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241.
Online video games are social spaces for players from around the world. They use this space to form communities, relationships, and identities. However, gaming communities are not always welcoming, and some are even perceived as being “toxic.” A prevalent issue is online sexual harassment, which is keeping many women from participating in the gaming community. Research on the factors contributing to the problem is limited, though. The present study replicates and expands previous research, using a sample of 856 online gamers. The study supports earlier findings that found hostile sexism and social dominance orientation as predictors of sexual harassment perpetration in online video games. In addition, we expanded the previous research with additional predictors: machiavellianism, psychopathy, and gamer identification predicted higher sexual harassment perpetration. Our results have implications for the gaming community's role in curtailing sexual harassment and making itself a more inclusive community.  相似文献   
242.
Partiality and games: propositional logic   总被引:2,自引:0,他引:2  
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243.
Using mainly historical material fromAustralia, the paper seeks to understand earlyforms of school physical training, sport andmedical inspection as specialised means ofschooling bodies. The study adopts a socialepistemological perspective in seeking tounderstand the meaning-in-use of notions suchas physical training. It explores the socialconsequences of the practices carried out inthe name of physical training, particularly inrelation to shifts in the social regulation ofbodies over time from a mass, externalised, andcentralised form to a relatively moreindividualised, internalised and diffuse form.This focus on the body is of key importance fora social epistemological study of physicaleducation because it forces us to look closelyat the practices constituting physicaleducation.  相似文献   
244.
245.
中学生合作行为的影响因素的实验研究   总被引:5,自引:0,他引:5  
李燕  曹子方 《心理科学》1997,20(3):230-234
用囚犯两难游戏和懦夫游戏作实验材料,采用L16(215)正交实验设计,对64名初二、高二学生在不同实验情境中的合作行为反应策略进行了研究。结果表明,被试对交流的预期、交流的进行、被试对对手社会地位的评估、以及被试所面临的游戏矩阵和被试自身的年龄特点都影响被试对对手的表征,进而影响被试游戏行为的决策过程和合作行为的反应倾向。研究结果支持社会表征理论,为创设有利于合作的人际互动情境提供一定的理论依据。  相似文献   
246.
Observing behavior in a computer game.   总被引:2,自引:1,他引:1       下载免费PDF全文
Contingencies studied in lever-pressing procedures were incorporated into a popular computer game, "Star Trek," played by college students. One putative reinforcer, the opportunity to destroy Klingon invaders, was scheduled independently of responding according to a variable-time schedule that alternated unpredictably with equal periods of Klingon unavailability (mixed variable time, extinction schedule of reinforcement). Two commands ("observing responses") each produced stimuli that were either correlated or uncorrelated with the two components. In several variations of the basic game, an S-, or bad news, was not as reinforcing as an S+, or good news. In addition, in other conditions for the same subjects observing responses were not maintained better by bad news than by an uninformative stimulus. In both choices, more observing tended to be maintained by an S- for response-independent Klingons when its information could be (and was) used to advantage with respect to other types of reinforcement in the situation (Parts 1 and 2) than when the information could not be so used (Part 3). The findings favor the conditioned reinforcement hypothesis of observing behavior over the uncertainty-reduction hypothesis. This extends research to a more natural setting and to multialternative concurrent schedules of events of seemingly intrinsic value.  相似文献   
247.
In adult football, small-sided games are associated with increased action variability and suggested to promote more creative actions compared to regular 11v11 formats. This aligns with predictions from an ecological approach to perception and action that creative actions emerge in environments that grant variability in action, instead of being an expression of the individual player’s ability to generate ideas. To further evidence for this prediction, the current study aimed to expand this observation to elite youth football players. To this end, the number of different and creative actions in 4v4 small-sided game and a 11v11 regular-sided game among 10- to 12-year-old elite football players were examined. We analyzed a total of 7922 actions, which were categorized for type and creativity. Based on a subset of these actions, a panel of elite football coaches judged action types occurring below 0.5% as significantly more creative than more frequent action types. Hence, we used an occurrence of 0.5% as threshold to distinguish creative actions from non-creative actions. The results showed that the total number of actions, the number of different action types, the number creative actions and the number of different creative action types was significantly higher for the small-sided game format than the regular-sided game. In conclusion, this study confirms that in elite youth football, small-sided games induce a more variable and creative action repertoire. This shows that practitioners can design learning environments that promote the emergence of creative actions.  相似文献   
248.
以80名小学生为被试,采用拼图任务,对小组在竞争与非竞争情境下的合作绩效和言语互动策略进行比较。结果发现:(1)组间竞争提升了小学高年级儿童的合作效率,但对低年级儿童的合作绩效无明显影响。(2)组间竞争抑制了低年级儿童在小组合作过程中的言语沟通,而同样情境下高年级小组成员的言语沟通量显著增加。(3)组间竞争促进了高年级小组成员之间的积极言语互动。年级和情境在建议、询问、表扬、应答和指令等言语互动策略上的交互作用显著。由此可见,组间竞争对小学儿童的合作绩效和言语互动策略存在影响,但这种影响在不同年级存在差异。  相似文献   
249.
The emergence of signaling systems has been observed in numerous experimental and real‐world contexts, but there is no consensus on which (if any) shared mechanisms underlie such phenomena. A number of explanatory mechanisms have been proposed within several disciplines, all of which have been instantiated as credible working models. However, they are usually framed as being mutually incompatible. Using an exemplar‐based framework, we replicate these models in a minimal configuration which allows us to directly compare them. This reveals that the development of optimal signaling is driven by similar mechanisms in each model, which leads us to propose three requirements for the emergence of conventional signaling. These are the creation and transmission of referential information, a systemic bias against ambiguity, and finally some form of information loss. Considering this, we then discuss some implications for theoretical and experimental approaches to the emergence of learned communication.  相似文献   
250.
本研究采用重复囚徒困境实验范式,考察了社会距离和合作指数对不同年龄青少年(初中生、高中生和大学生,且每个年龄段的被试数为40名)在博弈决策中的合作行为的影响。结果发现:(1)随着年龄的增加,青少年合作行为的总体趋势表现为下降;(2)社会距离对大学生的合作行为的正向作用显著,而中学生的合作行为却不受其影响;(3)个体合作率会受到合作指数的促进作用,但这种促进作用在大学生中表现的更为显著。即随年龄增长,个体会更少的采取合作行为,并且个体是否采取合作在更大程度上基于当前博弈中的收支情况和与博弈对象之间的社会距离。  相似文献   
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