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81.
3个实验逐步深入地考察了囚徒困境博弈中, 对手的高兴、中性和愤怒面部表情对个体合作行为的影响及相关变量的中介和调节作用。实验1的结果表明, 对手的高兴表情比愤怒表情诱发了更高的合作水平, 且高兴和中性表情均比愤怒表情产生了更高的合作预期, 合作预期中介了面部表情与合作行为的关系; 实验2引入指导语操纵被试的直觉或理性决策模式, 发现实验1的结果仅出现在直觉条件下, 却未出现在理性条件下, 且整体而言直觉决策模式下比理性决策模式下更合作; 实验3采用更加严格的时间压力范式操纵被试的直觉或理性决策模式, 发现除了高兴表情比中性表情也诱发了更多的合作行为外, 其他几乎复制了实验2的结果。基于这些结果, 建立了有调节的中介模型, 以期揭示他人面部表情、合作预期、合作行为及个体决策模式之间的复杂关系。  相似文献   
82.
The mental rotation ability is an essential spatial reasoning skill in human cognition and has proven to be an essential predictor of mathematical and STEM skills, critical and computational thinking. Despite its importance, little is known about when and how mental rotation processes are activated in games explicitly targeting spatial reasoning tasks. In particular, the relationship between spatial abilities and TetrisTM has been analysed several times in the literature. However, these analyses have shown contrasting results between the effectiveness of Tetris-based training activities to improve mental rotation skills. In this work, we studied whether, and under what conditions, such ability is used in the TetrisTM game by explicitly modelling mental rotation via an ACT-R based cognitive model controlling a virtual agent. The obtained results show meaningful insights into the activation of mental rotation during game dynamics. The study suggests the necessity to adapt game dynamics in order to force the activation of this process and, therefore, can be of inspiration to design learning activities based on TetrisTM or re-design the game itself to improve its educational effectiveness.  相似文献   
83.
This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants completed the online questionnaire, 66 of whom played MMORPGs. Correlational analyses indicated that low levels of functional impulsivity and agreeableness alongside high levels of verbal aggression and video game dependency were associated with greater amount of time spent playing MMORPGs. When comparing problematic and non-problematic MMORPG players directly, problematic players were found to be lower in self regulation, dysfunctional impulsivity and agreeableness, suggesting that these traits may be important in the development and maintenance of problematic MMORPG use.  相似文献   
84.
The literature on recursive theory of mind (TOM) reasoning in interactive decision making (reasoning of the type “I think that you think that I think…”) has been pessimistic, suggesting that adults attribute to others levels of reasoning that are low and slow to increase with learning. In four experiments with college‐age adults playing sequential games, we examined whether choices and predictions were consistent with believing that others pursue their immediate self‐interest, or with believing that others reason through their own decision making, with fixed‐sum games that were simpler and more competitive. This manipulation led to higher‐level default TOM reasoning; indeed, reasoning against a lower‐level opponent was frequently consistent with assuming the opponent's reasoning to be higher‐level, leading to sub‐optimal choices. We conclude that TOM reasoning is not of a low level in all game settings; rather, individuals may display effective TOM reasoning, reflecting realistic assumptions about their opponents, in competitive and relatively simple games. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   
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86.
Debate remains regarding the interaction between predictor variables for aggression, including family environment, media violence, and personality. The current study examined the contributions of gender and personality, exposure to physical abuse and violence in the family, and exposure to media violence in both television and in video games on violent criminal activity. Data from young adults (n = 355) indicated that personality characteristics and direct physical abuse significantly predicted violent crime. Exposure to television and video game violence were not significant predictors of violent crime. These results elucidate the complex interplay between multiple factors related to the etiology of violent crime. These results also call into question the belief that media violence is involved in the etiology of violent crime.  相似文献   
87.
河南省医疗改革突出的难题在于如何实现保健资源的公平公正.影响河南医疗改革公平的因素是产权改制的方向偏差,道德异乡人的利益博弈,资本和技术对医学的剥蚀,医学、医疗自身发展的失衡.实现医疗改革公平的对策建议是显化政府责任伦理,重建医患利益共同体,整合优化卫生资源的配置,推行医学整体化的发展模式.  相似文献   
88.
As we go global and begin to make early childhood practices universal, certain aspects of communities remain fixed in deep realms of their everyday living and can only be accessed by those who believe in it. Believing in it requires having faith in a practice that will always be better than what others bring as “best practice”. This is because that aspect is what defines who you are and changing it amounts to removing a piece of you with the intention of replacing it with an “artificial part”. This may be the case with African indigenous games that have been played in various settings to define the Africanness of given communities. The values that these games bring to the Africans as they try to hold on to what belongs to them, is discussed in this paper. Bame Nsamenang used such thoughts to propel the Africentrism philosophy to direct thoughts into values that are African in nature, even when there are no clear boundaries of African in Africa. This article focuses on Nsamenang’s Africentric arguments in line with promotion of African indigenous games as a heritage, pedagogy, and a practice.  相似文献   
89.
为了探讨亲社会视频游戏对玩家人性化知觉的影响, 研究以大学生为被试, 通过两个实验, 分别采用自陈报告法和单类别内隐联想测验技术考察了亲社会视频游戏对玩家自我及他人外显及内隐人性化知觉的影响。结果发现:(1)相对于中性游戏, 不论是普遍人性, 还是独特人性, 亲社会视频游戏均可提高玩家对自我及他人外显的人性化知觉水平;(2)相对于中性游戏, 亲社会游戏可显著提高玩家对自我及他人独特人性的内隐知觉水平, 也可提升对自我普遍人性的内隐知觉水平, 但对他人普遍人性的内隐知觉的效应不明确。这些结果表明, 亲社会视频游戏对于提升玩家对自我和他人的人性化知觉水平具有重要作用。  相似文献   
90.
Blake PR  McAuliffe K 《Cognition》2011,120(2):215-224
Research using economic games has demonstrated that adults are willing to sacrifice rewards in order to prevent inequity both when they receive less than a social partner (disadvantageous inequity) and when they receive more (advantageous inequity). We investigated the development of both forms of inequity aversion in 4- to 8-year-olds using a novel economic game in which children could accept or reject unequal allocations of candy with an unfamiliar peer. The results showed that 4- to 7-year-olds rejected disadvantageous offers, but accepted advantageous offers. By contrast, 8-year-olds rejected both forms of inequity. These results suggest that two distinct mechanisms underlie the development of the two forms of inequity aversion.  相似文献   
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