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   177篇
  免费   42篇
  国内免费   22篇
  241篇
  2024年   5篇
  2023年   14篇
  2022年   12篇
  2021年   13篇
  2020年   20篇
  2019年   21篇
  2018年   17篇
  2017年   6篇
  2016年   9篇
  2015年   14篇
  2014年   13篇
  2013年   19篇
  2012年   9篇
  2011年   11篇
  2010年   7篇
  2009年   12篇
  2008年   2篇
  2007年   11篇
  2006年   4篇
  2005年   4篇
  2004年   4篇
  2003年   2篇
  2002年   2篇
  1999年   1篇
  1998年   2篇
  1996年   1篇
  1993年   1篇
  1992年   1篇
  1989年   1篇
  1987年   1篇
  1980年   1篇
  1975年   1篇
排序方式: 共有241条查询结果,搜索用时 15 毫秒
181.
We compared the results of a brief video‐based multiple‐stimulus without replacement preference assessment with no access to chosen activities (MSWO‐NO) to the results of the same assessment with access (MSWO‐WA) with four children with autism. We also compared instructor rankings of activities to MSWO‐WA results. Strong to moderate correlations between MSWO‐NO and MSWO‐WA assessment results were found across all participants. The correlation between MSWO‐WA and instructor rankings ranged from strong to low across all participants. Implications and directions for future research are discussed.  相似文献   
182.
Video lectures are increasingly prevalent, but they present challenges to learners. Students' minds often wander, yet we know little about how mind wandering affects attention during video lectures. This paper presents two studies that examined eye movement patterns of mind wandering during video lectures. In the studies, mind wandering reports were collected by either self-caught reports or thought probes. Results were similar across the studies: mind wandering was associated with an increased allocation of fixations to the instructor's image. For fixations on the slides, the average duration increased but the dispersion decreased. Moreover, preliminary evidence suggested that fixation duration and dispersion can diminish soon after self-caught reports of mind wandering. Overall, these findings help advance our understanding of how learners' attention is affected during mind wandering and may facilitate efforts in objectively identifying mind wandering. Future research is needed to determine if these findings can extend to other instructional formats.  相似文献   
183.
The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, Cerevrum, on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing speed. Participants completed a pretest of cognitive assessments, played one of the two mini-games within Cerevrum (Stardust or Heroes) for 1.5 hr over three 30-min sessions and then completed a posttest of cognitive assessments and a questionnaire about interest and engagement during the game. An inactive control group completed only the pretest and posttest. Results showed no significant differences among the Heroes group, Stardust group, and control group on the posttest scores, even when controlled for pretest scores. These findings do not support the claim that playing brain-training games for a short period results in transfer of cognitive training to nongame venues.  相似文献   
184.
为考察父母忽视与青少年短视频过度使用的关系,并探索正念与自我控制的多重中介机制,选取1015名青少年为研究对象,进行父母忽视、自我控制、正念和短视频过度使用的测量。结果表明:(1)父母忽视与短视频过度使用呈显著正相关。(2)自我控制在父母忽视与短视频过度使用间起中介作用,且正念和自我控制还在两者间起链式中介作用。  相似文献   
185.
通过对年幼儿童与一方家长观看视频前、观看视频中以及观看视频后的亲子互动比较,考察视频提供的互动性示范以及视频的文化适宜性对1-2岁儿童亲子互动的影响。结果表明,视频丰富的互动内容对观看视频后的亲子互动可能产生积极影响, 此影响受视频的文化适宜性的制约。视频注意以及亲子互动质量的下降是观看视频中亲子互动得分减少的原因。研究最后对以婴幼儿为受众的视频内容设计提出了建议。  相似文献   
186.
This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times to gauge how aggression would change with increased video game play. Results showed a significant increase from baseline in hostility and aggression (based on two of the three story stems), which is consistent with the General Aggression Model. This study adds to the existing literature on video games and aggression by showing that increased play of a violent first person shooter video game can significantly increase aggression from baseline.  相似文献   
187.
The effects of adding individualized video feedback (IVF) to Webster-Stratton's (2000, 2001) group-based parent training program (GT) were evaluated using a multiple baseline design across four mother-child dyads. During all phases of the study, inappropriate maternal behavior was recorded from videotapes of playtime with their preschoolers with developmental disabilities. Results suggested that GT+IVF reduced inappropriate maternal behavior to levels below GT alone.  相似文献   
188.
动作视频游戏是电子竞技中受众最广、心智挑战最高的游戏项目之一。目前对动作视频游戏专业玩家的能力特征了解尚不清晰。以职业选手和排名较高的玩家为对象,横断研究发现动作视频游戏专业玩家具有更快的注意选择、更稳定的持续注意、更好的注意瞬脱表现、更高的多目标追踪能力和工作记忆容量。专业玩家更好的注意表现主要与更高的P3波幅有关,工作记忆表现与背外侧前额叶和右后顶叶等可塑性变化有关。此外,专业玩家还存在中央执行网络与多个脑网络间的功能连接增强。目前游戏训练对认知的促进程度尚不足以弥补专业玩家和新手的认知差距。基础的认知能力对玩家游戏表现的预测有限。未来可扩展更高级的游戏决策,游戏组块或游戏模式的认知研究。  相似文献   
189.
This article deals with the microworld of the classroom, i.e., the imbedded, largely unconscious, close to invisible, and to an extent suppressed social processes in teaching. It includes some afterthoughts about a research project with the aim of understanding how the teacher–pupil relation is constructed in classroom interaction. Thomas Scheff’s social psychological framework constituted the theoretical basis for the project. The main data were collected by means of video documentation and consist of a number of closely analysed episodes. The result indicates that nonverbal behaviour in classrooms, to a great extent, is constituted by an informal system of rules in which emotions play a crucial part. But it also reveals the existence of two dimensions in classroom interaction – one surface dimension and one micro dimension – that in significant measure stand in opposition to each other.  相似文献   
190.
The study of visual attention in infants has used presentation of single simple stimuli, multi-dimensional stimuli, and complex dynamic video presentations. There are both continuities and discontinuities in the findings on attention and attentiveness to stimulus complexity. A continuity is a pattern of looking that is found in the early part of infancy that remains throughout adulthood. A discontinuity is an emerging sensitivity to the content of the information in the stimulus presentations and alterations in patterns of attention based upon stimulus comprehensibility. The current paper reviews some of these findings with particular application to complex video presentations.  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