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251.
崔丽莹 《心理科学》2011,34(3):613-618
目的:旨在揭示中小学儿童的人际信任、成就动机水平及其与合作倾向之间的关系。方法:运用马基量表、人际信任量表、成就动机量表和合作倾向评价表对553名3-8年级学生进行测查。结果:1,初中男女生在人际信任水平上出现明显分化。2,男生追求成功的动机和避免失败的动机随年龄增长出现下降趋势,女生追求成功的动机下降,避免失败的动机上升。3,追求成功的动机与合作倾向有显著正相关。结论:与人际信任水平相比,成就动机在儿童合作倾向的评价中发挥了更大的作用。  相似文献   
252.
网络游戏动机的种类、影响及其作用机制   总被引:1,自引:0,他引:1  
魏华  范翠英  平凡  郑璐璐 《心理科学进展》2011,19(10):1527-1533
从动机的角度理解网络游戏日益受到研究者的关注。网络游戏动机的研究主要包括:(1)网络游戏动机的种类。在诸多游戏动机中, 乐趣是研究者最为关注的, 其次包括沉醉、社交、逃避、好奇和竞争等。(2)网络游戏动机的影响因素, 包括人格和网络游戏中的社会和个人互动等。(3)动机对网络游戏意向和行为的影响, 这些动机包括乐趣、社交和成就等。(4)网络游戏动机的影响机制, 包括网络游戏动机的中介作用、网络游戏动机与网络游戏行为意向之间的中介变量和调节变量。未来的研究应当关注网络游戏动机种类的分化与整合, 重视从发展心理学、动机的形成和发展过程以及情绪的角度来探讨网络游戏的动机。  相似文献   
253.
The current research examined whether visuospatial recall of both abstract and common objects was related to gender or object familiarity. Seventy two undergraduates from a university in the Southern U.S. were asked to draw the Rey Complex Figure and a series of common objects from memory. A pilot sample of seventy three undergraduates had previously identified common objects as “male” “female” and “neutral” exemplars. Males were significantly better at drawing “male” and “neutral” exemplars whereas females were better at drawing “female” exemplars. Neither gender was significantly better at the Rey task. These results question whether males have an inherent advantage in visual memory. Results also found that experience with playing violent video games was associated with higher visual memory recall.  相似文献   
254.
目前农村医疗保障实行的新型农村合作医疗制度体系,很难保障农村居民的基本医疗卫生服务的需求。提出构建包括卫生防疫与基础保健功能的基础层,新型农村合作医疗制度的主体层,农村医疗救助制度的最低层,商业性医疗保险的补充层的多层次农村医疗保障制度体系,以有效解决农村居民对医疗卫生服务不同层次的需要。  相似文献   
255.
长沙市新型农村合作医疗现状与对策研究   总被引:1,自引:0,他引:1  
新型农村合作医疗制度是我国农民的基本医疗保障制度,长沙市自2003开始试点,2006年全面推行,农民参合率达到84.6%,有效保障了农民能享有基本医疗卫生保健服务。通过对长沙2006年四县五区的新型农村合作医疗工作进行调查,分析了新型农村合作医疗存在的问题,提出了进一步改进的政策方案。  相似文献   
256.
Two hundred twenty-five console video game covers obtained from online retail sites were examined for portrayals of men and women. We hypothesized that males would be portrayed more often, but that females would be portrayed in a more hyper-sexualized manner. Male characters were almost four times more frequently portrayed than female characters and were given significantly more game relevant action. However, in spite of their less frequent appearance, female characters were more likely to be portrayed with exaggerated, and often objectified, sexiness. Further, violence and sexiness was paired more frequently for female characters than violence and muscular physiques for the male characters. The potential influence these negative portrayals could have on gamers is discussed.  相似文献   
257.
We present a generic denotational semantic framework for protocols for dialogs between rational and autonomous agents over action which allows for retraction and revocation of proposals for action. The semantic framework views participants in a deliberation dialog as jointly and incrementally manipulating the contents of shared spaces of action-intention tokens. The framework extends prior work by decoupling the identity of an agent who first articulates a proposal for action from the identity of any agent then empowered to retract or revoke the proposal, thereby permitting proposals, entreaties, commands, promises, etc., to be distinguished semantically.  相似文献   
258.
Media Violence and Social Neuroscience: New Questions and New Opportunities   总被引:1,自引:0,他引:1  
ABSTRACT— Decades of research have demonstrated that exposure to violence on television can cause increases in aggression. The recent emergence of violent video games has raised new questions regarding the effects of violent media. The General Aggression Model (GAM) predicts that exposure to violent media increases aggressive behavior through one of three primary pathways (arousal, cognitions, and affect). Past psychophysiological research has supported GAM but has been limited to examining arousal-related variables. Recent advances in social neuroscience have opened the door to investigations of exposure to violent media on cognitive and affective components and their neurocognitive underpinnings. Neuroscience tools have the potential to provide answers to the new questions posed by recent advances in media technology.  相似文献   
259.
We observe that in certain two-player repeated games of incomplete information, where information may be incomplete on both sides, it is possible for an informed player to signal his status as an informed player to the other without revealing any information about the choice of chance. The key to obtaining such a class of games is to relax the assumption that the players’ moves are observable. We show that in such cases players can achieve a kind of signaling that is “zero-knowledge”, in the sense that the other player becomes convinced that her opponent is informed without ever learning the choice of chance. Moreover, such “zero-knowledge signaling” has all of the statistical properties associated with zero-knowledge proofs in intereactive protocols. In particular, under the general assumption that moves are unobservable, such signaling leads to a class of equilibria in repeated games that are separatingin regard to the status of player 1–informed or uninformed–but only for player 2; any other player in a network, being unable to observe the moves of player 2, remains uncertain as to the status of player 1. Special Issue Formal Epistemology II. Edited by Branden Fitelson  相似文献   
260.
Despite much research on video/computer game play, especially the relationship between such play and aggression, little attention has been directed at needs met through play. The aim of the present study was to extend Selnow’s (1984) needs’ scale, and to identify individual differences in needs among adolescents. Focus groups were conducted, followed by a content analysis, and items corresponding to emerging themes were added to reasons identified in previous research for use in a quantitative survey. Four factors emerged from a factor analysis of the results; ‘companionship’, ‘prefer to friends’, ‘fun challenge’, and ‘stress relief’, and these, with the exception of ‘companionship’, were found to be significant predictors of play.  相似文献   
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