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361.
Calogero Iacolino Ester M.C. Lombardo Brenda Cervellione Giuseppe Mannino Salvatore Micieli 《World Futures: Journal of General Evolution》2019,75(7):543-569
This study concentrates on two kinds of video games, Massive Online Battle Arena and Massive Multiplayer Online Role Play Game, and examines the scores obtained by the subjects in the sample. Score analyses pointed out that they do not exceed the respective cutoff scores for each scale. The sample was divided into three clusters to differentiate three kinds of users: nonproblematic, problematic, and “addicted” players. The study highlights that the variable “video game typology” relates to some personality traits. Players who excessively use them tend to experience relatively more negative emotions (anxiety and depression), avoid socioemotional involvement, and report bizarre and culturally incongruent thoughts (accompanied by the respective behavioral displays). 相似文献
362.
Humans commit information to graphic symbols for three basic reasons: as a memory aid, as a tool for thinking, and as a means of communication. Yet, despite the benefits of transmitting information graphically, we still know very little about the biases and constraints acting on the emergence of stable, powerful, and accurate graphic codes (such as writing). Using a reference game, where participants play as Messengers and Recipients, we experimentally manipulate the function of the task (communicative or non‐communicative) and investigate whether this shapes the emergence of stable, powerful, and accurate codes for both synchronous and asynchronous modes of information transfer. Only in the Dialogue condition, where Messenger and Recipient are two different persons communicating within the same time frame (i.e., synchronously), do we consistently observe the emergence of stable, powerful, and accurate graphic codes. Such codes are unnecessary for participants in Recall, where Messenger and Recipient are the same person transferring information within the same time frame, and they fail to emerge in Correspondence, where Messenger and Recipient are two different persons communicating across time frames (i.e., asynchronously). Lastly, in the Mnemonic condition, where Messenger and Recipient are the same person at different points in time, participants achieve high accuracy but with codes that are suboptimal in terms of power and stability. Our results suggest that the rarity and late arrival of stable, powerful, and accurate graphic codes in human history largely stems from strong constraints on information transfer. In particular, we suggest that these constraints limit a code's ability to reach an adequate tradeoff between information that needs to be explicitly encoded and information that needs to be inferred from context. 相似文献
363.
Game‐like educational apps are intended to boost learner motivation leading to better learning outcomes. To test this idea about the value of gamification, college students (n = 64) learned Italian by playing the online language learning game, Duolingo at home for seven sessions, or learned the same material through watching an online slideshow for seven sessions. Although the groups did not differ significantly on achievement posttests, the Duolingo group rated their learning experience as significantly more enjoyable (d = 0.77), more appealing (d = 1.17), and less difficult (d = 0.51), and was significantly more willing to continue with similar learning experiences (d = 1.39). Overall, these results point to the motivational and affective benefits of Duolingo as a promising alternative to more traditional methods for students who may require additional motivation not to disengage from the material. 相似文献
364.
Luke D. Smillie Erin C. R. Lawn Kun Zhao Ryan Perry Simon M. Laham 《Australian journal of psychology》2019,71(1):50-58
Prosociality and morality are critical to the functioning and flourishing of society. There is, however, great variation in the degree to which individuals help or hinder one another, or adhere to ethical standards of “rightness.” One way to understand this variation is by drawing on theories and models within personality psychology, which may illuminate the basic individual characteristics that drive a wide range of other-regarding tendencies. In this review, we provide a snapshot of three research strands addressing these themes. The first concerns how personality traits map onto prosocial preferences for fairness and cooperation, as studied using classic social decision-making tasks called economic games. The second concerns the robust associations between personality traits and indicators of inter-group prejudice (e.g., authoritarian ideology). The third concerns the emerging concept of moral exceptionality, and the personality traits that may characterise individuals at the forefront of moral progress. These examples demonstrate the core role that personality psychology is playing in the study of prosocial and moral behaviour, as well as the critical mass emerging in the Australian context around these themes. 相似文献
365.
366.
Fabiana Rita Camara Machado Priscilla Pereira Antunes Jandara De Moura Souza Antônio Cardoso Dos Santos Daniela Centenaro Levandowski Alcyr Alves De Oliveira 《Journal of motor behavior》2017,49(3):273-280
The authors aimed to investigate the effects of an intervention based on interactive game set with the movement sensor Kinect on children with cerebral palsy (CP). Twenty-eight participants were recruited. Their age was between 3 and 12 years old, and rated as level I, II, or III on the Gross Motor Function Classification System. They played two games from the Xbox 360 Kinect system and were evaluated using the Gross Motor Function Measure (GMFM) after a period of 8 weeks. The intervention led to significant motor function improvement as increase of the global scores on the GMFM (p < .001). Rehabilitation interventions using the Xbox 360 Kinect interactive games may represent useful tools for children with CP. 相似文献
367.
Eddy Nahmias, with various collaborators, has used experimental data to argue for the claim that folk intuition is generally compatibilist. We try to undermine this claim in two ways. First, we argue that the various formulations of determinism he uses are not conceptually equivalent, jeopardizing the kinds of conclusions that can be drawn from the resulting data. Second, prompted by these conceptual worries we supplement the typical quantitative surveys that dominate the extant literature with short qualitative interviews. This, in turn, guides us to make a minor modification to the quantitative survey that provides better access to the relevant folk intuitions. 相似文献
368.
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
369.
Debby Damen Marije van Amelsvoort Per van der Wijst Emiel Krahmer 《Journal of Cognitive Psychology》2019,31(3):353-369
In two experiments, we examined whether explicit attention to another’s perspective fosters perspective-taking. In the first experiment, we attempted to replicate previous findings showing that a mind-set focusing on self-other differences incites speakers to adopt another’s viewpoint in a subsequent task. However, our results showed that speakers focusing on self-other differences were just as likely to describe an object’s location from their egocentric perspective as speakers focusing on self-other similarities. In the second experiment, we intensified speakers’ awareness of perspectives by explicitly instructing them to regard their own (self-focus) or another’s (other-focus) viewpoint during the perspective-taking task. Participants allocated to the baseline did not receive explicit focus instructions. Findings revealed that other-focused speakers were more likely to adopt another’s perspective than self-focused speakers. However, compared to the baseline, an explicit other-focus did not foster perspective-taking. We conclude that an explicit awareness of perspective differences does not attenuate speakers’ egocentricity bias. 相似文献
370.
Elizabeth Urban 《The Journal of analytical psychology》1998,43(2):261-275
This paper examines the Jungian concept of identity and distinguishes it from projective identification and participation mystique which also refer to non-differentiation between self and object but involve projective mechanisms. Clinical work by Fordham and a psychoanalytic infant observation are used to illustrate early perceptual operations defined by experimental researches. These operations are understood to be expressions of the primary self which manifest themselves before the structuring necessary for normal projective identification. This paper attempts to describe an intersubjective experience between mother and baby that allows for their separate ways of relating, but does not depend on projective mechanisms that can exist only after there has been adequate development. 相似文献