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211.
We make a proposal for formalizing simultaneous games at the abstraction level of player’s powers, combining ideas from dynamic
logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of ‘concurrent game logic’
CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light
on branching quantifiers and independence-friendly evaluation games for first-order logic. 相似文献
212.
213.
人权视野下的个人健康权与选择权 总被引:2,自引:0,他引:2
王洪春 《医学与哲学(人文社会医学版)》2008,29(3):4-6
从人权的角度看,个人健康权也是一种个人选择权,因为健康本来就是属于个人的。个人健康选择权在属性上,属于一种消极性、否定性和自由性的权利。个人健康选择权主要包括健康生活方式、治疗方式、保健方式、健康状态(水平)、健康隐私以及医疗保障组织选择。农村新型合作医疗是带有合作组织的性质的一种组织,它的推行,应当充分尊重农民自愿参加的选择权,不宜按照某个计划目标推行。 相似文献
214.
Christopher Bratt 《Journal of community & applied social psychology》2008,18(5):403-419
Two quasi‐experiments with intervention and control classes investigated effects of the Jigsaw classroom on intergroup relations, with 11 years old in grade 6 (Study 1) and 13–15 years old in grades 8–10 (Study 2). Both studies investigated developments in majority members' outgroup attitudes, intergroup friendship and empathy. They also investigated attitudes towards school among all the students. Study 2 added assessments of common ingroup identity in the majority sample and considered outgroup attitudes in the minorities' sample. Particularly in Study 2, an effort was made to ensure an accurate implementation of Jigsaw. The studies could not confirm that Jigsaw had effects on intergroup relations. Study 2, using adolescents as participants and 11 Jigsaw classes, found no effects of Jigsaw. In Study 1, one of the two Jigsaw classes had a statistically significant, minor favourable development along outgroup attitudes. However, this development may have been an effect of having two teachers (and few students in the class); no similar development was uncovered in the second Jigsaw class (with one teacher). The data question the frequent optimism on behalf of the Jigsaw classroom as an effective means to counter prejudice. Copyright © 2008 John Wiley & Sons, Ltd. 相似文献
215.
两难对策中价值取向对群体合作行为的影响 总被引:18,自引:4,他引:14
采用实验室方法,通过两难对策任务的情景模拟,研究群体成员的价值取向对群体合作行为的影响。62名被试参加了实验。结果发现:(1)群体合作行为受到群体成员价值取向的影响,合作型成员会产生更多的群体合作行为;(2)群体的合作行为也受到合作者对策策略的影响,对应策略将导致最多的群体合作行为;(3)两者的交互作用对群体的合作行为具有影响,但不显著。 相似文献
216.
This study adopted a contextual framework to examine whether an interaction between group culture and economic power influences self-interest in a simulated commons dilemma. Full-time managers enrolled in executive MBA programs in Germany, Hong Kong, Israel, and the United States (US) made decisions in an asymmetric commons dilemma. Relative to managers from the US and Germany, Israeli managers were more likely to follow an individually rational decision-making approach, taking more resources in a high versus low economic power condition. In contrast, managers from Hong Kong in a high economic power condition followed a collectively rational approach, voluntarily taking fewer resources. Egocentrism mediated this interaction effect of group culture and economic power for the Israeli managers who were more egocentric and believed it was fair to harvest more resources in a high power condition. However, egocentrism did not mediate the interaction effect for managers from Hong Kong. The theoretical and practical implications of the findings highlight the importance of studying the proximal effect of group culture on contextual factors, such as economic power asymmetry, that influence cooperation in social dilemmas. 相似文献
217.
在以构建留学生的汉字语音库为共同目标的合作学习情境下,考察了合作学习中的监控者是否会表现出定向遗忘效应。实验一中,协助者朗读两字表的单字并接受定向遗忘或记忆字表中单字的指令;监控者监控发音的流畅性或准确性,并单独接受再认测验;实验二在协助者重新朗读单字的条件下监控者接受再认测验。结果发现:(1)实验一中,监控者只在深层监控发音准确性的任务时,再认成绩表现出定向遗忘效应,浅层监控发音流畅性的任务中未表现出定向遗忘效应;(2)实验二中在测验阶段复原学习情境后,深浅监控任务下的再认成绩虽存在显著差异,但定向遗忘效应也消失了。综合两个实验表明,合作学习情境下,非有意遗忘的监控者的定向遗忘效应与监控任务深度和学习情境复原与否存在密切联系。 相似文献
218.
老龄化已成为世界性问题, 数字化技术的发展以及视频游戏的迅速普及, 使视频游戏对老年人的影响也逐渐为研究者所关注。游戏中认知功能的训练能有效延缓认知老化; 游戏中体验到的积极情绪以及与其他玩家的互动可以提高心理健康水平; 网络视频游戏还能增加老年人的社会交往, 扩大社交网络, 增强社会功能; 此外, 互动视频游戏还能使老年人进行更多的身体锻炼。未来研究应进一步探讨视频游戏对成功老龄化更全面的影响, 老年玩家在视频游戏中的性别差异, 如何在中国文化背景下理解视频游戏带来的积极影响以及进行应用研究, 针对老年人的实际需要为游戏开发提供建议。 相似文献
219.
W. Bernard Lukenbill William D. Young 《Journal of Religious & Theological Information》2017,16(2):52-67
This article considers the influence of Broadway musicals on the spiritual growth, prosocial attitudes, church values, and moral reasoning of adults when used in Christian congregational worship. Can a church structure and use Broadway musicals in sermons to encourage its lay congregation to identify moral reasoning and recognize core church values and prosocial ideas through sermons based on Broadway musical theater? We applied humanistic psychologist Lawrence Kohlberg's theory of moral reasoning and development considered along with the church's stated core values and prosocial behavior to test if these themes were reflected in the rhetoric of sermons based on Broadway musicals presented from 2008–2015. Findings indicate that this series was well received by the congregation and leadership. Suggestions for further research and church applications for Christian education are given. This research highlights the importance of church archives and library support for the further development of information about the church and its role in society. 相似文献
220.
Fabiana Rita Camara Machado Priscilla Pereira Antunes Jandara De Moura Souza Antônio Cardoso Dos Santos Daniela Centenaro Levandowski Alcyr Alves De Oliveira 《Journal of motor behavior》2017,49(3):273-280
The authors aimed to investigate the effects of an intervention based on interactive game set with the movement sensor Kinect on children with cerebral palsy (CP). Twenty-eight participants were recruited. Their age was between 3 and 12 years old, and rated as level I, II, or III on the Gross Motor Function Classification System. They played two games from the Xbox 360 Kinect system and were evaluated using the Gross Motor Function Measure (GMFM) after a period of 8 weeks. The intervention led to significant motor function improvement as increase of the global scores on the GMFM (p < .001). Rehabilitation interventions using the Xbox 360 Kinect interactive games may represent useful tools for children with CP. 相似文献