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101.
102.
企业员工知识分享行为的结构与测量   总被引:6,自引:0,他引:6  
杨玉浩  龙君伟 《心理学报》2008,40(3):350-357
通过对52名员工访谈和217名员工的开放式问卷调查,经专家讨论,编制了适合中国文化背景的员工知识分享行为问卷。对407份有效问卷的探索性分析表明:员工知识分享行为是三因素结构,即分享质量、协同精神和躬行表现。为了进一步验证员工知识分享行为问卷的信度和效度,对428份有效数据的验证性因素分析证实了三维结构模型的合理性,说明基于中国文化背景下编制的员工知识分享行为问卷具有较好的信度和效度  相似文献   
103.
An overview of different versions and applications of Lorenzen’s dialogue game approach to the foundations of logic, here largely restricted to the realm of manyvalued logics, is presented. Among the reviewed concepts and results are Giles’s characterization of ?ukasiewicz logic and some of its generalizations to other fuzzy logics, including interval based logics, a parallel version of Lorenzen’s game for intuitionistic logic that is adequate for finite- and infinite-valued Gödel logics, and a truth comparison game for infinite-valued Gödel logic.  相似文献   
104.
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression.  相似文献   
105.
农民合作组织介入下的新型农村合作医疗发展机制探索   总被引:1,自引:0,他引:1  
农民合作组织是一种自治性的民间社团组织。在新型农村合作医疗体系中,农民处于弱势地位,可以借助农民卫生合作组织来提升农民在新型合作医疗中自我服务、筹资和监督的能力。政府要加强调研,引导农民成立科学的农民卫生合作组织,保障农民健康权益和社会利益实现,促进新型农村合作医疗的可持续发展。  相似文献   
106.
The current study utilized the General Aggression Model, with an emphasis on aggression-related priming, to explore the different effects on hostility, physiological arousal, and state aggression in those who played a violent video game (Mortal Kombat: Deadly Alliance) with differing levels of blood (maximum, medium, low, and off). Simple effects analyses showed that those in the maximum blood and medium blood conditions had a significant increase in hostility and physiological arousal, while those in the low blood and no blood conditions did not have such an increase in arousal and hostility. Further analyses indicated that those in the maximum and medium blood conditions used the character’s weapon significantly more often than those in the low and blood absent conditions. Implications and future research are discussed.  相似文献   
107.
In this paper I want to argue for the optimal way to characterise the logical and semantical behaviour of the singular term ‘God’ used in religious language. The relevance of this enterprise to logical theory is the main focus as well. Doing this presupposes to outline the two rivaling approaches of well-definition of singular terms: Kripke’s (“rigid designators”) and Hintikka’s (“world-lines”). ‘God’ as a “rigid designator” is purified from all real-life-language-games of identification and only spells out a metaphysical tag, which favours the view of “anything goes”. Instead, ‘God’ as a “world-line,” plus two ways of quantification, is much more flexible to theological traditions, teachings of the church, religious practices and personal feelings. Thus, it provides a sufficiently well-defined singular term for the purposes of logical theory. The whole sketch is based on Jaakko Hintikka’s logical ideas, mainly on his responses to different authors in PJH. I have systematically omitted direct references to his texts because I have modified considerably his ideas for my own purposes.  相似文献   
108.
Twenty children, ten 2-year-olds and ten 3-year-olds, participated in an AB procedure. In the baseline phase, each child was trained the same four matching relations to criterion under intermittent reinforcement. During the subsequent imitation test, the experimenter modeled a total of 20 target gestures (six trials each) interspersed with intermittently reinforced baseline trials. In each session, target gestures were selected in a pre-randomized sequence from: Set 1--ear touches; Set 2--shoulder touches; Set 3--midarm touches; and Set 4--wrist touches; subjects' responses to targets were not reinforced. In each target set, half the gestures featured in nursery matching games and were termed common targets whereas the remainder, which were topographically similar but did not feature in the games, served as uncommon targets. The children produced significantly more matching responses to common target models than to uncommon ones. Common responses were also produced as mismatches to uncommon target models more often than vice versa. Response accuracy did not improve over trials, suggesting that "parity" did not serve as a conditioned reinforcer. All children showed a strong bias for "mirroring"--responding in the same hemispace as the modeler. The 2-year-olds produced more matching errors than the 3-year-olds and most children showed a bias for responding with their right hands. The strong effects of training environment (nursery matching games) are consistent with a Skinnerian account, but not a cognitive goal theory account, of imitation in young children.  相似文献   
109.
本研究采用连续式公共物品困境,考察不同类型的个体在同伴遵守和违反均等规范两种条件下合作的前后变化及其可能的机制。结果发现:(1)依据行为决策对被试进行的分类与其社会价值取向之间不存在相关;(2)一人违反均等条件下被试的合作水平高于多人违反均等条件下的合作水平;(3)高贡献者在前后两次互动中维持较高的合作水平和信念水平;(4)低贡献者第二次决策时比第一次决策时更合作,这可能是由于他们的合作信念提高。  相似文献   
110.
赵永乐  何莹  郑涌 《心理科学进展》2011,19(12):1788-1797
国内外的心理学者对暴力与非暴力电子游戏的消极影响做了大量研究, 随着一般学习模型的出现, 电子游戏的积极影响研究开始兴起, 同时也产生了对电子游戏消极影响的激烈争议。通过对近年来电子游戏消极影响研究中存在的问题进行分析, 认为争议的原因主要在于相关研究未能与真实社会情境结合, 研究设计与方法存在异议, 研究范围狭窄, 研究结果相互矛盾等。将研究领域扩展至电子游戏积极影响方面, 以及大范围的纵向研究将是解决这一争议的关键和这一领域未来的研究方向。  相似文献   
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