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141.
142.
By making literature the partner of a dialogue with psychology, with the aim of better understanding the psyche, psychoanalysis has truly altered our way of understanding the literary phenomenon. Thus, Freud resorted to literature in an attempt to validate his theories. At the same time, though, in striving for "natural" scientific status, he shifted the emphasis away from any possible deep comprehension of the literature. However, psychoanalysis, trying to delve deeper into literature, has elaborated a whole theory regarding the literary meaning that is still prevalent today. In this paper, the author examines the Freudian conception of literature that points beyond the intrapsychic and moves towards intersubjectivity.  相似文献   
143.
In the two‐person prisoner's dilemma game (PDG), there is considerable evidence that the tit‐for‐tat (TFT) strategy is most effective in inducing the other person to cooperate. One of the important features of the TFT strategy is that it cooperates on the first trial. We varied the initial choices of a simulated other, and tested the effects of (a) initial choices (cooperation or defection), and (b) persistence of initial choices: unilateral cooperation (or defection) on the first trial, first two trials, or first four trials. Results showed that a cooperative strategy—one that starts with cooperative choices—induced greater cooperation than a strategy that started with defections. The results of this study clearly show that (a) a cooperative strategy—one that initiates unilateral cooperation at the outset and then adopts a TFT strategy—is very effective in inducing subsequent cooperation from the other party, (b) the effectiveness of a cooperative strategy varies directly with the cooperative orientation of the other party (a cooperative strategy is more effective against a cooperative than a competitive person), and (c) initial cooperation is more effective if it is repeated more than once. Copyright © 2002 John Wiley & Sons, Ltd.  相似文献   
144.
对4~6岁儿童的游戏行为、社会技能和学习行为进行问卷调查.结果发现,幼儿的游戏行为发展存在显著的年龄和性别差异.典型相关分析结果表明,游戏行为对幼儿社会技能的影响作用大于社会技能对游戏行为的影响作用,同时,游戏中的亲社会行为对幼儿的学习能力、学习动机有显著的促进作用,而破坏、退缩行为对学习能力和学习动机的形成有阻碍作用.  相似文献   
145.
146.
In two studies 3-year-olds’ understanding of the context-specificity of normative rules was investigated through games of pretend play. In the first study, children protested against a character who joined a pretend game but treated the target object according to its real function. However, they did not protest when she performed the same action without having first joined the game. In the second study, children protested when the character mixed up an object's pretend identities between two different pretend games. However, they did not protest when she performed the same pretend action in its correct game context. Thus, the studies show that young children see the pretence–reality distinction, and the distinction between different pretence identities, as normative. More generally, the results of these studies demonstrate young children's ability to enforce normative rules in their pretence and to do so context-specifically.  相似文献   
147.
Cooperative learning and group contingencies   总被引:1,自引:0,他引:1  
This paper discusses the similarities and differences between cooperative learning and group contingencies. Cooperative learning refers to any methods in which students work together to help one another learn, while group contingencies refer to rewarding students based on the performance of a group. Research on the achievement effects of cooperative learning finds that these methods are effective primarily when they incorporate group contingencies, when groups are rewarded based on the average of their members' individual learning performances. The use of group contingencies within cooperative learning is hypothesized to motivate students to do a good job of explaining concepts and skills to their groupmates, and elaborated explanation is the principal behavior found to account for achievement gains in cooperative learning.  相似文献   
148.
Although reliable data concerning toys' safety, durability, and appeal to children would be useful to parents, educators, and toy manufacturers, systematic procedures for evaluating toys and collecting such data have not been readily available. This paper describes a technology for carrying out such evaluations with children in free-play settings. Children entering the toy-evaluation area were each given a large tag, coded to indicate their names, age, and sex, to wear on the back of their shirt. Twenty-five toys were initially displayed on a table. Children were required by an adult to check out, and later return, any toy they selected for play. Every 5 min, an observer wrote down the tag number of any child playing with each of the 25 toys. The area was open for several hours daily, and at the end of each day a supervisor completed a toy-use questionnaire that identified problems associated with toy management, safety, and durability. Each interval in which a child was recorded as playing with a toy was considered five child-minutes of use for that toy. Data were summarized after each 5- to 10-day toy evaluation to indicate the total number of child-minutes of use attributed to each of the toys tested. The toys were then ranked from the most- to least-used. This measure of toys' overall use proved to be a reliable predictor of toys' appeal across many subjects and settings, and correlated well with our other analyses of toys' use. For example, toys used by individual children for long periods of time, and those toys most often chosen from the toy table were frequently the same toys that ranked high in overall child-minutes of use. Reliable differences in toys' appeal to boys and girls of different ages were observed. To test the generality of the toy-evaluation procedures, several experiments were conducted. To find out whether the popularity of certain toys depended on the number of children playing, a series of popular toys was made available first to only a single child at a time, then to any number of children. While certain toys required the presence of two or more children before they would be used, most toys were used by children both alone and in groups. The popularity of most toys, even the least-used toys, could be increased by having an adult play alone with the children. With some toys, an adult could maintain the play of several children at a time; with other toys, only one child at a time would be engaged. Another study showed a prolonged period of enforced sampling with little-used toys almost never increased their subsequent use once the enforced sampling procedures were discontinued. Finally, we found that having multiple copies of the same popular toys did not produce much more use of the toys than having single copies. The data produced by these evaluation procedures could be helpful to parents and educators in selecting desirable toys, and to manufacturers in improving the toys they develop and market. Future research might involve developing procedures that would encourage concerned adults to carry out toy evaluations in their own communities.  相似文献   
149.
This study examined positive and negative assertive skill in 60 elementary school boys, grades 3–8. Subjects' role-played responses to standard analogue situations requiring expression of positive and negative assertion were videotaped and rated retrospectively. High- and low-assertive subjects were identified through ratings of overall assertiveness. Results of this study indicate that (1) high- and low-assertive subjects differ on a number of response components which are related to age level and type of assertive situation (positive vs. negative), (2) assertive skill is associated with role-taking (or decentering) ability, (3) teachers tend to perceive their assertive boys as more sociable and interpersonally sensitive than unassertive boys, (4) there is essentially no correlation between teachers' ratings of aggressiveness and separate behavioral ratings of assertive skill, and (5) behavioral ratings of assertiveness show little relationship to self-report or teachers' ratings of assertiveness.This article is based on a dissertation submitted to the Faculty of the Graduate School of Loyola University of Chicago in partial fulfillment of the requirements for the Degree of Doctor of Philosophy. The study was conducted under the direction of the second, third, and fourth authors.  相似文献   
150.
Using the ideal of the puppet as model and foil, this article looks at ideas about presence, play, animation, and belief. Puppetry’s role as a vital, theatrical form has deep roots in universal, cultural experience, and the notion of an inhering spirit that acts for and through image, idol, toy, or fetish is perhaps the central thread running through all attempts to represent and simulate animate life. Through a discussion of the phenomenology of the puppet—the source of its sensory, aesthetic, and metaphysical power—questions are raised about the projection of desire and purpose onto other transitional things, real and imagined.  相似文献   
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