首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   341篇
  免费   51篇
  国内免费   17篇
  409篇
  2024年   1篇
  2023年   12篇
  2022年   9篇
  2021年   8篇
  2020年   16篇
  2019年   18篇
  2018年   18篇
  2017年   26篇
  2016年   9篇
  2015年   12篇
  2014年   14篇
  2013年   53篇
  2012年   3篇
  2011年   9篇
  2010年   10篇
  2009年   10篇
  2008年   22篇
  2007年   10篇
  2006年   23篇
  2005年   7篇
  2004年   15篇
  2003年   16篇
  2002年   11篇
  2001年   9篇
  2000年   5篇
  1999年   5篇
  1998年   4篇
  1997年   4篇
  1996年   6篇
  1995年   3篇
  1994年   6篇
  1993年   2篇
  1992年   5篇
  1991年   3篇
  1990年   4篇
  1989年   3篇
  1987年   1篇
  1985年   3篇
  1984年   2篇
  1983年   3篇
  1981年   2篇
  1980年   1篇
  1979年   1篇
  1978年   1篇
  1977年   2篇
  1976年   2篇
排序方式: 共有409条查询结果,搜索用时 9 毫秒
211.
Activity schedules consist of a series of visual discriminative stimuli, arranged in booklets or binders, which function as prompts for appropriate behavior. Although activity schedules are useful, their typical presentation in binders can be cumbersome and stigmatizing, placing additional barriers for independence and inclusion. The purpose of the present studies was to evaluate the usefulness of a wearable activity schedule and determine whether prompts provided by it would be sufficient to support completion of a complex chain of behaviors by young children. In Experiment 1, the Octopus watch® provided prompts to children of typical development to complete a morning routine independently. In Experiment 2, the usefulness of the watch was evaluated in children with autism spectrum disorder engaged in play activities in a clinical setting. In both experiments, children reliably displayed a greater proportion of independent engagement in target behaviors when prompts were delivered by the watch compared to control conditions.  相似文献   
212.
Parent–child interactions are pivotal for children's socioemotional development, yet might suffer with increased attention to screen media, as research has suggested. In response, we hypothesized that parent–child play on a tablet computer, as representative of interactive media, would generate higher‐quality parent–child interactions than toy play or watching TV . We examined the emotional availability of mothers and their 2‐year‐old child during the previous three contexts using a randomized crossover design (n = 22) in a laboratory room. Among other results, mothers were more sensitive and structuring during joint gaming on a tablet than when engaged in toy play or watching TV . In addition, mothers were more hostile toward their children during play with traditional toys than during joint tablet gaming and television co‐viewing. Such findings provide new insights into the impact of new media on parent–child interactions, chiefly by demonstrating that interactive media devices such as tablets can afford growth‐enhancing parent–child interactions.  相似文献   
213.
This paper explores psychodynamic therapy with young women with Aspergers Syndrome through the use of a composite case study. It seeks to make sense of a female patient’s obsession with a figure from celebrity culture – ‘Tom’ from ‘Britain’s Got Talent’. The potential use of ‘Tom’ by the patient as an idealised object, an autistic object, a transitional object and a transformative object is considered. Drawing on Rosenfeld’s concept of pathological narcissism and Meltzer’s concept of ‘aesthetic reciprocity’, the paper seeks to make sense of both the defences that the patient utilises and the impact of the deficits she has experienced. Attention is given to the development of the therapy through the use of play and work in the transference. Gradually, the patient becomes more able to tolerate separateness and in doing so becomes more connected to her own internal world and the feelings of others. In so doing, she becomes more aware of her actual social marginalisation and gains a greater sense of awareness of her diagnosis.  相似文献   
214.
This article introduces and begins to explore the use of video game technology in a therapeutic setting, providing context, rationale, and an introduction to the culture of video game players. Through the lens of play therapy, authors seek to create an awareness of the potential effectiveness of video games as a means of fostering safe self-exploration for the client. An introductory course on gaming culture and terminology is offered to better aid in the therapist’s integration and facilitation of this new modality into practice.  相似文献   
215.
The word ‘sport’ next to Nietzsche’s name may raise eyebrows among many Nietzsche readers. ‘What an odd pairing?’ one may ask. We prefer Nietzsche and arts or something from the domain of the Geist. Sport is embedded in mass culture and Nietzsche detests anything that has to do with masses; fandom, an important part of sport culture, is nothing Nietzsche would look at favourably but call it a manifestation of the herd instinct. Besides, clubs and sports organizations control this sporting culture through political and economic apparatuses. On the other hand, modern sports, far from producing higher types and the overhuman, appeal to the lowest common denominator, the person on the street and all athletes are equal. All of these objections notwithstanding, one may still speak of a sporting spirit that embodies play, ecstasy in the sense of Dionysian, inventiveness, agonism, grand spectacle, festivity, a specific type of aesthetics and a form of askesis of the body, and a specific outlet for enactment of active justice and a Gestalt of power relations. Playfulness and game-making are crucial in sports, and play is key to Nietzsche’s thought. Sport is a form of letting go, losing oneself in the game, and can be construed as a field for Dionysian forces. Agonism, a significant aspect of Nietzsche’s thought, applies to all competitive sports. Furthermore, sport constitutes one of the major types of spectacles in our age. Finally, sport belongs to the regime of the body, a form of askesis, which Nietzsche would have supported as opposed to the ascetic idealism. In what ways do Nietzsche’s ideas on interpretation shed light on sport and its various aspects as listed above? What hermeneutic tools do we have to interpret sport as a field of culture? These were the guiding questions for this essay.  相似文献   
216.
铜陵县自2003年9月份正式实施第一轮试点方案以来,新型合作医疗试点工作已经取得了很大的成就.在调查研究的基础上,对农村合作医疗试点中的宣传状况、方案设计、管理制度、保障水平和配套政策等方面进行了客观的分析,指出了试点中存在的制度设计及制度运行问题,并针对这些问题提出了相应的对策思考.  相似文献   
217.
证候存在的逻辑回答   总被引:2,自引:1,他引:1  
2003年我国开始了农村合作医疗的重建工作,它直接关系到中国几亿农民的健康和利益,目前仍处于大规模的试点阶段。通过对部分试点地区的实地调查研究和文献资料分析,以及新型农村合作医疗在其具体的实施过程中存在问题的探讨,对进一步发展提出了相关的政策建议,希望能对这项制度稳健和可持续的发展有所裨益。  相似文献   
218.
We designed a series of analyses to develop a measurement system capable of simultaneously recording the free-play patterns of 20 children in a preschool classroom. Study 1 determined the intermittency with which the location and engagement of each child could be momentarily observed before the accuracy of the measurement was compromised. Results showed that intervals up to 120 s introduced less than 10% measurement error. Study 2 determined the extent of agreement between two observers who simultaneously collected data for 20 children using 30-, 60-, 90-, and 120-s momentary time sampling (MTS) intervals. The three larger intervals resulted in high levels of interobserver agreement (above 90%), whereas the 30-s interval resulted in unacceptably low levels of agreement (less than 80%). By allowing observers to select from among the different MTS intervals via a datasheet array and then collect data with the chosen system, Study 3 determined observers' preferences for the remaining MTS intervals. Both data collectors preferred the 90-s MTS procedure. The sensitivity of the 90-s MTS procedure, which was shown to be accurate, reliable, and preferred, was then demonstrated by its use to describe activity preferences of a classroom of children in Study 4. This system identified high- and low-preference activities for individual children and revealed interesting patterns of response allocation by the group.  相似文献   
219.
Research on the construction of self and of others has indicated that the way that individuals construe themselves and others exerts an important influence on their cognition, emotion, and even behavior. The present study extends this line of research to mixed-motive situations in which short-term individual and long-term collective interests are at odds. In addition, this study associates the importance of context interdependence, and specifically its interaction with independent self-construal, with an individual's cooperative behavior. We used a priming task to manipulate the level of self-construal and also manipulated the degree of interdependent context by giving participants a chance to assign rewards either to their group members or to themselves alone. The results showed that when participants received interdependent (as opposed to independent) self-construal priming, they consistently contributed highly, regardless of context manipulation. In contrast, those primed with an independent self-construal contributed less in the investment game, but only when placed in a context where group members were encouraged to think about their individual (versus mutual) fate. In this situation they contributed the least to the group in the game. These findings indicate that independent self-construal in a low interdependence context produces the most competitive behavior. The results also showed that how participants felt about their interaction with other group members mediated the effect of context interdependence on cooperative behavior, and possibly that was especially the case for independent self-construal. The results demonstrate that the self can be contextualized and embedded in the social contexts and symbolic systems within which people live.  相似文献   
220.
During an object sharing paradigm, we compared infant-caregiver interactions between two groups: i) infants at high-risk (HR) for being diagnosed with Autism Spectrum Disorder (ASD) and ii) low-risk (LR) infants, observed at 9, 12, and 15 months of age. 16 HR infants (14 infants with an older sibling diagnosed with ASD and 2 preterm infants that received a diagnosis of ASD at 2 years) and 16 LR infants (typically developing infants without older siblings diagnosed with ASD) were included in the study. At each visit, infants played with objects in the presence of their caregivers as crawlers or walkers. Previously, we found that HR infants are less likely to share their object play with caregivers at walker ages. The present study found that caregivers of HR infants used greater directive bids including being more proximal to infants and using greater verbal and non-verbal bids to sustain their infant’s attention and to ensure their compliance during the task compared to caregivers of LR infants. Our study emphasizes the bidirectional and dynamic nature of infant-caregiver interactions. Our findings have implications for caregiver training programs that teach parents appropriate strategies to promote early social communication skills in at-risk infants.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号