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201.
Cooperative learning activities play a significant role in the schools. As such, these activities should be of interest to applied behavior analysts concerned with educational interventions. A number of factors appear to contribute to the impact of cooperative group activities, including the level of individual accountability, group contingencies, and the types of interactive behaviors in which students engage during group activities. This paper reviews current research on cooperative learning, focusing on the relationships between student behaviors, contingencies of reinforcement and group outcomes. The social and academic skills with which students enter cooperative learning activities, and the impact of these skills on students' behavior within groups and on the social and academic outcomes of groups is considered. Problems associated with the failure of cooperative groups are also addressed. The research potentials for applied behavior analysts are discussed.  相似文献   
202.
We report a study of the behavior of starlings in laboratory situations inspired by the “prisoner's dilemma.” Our purpose is to investigate some possible mechanisms for the maintenance of cooperation by reciprocity and to investigate the process of autoshaping at a trial-by-trial level. In Experiment 1, pairs of starlings housed in adjacent cages played a discrete-trial “game” in which food could be obtained only by “cooperation.” In this game, pecking at a response key eliminated the opportunity to obtain food but produced food for the partner. If neither bird pecked, neither had the opportunity to obtain food in that trial. Some level of cooperation persisted for several sessions whether the birds had been pretrained for a high or low probability of pecking at the key. The probability of a cooperative response was higher after trials in which the partner responded (and a reward was obtained) than after trials in which neither bird responded (and no reward was obtained), but the probability of a response was even higher after trials in which the same bird had responded, even though no reward was obtained by the actor in these trials. This behavior did not require visual presence of another player, because similar results were obtained in Experiment 2 (a replicate of Experiment 1 in which the members of the pair could not see each other) and in Experiment 3, a game in which each starling played with a computer responding with “tit for tat.” Using an omission schedule, in which food was given in all trials in which the bird did not peck, Experiment 4 showed that pecking could be maintained by autoshaping. In this experiment, overall probability of pecking decreased with experience, due to a drop in the tendency to peck in consecutive trials. The probability of pecking in trials following a reinforced trial did not decrease with experience. An implementation of the Rescorla–Wagner model for this situation was capable of reproducing molar, but not molecular, aspects of our results. The results violate the predictions of several game-theoretical models for the evolution of cooperation, including tit for tat, generous tit for tat, and the superior win-stay-lose-shift.  相似文献   
203.
Behavioral researchers play critical, but often unanalyzed, roles in the programs they develop. Unless they replace their key activities with standardized procedures, their continued participation may be essential to program success—a situation that is often not only impractical but may be prohibitively expensive and disliked by local staff. This study was conducted in a student housing cooperative that is dependent on close researcher supervision for its continued health and survival. A key activity of the co-op researchers was to provide public recognition for good job performance by co-op members. The purposes of this study were (a) to replace that idiosyncratic recognition with systematic procedures so members, instead of the researchers, would provide public recognition to each other for good job performance; and (b) to evaluate those procedures by comparing job performance when member-delivered recognition was provided and when it was not. When the procedures were in place, job performance increased and fines for poor job performance and complaining at meetings decreased. This study suggests that procedures can be developed to reduce program reliance on the researcher that are effective, inexpensive, sustainable, and acceptable to the participants—a first step toward developing a technology of program maintenance.  相似文献   
204.
Computer game playing is a popular activity among adolescents yet there have been no systematic studies in the U.K. on its prevalence and its demographics. A questionnaire study was undertaken with 387 adolescents (12–16 years of age) to establish the time spent playing computer games, who they first started playing with, the reasons why they first started and why they play now and negative consequences of play. Results revealed that for many adolescents, home computer game playing can take up considerable time with 7% of the sample playing for at least 30 hours a week. Although there were no differences between males and females in who played computer games, it was established that males were found to play significantly more regularly than females.  相似文献   
205.
The popularity of video games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relationship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. The available literature on virtual reality effects on aggression is discussed as well. The preponderance of the evidence from the existing literature suggests that exposure to video-game violence increases aggressive behavior and other aggression-related phenomena. However, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research.  相似文献   
206.
采用R/K范式和事件相关电位技术(ERPs)分别从加工结果和加工过程考察网络游戏中化身参照的加工优势。实验1采用R/K范式比较40名玩家在不同参照条件下的记忆成绩。结果发现:化身参照的总再认正确率、R反应再认正确率和辨别力d'都显著优于他人参照, 初步证实化身参照的记忆加工优势。实验2借助ERPs内隐地考察网络游戏中20名玩家的化身参照在加工时间进程上的神经机制。结果发现:加工化身名字比熟悉他人名字诱发更大的P2 (160~260 ms)和P3 (370~600 ms)波幅, 比外国熟悉他人名字的P3潜伏期更短。结果表明, 相比较其他信息, 玩家不仅能够迅速注意到化身相关信息, 还对化身相关信息进行了更加精细和深入地加工。综上所述, 无论是记忆结果还是加工时间进程, 都存在网络游戏中的化身参照加工优势。  相似文献   
207.
Increasing the students' academic achievement in the international evaluation arena is a challenge for our country, and cooperative learning and emotional intelligence may be a solution for this problem. The link between cooperative learning, emotional intelligence, and academic achievement has been poorly studied so far. The objective of the present investigation was to examine the influence of cooperative learning on trait emotional intelligence and academic achievement. The methodology used was a quasi-experimental design with pre/post-measurements and experimental/control groups. The participants were primary education students (n = 692) and teachers (n = 24) from eight public schools in Madrid, Spain. The instruments used were the Emotional Quotient-Youth Version questionnaire and internal and external assessment tests. Our results indicated that cooperative learning improved scores of one dimension of trait emotional intelligence, change adaptability, and students' academic achievement (Mathematics and Spanish Language). We discussed the possible implications of these outcomes for educational practice.  相似文献   
208.
近期研究表明短时接触双人电子游戏有助于促进幼儿的同伴交往与亲社会行为。本研究进一步考查了5天的双人合作类电子游戏与传统游戏干预对幼儿社会化的影响。结果显示,电子与传统游戏干预均能促进幼儿的同伴交往和亲社会行为,且两者的效果不存在差异;女孩比男孩更喜欢自己的搭档、更乐于与同伴交往和分享,游戏干预效果不存在性别差异。可见双人合作类电子/传统游戏干预对幼儿的同伴交往和亲社会行为发展都较有裨益。  相似文献   
209.
The association between aggressive media and related behavior is complicated, and the role of underlying genetics has not been adequately explored. A better understanding of the role of genetics on the relationship between aggressive media and behavior, especially in young children, is critical. Using a twin/triplets sample (N = 184 children), the authors investigated the association between preschoolers' preferred media choices and their aggressive behaviors. A multimeasure methodology was utilized, examining children's reports of their preferred media games and shows, observed child negativity and aggression in the lab, and parent reports of their own and their children's aggressive behaviors. The results demonstrated a significant relationship between maternal aggression and parent-reported child aggression, especially for boys. Genetic analyses demonstrated significant heritability for children's parent-reported aggressive behaviors, supporting the biological basis of aggression, but not for media aggression preferences. Controlling for genetics, the authors found that the association between media preferences and aggressive behavior may be genetic in origin. These results emphasize the importance of considering shared genetics underlying the relationship between children's aggressive behaviors and their media preferences, as well as environmental influences. By examining preschoolers, the present study provides insight into the importance of media influences in children younger than those previously studied.  相似文献   
210.
We report two studies that demonstrate how five‐ and seven‐year‐olds adapt their production of arguments to either a cooperative or a competitive context. Two games elicited agreements from peer dyads about placing animals on either of two halves of a playing field owned by either child. Children had to produce arguments to justify these decisions. Played in a competitive context that encouraged placing animals on one's own half, children's arguments showed a bias that was the result of withholding known arguments. In a cooperative context, children produced not only more arguments, but also more ‘two‐sided’ arguments. Also, seven‐year‐olds demonstrated a more frequent and strategic use of arguments that specifically refuted decisions that would favour their peers. The results suggest that cooperative contexts provide a more motivating context for children to produce arguments.

Statement of contribution

What is already known on this subject ?
  • Reasoning is a social skill that allows people to reach joint decisions.
  • Preschoolers give reasons for their proposals in their peer conversations.
  • By adolescence, children use sophisticated arguments (e.g., refutations and rebuttals).
What the present study adds?
  • Cooperation offers a more motivating context for children's argument production.
  • Seven‐year‐olds are more strategic than five‐year‐olds in their reasoning with peers.
  • Children's reasoning with others becomes more sophisticated after preschool years.
  相似文献   
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