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31.
Christopher J. Ferguson James D. Ivory Kevin M. Beaver 《Journal of aggression, maltreatment & trauma》2013,22(5):447-460
The catalyst model suggests that adult criminality arises from the interaction of genetic and proximal social influences such as family influences, but that distal social influences such as media exposure have only negligible influence. This article uses data from a 13-year longitudinal study of adolescent health to examine the catalyst model. As expected by the catalyst model, adult criminality was best explained by a confluence of genetic and proximal social risk factors. The influence of media exposure on adult criminality was negligible. Implications of these findings for both theory and policy are discussed. 相似文献
32.
Yaakov Stern Helena M. Blumen Leigh W. Rich Alexis Richards Gray Herzberg Daniel Gopher 《Neuropsychology, development, and cognition. Section B, Aging, neuropsychology and cognition》2013,20(6):653-677
ABSTRACT We investigated the feasibility of using the Space Fortress (SF) game, a complex video game originally developed to study complex skill acquisition in young adults, to improve executive control processes in cognitively healthy older adults. The study protocol consisted of 36 one-hour game play sessions over 3 months with cognitive evaluations before and after, and a follow-up evaluation at 6 months. Sixty participants were randomized to one of three conditions: Emphasis Change (EC) – elders were instructed to concentrate on playing the entire game but place particular emphasis on a specific aspect of game play in each particular game; Active Control (AC) – game play with standard instructions; Passive Control (PC) – evaluation sessions without game play. Primary outcome measures were obtained from five tasks, presumably tapping executive control processes. A total of 54 older adults completed the study protocol. One measure of executive control, WAIS-III letter–number sequencing, showed improvement in performance from pre- to post-evaluations in the EC condition, but not in the other two conditions. These initial findings are modest but encouraging. Future SF interventions need to carefully consider increasing the duration and or the intensity of the intervention by providing at-home game training, reducing the motor demands of the game, and selecting appropriate outcome measures. 相似文献
33.
于保荣 《医学与哲学(人文社会医学版)》2008,29(12)
提出制约新农合制度发展的瓶颈有:筹资方式及筹资成本问题、筹资水平、补偿内容的设计问题、过多照搬了城镇职工基本医疗保险的资金管理方式、管理能力与管理手段、位于卫生局内的合管办、无法实现“解决因病致贫、因病返贫”的政策目标。 相似文献
34.
Tsuji Marcelo da Costa Newton C. A. Doria Francisco A. 《Journal of Philosophical Logic》1998,27(6):553-568
We first state a few previously obtained results that lead to general undecidability and incompleteness theorems in axiomatized theories that range from the theory of finite sets to classical elementary analysis. Out of those results we prove several incompleteness theorems for axiomatic versions of the theory of noncooperative games with Nash equilibria; in particular, we show the existence of finite games whose equilibria cannot be proven to be computable. 相似文献
35.
《Revue Européene de Psychologie Appliquée》2016,66(1):9-13
IntroductionInternet Gaming Disorder (IGD) was introduced for the first time within the “conditions for further study” in the fifth edition of the Diagnostic and Statistical Manual of the American Psychiatric Association, and a systematic review has concluded that the only available instrument for its measurement is the Problem Video Game Playing scale (PVP). Nevertheless, this scale was presented as a diagnostic tool for adolescents, and to date no study has analyzed its properties amongst adults.ObjectiveThe aim of the study was to analyze and compare the diagnostic and psychometric properties of the PVP in adult and adolescent gamers.MethodTwo samples of adult (n = 525) and adolescent (n = 384) gamers completed a survey including patterns of play, PVP, Severity of Dependence Scale, and other measures of playing to excess.ResultsConfirmatory factor analyses revealed that the scale presents a one-factor structure that is similar to that of the original version, both in adults and adolescents. Construct validity was supported by highly significant associations between the PVP and all alternative measures of playing to excess. On the other hand, reliability values were lower than in previous studies.ConclusionsThe PVP scale's properties are appropriate for the measurement of problem video gaming in adults as well as in adolescents, but studies with clinical assessments are still needed before any cutoff value for diagnosis can be established. 相似文献
36.
Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior 总被引:1,自引:0,他引:1
There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence. 相似文献
37.
作为两种常见且易被混淆的自我意识情绪, 诸多研究者对内疚和羞耻的产生前因及影响后效进行研究, 尤其是近年来的研究逐渐关注两者对合作行为的影响。我们通过对已有研究进行梳理发现, 内疚和羞耻对合作行为的影响及其机制存在差异, 内疚的影响更为稳定及具有普适性, 羞耻的影响具有复杂性和多样性, 更容易受到其他因素的影响。内疚和羞耻对合作行为的不同影响可从动机机制和调节机制两方面进行解释。首先, 动机机制包括内疚对他人的补偿、修复动机以及羞耻对自我的保护、修复动机。内疚对他人的补偿、修复动机主要体现在维护社会互动中的公平; 弥补对他人造成的伤害, 降低自己和他人的痛苦; 修复人际关系, 重新获得他人或自己的接纳与认同。羞耻对自我的保护、修复动机主要体现在释放消极的情绪状态; 维护积极的自我形象和声誉, 修复自我; 保护自我, 防止后续伤害及不良后果。总体而言, 内疚者关注过失行为及后果, 侧重于对受害他人的补偿或对与他人关系的修复, 而羞耻者关注整体自我的受损, 侧重于对自我的保护和对自己社会形象的修复, 基于此, 我们在前人研究的基础上构建了内疚与羞耻影响合作行为的动机机制对比模型图。其次, 调节机制涉及到个体因素和情境因素的调节作用, 其中个体因素包括认知因素、社会价值取向、自我控制能力、情绪特质和情绪状态, 情境因素包括暴露情境和掩蔽情境、实验情境和日常情境、相关情境和不相关情境。具体而言, 内疚对合作行为的影响的较少受情境的限制, 而羞耻受情境因素限制较多, 在暴露情境、相关情境中更能促进合作行为的产生, 而在掩蔽情境、不相关情境中, 羞耻较难影响个体的合作抉择, 且无论是实验室情境还是日常情境, 内疚似乎都比羞耻更易影响合作。最后, 鉴于内疚与羞耻的诱发和测量方法的有效性仍需检验, 两种情绪对合作行为影响的过程机制和生理机制仍不明晰, 个体因素影响的研究尚不充足以及跨文化研究较为缺乏, 未来研究可以从内疚和羞耻诱发与测量方法的有效性, 情绪作用发生的内在过程和生理机制, 情绪影响的个体和文化差异这几方面进行扩展和深挖。 相似文献
38.
39.
Tsz Cheung Lam 《Social Psychology of Education》2006,9(3):273-299
A case study of six teachers cooperating to improve a teacher’s teaching showed the dynamics of the group problem-solving
process. An analysis of their verbal interactions showed the importance of shared understanding to successful group problem
solving. The cooperative group structure helped members resolve cognitive conflicts and build group understanding. During
this process, the members’ past teaching experiences and knowledge contributed to their conceptualization of the teacher’s
teaching problems and their proposed solutions to improve the teacher’s teaching.
Tsz Cheung Lam graduated from the Department of Educational Psychology at the Chinese University of Hong Kong in 2004 and obtained his Master
of Education degree. His research interests lie primarily on cooperative learning and problem solving. As a primary school
teacher in practice, he is now studying part-time for another master degree in data science at the Department of Statistics
of the Chinese University of Hong Kong. 相似文献
40.
Cooperation requires a tendency for fairness (versus exploitation) and for forgiveness (versus retaliation). Exactly these tendencies are distinguished in the HEXACO model of personality, which attributes the former to Honesty-Humility (HH) and the latter to Agreeableness (AG). However, empirical dissociations between these basic traits have primarily supported the substantial and unique role of HH, whereas the picture for AG has remained somewhat inconclusive. To overcome limitations of prior studies, we introduce an economic paradigm, the Uncostly Retaliation Game, to more conclusively test the unique role of AG for forgiveness versus retaliation. In two fully incentivized experiments, we found that AG (and not HH) indeed negatively predicts retaliation decisions in the face of prior exploitation. Furthermore, the results confirm that the paradigm provides a more direct measure of retaliation (beyond individual payoff-concerns and social preferences such as inequality aversion) than previous measures and that it may thus serve future investigations into the reactive aspect of cooperation. 相似文献