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Our study addresses the following research questions: Are there differences between handwriting movements on paper and on a tablet computer? Can experienced writers, such as most adults, adapt their graphomotor execution during writing to a rather unfamiliar surface for instance a tablet computer?We examined the handwriting performance of adults in three tasks with different complexity: (a) graphomotor abilities, (b) visuomotor abilities and (c) handwriting. Each participant performed each task twice, once on paper and once on a tablet computer with a pen.We tested 25 participants by measuring their writing duration, in air time, number of pen lifts, writing velocity and number of inversions in velocity. The data were analyzed using linear mixed-effects modeling with repeated measures.Our results reveal differences between writing on paper and on a tablet computer which were partly task-dependent. Our findings also show that participants were able to adapt their graphomotor execution to the smoother surface of the tablet computer during the tasks.  相似文献   
174.
In theoretical analyses of early mother–child interaction, it has been argued that interaction should be studied in its flow over time, and that the behaviour of each interactant is likely to be non‐linearly determined. The mother–child dyad can be seen as a non‐linear dynamic system, the development of which is determined by the mutual relations between its elements. The present study is based on the idea that computer simulations can be used to find out what kind of empirical implication these ideas have. Accordingly, we describe two non‐linear dynamic systems‐based models for simulating mother–child interaction, i.e. a connectionist network model and a logistic growth model. Three determinants of the nature of the interaction, i.e. the child's irritability, the mother's sensitive responsiveness, and the intensity of an external stressor bothering the child, are varied systematically. Although the results of both simulations differed considerably, they shared the fact that small changes in stressor intensity produced abrupt changes from one type of interaction to another. In addition, increasing stressor intensity sometimes had the paradoxical effect of resulting in less, rather than more, distress on the side of the child. Though irritability and responsiveness were varied in a less fine‐grained way than stressor intensity, the results suggest that similarly small differences in these dimensions at different parts of the dimension's scale range have differentially strong effects on the nature of the interaction. It is concluded that these simulations help us to specify the nature of empirically researchable phenomena that are to be expected, given the assumptions listed above. Further elaboration of the models and comparison with longitudinal empirical data is needed to answer further theoretical and practical questions. Copyright © 2000 John Wiley & Sons, Ltd.  相似文献   
175.
Web-based software was used to deliver and record the effects of programmed instruction that progressively added formal prompts until attempts were successful, programmed instruction with one attempt, and prose tutorials. Error-contingent progressive prompting took significantly longer than programmed instruction and prose. Both forms of programmed instruction substantially increased the appropriate use of behavioral vocabulary during subsequent interpretive essays. These behavioral gains extended to a different setting, suggesting that more was being learned than simply how to answer programmed tutorial frames correctly.  相似文献   
176.
In trying to control various aspects concerning utterance production in multi-party human–computer dialogue, argumentative considerations play an important part, particularly in choosing appropriate lexical units so that we fine-tune the degree of persuasion that each utterance has. A preliminary step in this endeavor is the ability to place an ordering relation between semantic forms (that are due to be realized as utterances, by the machine), concerning their persuasion strength, with respect to certain (explicit or implicit) conclusions. Thus, in this article, we propose a mechanism for assessing utterances, in terms of their argumentative force. The framework designed conflates insights from Asher and Lascarides’ SDRT (“Segmented Discourse Representation Theory”), and from Anscombre and Ducrot’s AT (“Argumentation Theory”). These mechanisms are included in a language generation component of a multi-party dialogue system for book reservation applications (i.e., a “virtual librarian”), and thus evaluated via typical human–machine conversations.
Jean CaelenEmail:
  相似文献   
177.
Over 10 years have passed since the publication of Carr and Burkholder's (1998) technical article on how to construct single‐subject graphs using Microsoft Excel. Over the course of the past decade, the Excel program has undergone a series of revisions that make the Carr and Burkholder paper somewhat difficult to follow with newer versions. The present article provides task analyses for constructing various types of commonly used single‐subject design graphs in Microsoft Excel 2007. The task analyses were evaluated using a between‐subjects design that compared the graphing skills of 22 behavior‐analytic graduate students using Excel 2007 and either the Carr and Burkholder or newly developed task analyses. Results indicate that the new task analyses yielded more accurate and faster graph construction than the Carr and Burkholder instructions.  相似文献   
178.
篇章阅读的动态理解观和计算机模拟的应用   总被引:1,自引:0,他引:1  
篇章阅读中信息加工的研究一直是文本心理学以及相关科学研究的热点问题。近几年,篇章阅读的动态理解观和计算机模型的影响力正逐步增大。与先前阅读加工观相比,动态理解观整合了阅读的即时加工和延时表征以及两者之间动态的相互关系,并试图捕捉篇章中的每一概念在整个阅读过程中不断变化的激活情况。利用计算机模型研究阅读加工则不像以往的研究方法都需要利用被试的实际阅读反应,在阅读理论的基础上编制的计算机模型能够模拟出人们阅读中的即时表现和阅读后的记忆内容,模拟的数据与行为学实验结果也非常一致  相似文献   
179.
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   
180.
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   
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