “map” context. Response rates did not differ significantly when large rather than small cash reinforcers were delivered according to a VR 30 but were significantly higher when large rather than small cash reinforcers were delivered according to a VR 120. Together these experiments offer qualified support for extending MPR to the behavior of human participants.  相似文献   
203.
Game‐like educational apps are intended to boost learner motivation leading to better learning outcomes. To test this idea about the value of gamification, college students (n = 64) learned Italian by playing the online language learning game, Duolingo at home for seven sessions, or learned the same material through watching an online slideshow for seven sessions. Although the groups did not differ significantly on achievement posttests, the Duolingo group rated their learning experience as significantly more enjoyable (d = 0.77), more appealing (d = 1.17), and less difficult (d = 0.51), and was significantly more willing to continue with similar learning experiences (d = 1.39). Overall, these results point to the motivational and affective benefits of Duolingo as a promising alternative to more traditional methods for students who may require additional motivation not to disengage from the material.  相似文献   
204.
随着现代科技的进步,脑科学特别是脑成像技术能够无损伤地探测人脑,成为脑功能研究的"显微镜".这些科技的发展对心理学研究具有重大影响.它使得意识能够受到真正科学地研究,促使心理学研究从"计算机隐喻"向"脑隐喻"的转变,并将使心理学理论形态更加复杂.  相似文献   
205.
Increases in personal computer ownership and Internet use patterns provide a potential avenue for dissemination of evidence‐based prevention and treatment interventions. The authors describe the implementation of a psychoeducational intervention (the Incredible Years parenting program, which is designed to promote behavioral change in parents and children) using a hybrid model combining computer‐ and web‐based delivery with professional intervention via phone calls, electronic messages, and home visits. The model attempted to simulate many of the parent training methods shown to be successful in the original program. The intervention was implemented with 90 Head Start families who reported elevated levels of child behavior problems. Of the 45 families offered the intervention in the final year of the project, 37 (82%) completed at least half the program and 34 (76%) completed the entire intervention using procedures refined in light of the initial year's experience. These participants reported high achievement of their self‐determined goals and were highly satisfied with the intervention. The combination of technology with professional coaching represents a potential model for adapting and disseminating evidence‐based interventions.  相似文献   
206.
Pete Mandik 《Metaphilosophy》2002,33(1&2):11-29
Computation and philosophy intersect three times in this essay. Computation is considered as an object, as a method, and as a model used in a certain line of philosophical inquiry concerning the relation of mind to matter. As object, the question considered is whether computation and related notions of mental representation constitute the best ways to conceive of how physical systems give rise to mental properties. As method and model, the computational techniques of artificial life and embodied evolutionary connectionism are used to conduct prosthetically enhanced thought experiments concerning the evolvability of mental representations. Central to this essay is a discussion of the computer simulation and evolution of three-dimensional synthetic animals with neural network controllers. The minimally cognitive behavior of finding food by exhibiting positive chemotaxis is simulated with swimming and walking creatures. These simulations form the basis of a discussion of the evolutionary and neurocomputational bases of the incremental emergence of more complex forms of cognition. Other related work has been used to attack computational and representational theories of cognition. In contrast, I argue that the proper understanding of the evolutionary emergence of minimally cognitive behaviors is computational and representational through and through.  相似文献   
207.
Brain-computer interface (BCI) technology relies on the ability of individuals to voluntarily and reliably produce changes in their electroencephalographic (EEG) activity. The present paper reviews research on cognitive tasks and other methods of generating and controlling specific changes in EEG activity that can be used to drive BCI systems. To date, motor imagery has been the most commonly used task. This paper explores the possibility that other cognitive tasks, including those used in imaging studies, may prove to be more effective. Other factors which influence performance are also considered in relation to selection of tasks, as well as training of subjects.  相似文献   
208.
Courses on ethics and technology have become compulsory for many students at the three Dutch technical universities during the past few years. During this time, teachers have faced a number of didactic problems, which are partly due to a growing number of students. In order to deal with these challenges, teachers in ethics at the three technical universities in the Netherlands — in Delft, Eindhoven and Twente — have developed a web-based computer program called Agora (see www.ethicsandtechnology.com). This program enables students to exercise their ethical understanding and skills extensively. The program makes it possible for students to participate actively in moral reflection and reasoning, and to develop the moral competencies that are needed in their later professional practice. The developers of the program have tried to avoid two traps. Firstly, they rejected, from the outset, a cookbook style of dealing with ethical problems that applied ethics is often taken to be and, secondly, they wanted to design a flexible program that respects the student’s as well as the teacher’s creativity, and that tries to engage students in moral reflection. Agora meets these requirements. The program offers possibilities that extend beyond the requirements that are usually accepted for case-exercises in applied ethics, and that have been realised in several other computer models for teaching ethics. In this article, we describe the main considerations in the development of Agora and the features of the resulting program.  相似文献   
209.
The author has surveyed a quarter of the accredited undergraduate computer science programs in the United States. More than half of these programs offer a “social and ethical implications of computing” course taught by a computer science faculty member, and there appears to be a trend toward teaching ethics classes within computer science departments. Although the decision to create an “in house” computer ethics course may sometimes be a pragmatic response to pressure from the accreditation agency, this paper argues that teaching ethics within a computer science department can provide students and faculty members with numerous benefits. The paper lists topics that can be covered in a computer ethics course and offers some practical suggestions for making the course successful. An earlier version of this paper was presented at the 2005 conference, Ethics and Social Responsibility in Engineering and Technology, Linking Workplace Ethics and Education, co-hosted by Gonzaga University and Loyola Marymount University, Los Angeles, California, 9–10 June 2005.  相似文献   
210.
Two experiments compared performances on conditional discrimination tasks using single-participant designs with and without speed contingencies. Experiment 1 was a systematic replication of Spencer and Chase (1996). Experiment 2 presented equal numbers of training and testing trials. In each experiment, 2 female undergraduates participated. Each formed three five-member and three seven-member equivalence classes in Experiments 1 and 2, respectively. Response speed was an inverse function of nodal number and relational type in Experiment 1, but only of relational type (i.e., baseline, symmetry, transitivity, and equivalence) in Experiment 2, with and without the speed contingency. Accuracy tended to peak without the speed contingency in both experiments. Adding the speed contingency increased response speeds in both experiments, more so in Experiment 2 with a lower limited hold for I participant. The results of Experiment 2 cast doubt on previous reports of the nodality effect and on the notion of "relatedness" among class members, and they support a reinforcement-contingency, rather than a structural, account of equivalence class formation.  相似文献   
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