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191.
汪夏 《社会心理科学》2010,(3):54-56,85
流畅感,也有人译作沉浸,指的是一种暂时性、主观的经验,当人们在进行活动的时候如果完全的投入情境中,就是进入一种沉浸的状态。在网络游戏中也有可能产生这样的状态,而这也是许多人会对网络游戏不可自拔的着迷的原因。我们以网络游戏中体验到的流畅感为例,探讨如何将这种体验迁移到教学或者工作当中,实现流畅感理论的应用。  相似文献   
192.
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   
193.
新型农村合作医疗补偿模式现状分析   总被引:9,自引:0,他引:9  
新型农村合作医疗工作试点推广以来,各地都在探索适合本地实际的运行机制和模式。尝试在归纳我国新型农村合作医疗补偿模式的基础上,分析其发生发展的动因度机制,以供研究和实践者参考。  相似文献   
194.
Associations between a preference for violent electronic games and adolescents’ self‐perceptions of problem behaviors and emotions were examined. It was predicted that a preference for violent games would be associated with negative externalizing characteristics, in particular aggressive emotions and behaviors, on the Youth Self‐Report (YSR), a standardized self‐report measure of adolescent problem behaviors. Thirty‐two 11‐ through 15‐year‐olds (17 girls) listed and categorized favorite electronic games into one of six predetermined categories and completed the YSR. MANOVA revealed significant relationships between a preference for violent games and the Thought Problems subscale (P < .01) and YSR Total Score (P < .05), with trends noted for the Internalizing (P < .06) and Anxious‐Depressed (P < .08) subscales. Expected relationships with externalizing behaviors, including aggression, were not found. However, across all YSR subscales, children with higher preference for violent games had more clinically significant elevations than those with low preference for violent games. On the Total Problems subscale, of the eight children receiving scores in the clinically significant range, six were in the High preference group (three boys and three girls). The failure to find the expected relationships between a preference for violent games and aggressive, externalizing behaviors is puzzling. It is possible that individuals with a preference for violent games may have high exposure to all forms of media violence. Their perceptions of their own behavior, in comparison, may not seem sufficiently aggressive to justify endorsement of problems in this area. Or, playing violent electronic games may promote a disconnection between the emotions normally associated with violence and violent acts. These explanations are consistent with a desensitization model where exposure to media violence decreases sensitivity to aggression. Aggr. Behav. 28:134–144, 2002. © 2002 Wiley‐Liss, Inc.  相似文献   
195.
幼儿合作认知发展特点的研究   总被引:5,自引:1,他引:4  
采用访谈法对136名中、大班幼儿合作认知的发展特点进行了研究。结果表明:儿童的合作认知主要分为五级水平。在幼儿阶段,儿童主要以客观条件性认知和结果性认知为主.其中客观条件性认知比例最高,共同利益性和价值现性认知逐渐发展,规则权威性认知仍有一定存在;从中班到大班,幼儿客观条件性认知比例逐渐减少,结果性、共同利益性和价值现性认知逐渐增多;幼儿合作认知发展不存在显著的性别差异;在不同情境下,幼儿合作认知的发展水平不同。  相似文献   
196.
197.
动态两难对策中信息反馈方式对合作行为的影响   总被引:4,自引:0,他引:4  
何贵兵 《心理科学》2004,27(4):876-880
本研究着重探讨了多人动态对策情景中信息反馈方式和群体认同度对合作行为变化的影响。结果表明,集体反馈比个人反馈更能促进被试的合作行为,而群体认同度对合作行为的影响不显著;在集体反馈条件下,合作行为在各轮次问的随机波动较大,但在三个决策阶段问较为稳定;个人反馈条件下,合作行为在各轮次问的随机波动较小,但在三阶段问呈现出不对称的“U”型变化趋势。研究认为,建立在反馈信息基础上的决策学习使合作行为的动态变化具有策略性和适应性。  相似文献   
198.
合作学习是应对信息时代学习困境的有效途径。研究一探索了合作学习群体中是否存在集体智慧,研究二比较了互动小组和名义小组在创新观点产生任务中的表现,研究三考察了合作学习小组在群体决策中的表现及其成员的观点和主观自信的影响。研究表明:在长期合作学习小组的多重任务表现中存在代表群体整体一般能力的C因素,即存在集体智慧;在创新观点的产生中,社会影响不利于集体智慧发挥作用;在困难问题解决的判断与决策中,集体智慧发挥的作用更明显,较不会受到个别成员的主观自信、实力和多数人意见左右。建议在合作学习等群体活动中通过策略选择和规则设置促进集体智慧发挥作用。  相似文献   
199.
Prosociality and morality are critical to the functioning and flourishing of society. There is, however, great variation in the degree to which individuals help or hinder one another, or adhere to ethical standards of “rightness.” One way to understand this variation is by drawing on theories and models within personality psychology, which may illuminate the basic individual characteristics that drive a wide range of other-regarding tendencies. In this review, we provide a snapshot of three research strands addressing these themes. The first concerns how personality traits map onto prosocial preferences for fairness and cooperation, as studied using classic social decision-making tasks called economic games. The second concerns the robust associations between personality traits and indicators of inter-group prejudice (e.g., authoritarian ideology). The third concerns the emerging concept of moral exceptionality, and the personality traits that may characterise individuals at the forefront of moral progress. These examples demonstrate the core role that personality psychology is playing in the study of prosocial and moral behaviour, as well as the critical mass emerging in the Australian context around these themes.  相似文献   
200.
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