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371.
Associations between a preference for violent electronic games and adolescents’ self‐perceptions of problem behaviors and emotions were examined. It was predicted that a preference for violent games would be associated with negative externalizing characteristics, in particular aggressive emotions and behaviors, on the Youth Self‐Report (YSR), a standardized self‐report measure of adolescent problem behaviors. Thirty‐two 11‐ through 15‐year‐olds (17 girls) listed and categorized favorite electronic games into one of six predetermined categories and completed the YSR. MANOVA revealed significant relationships between a preference for violent games and the Thought Problems subscale (P < .01) and YSR Total Score (P < .05), with trends noted for the Internalizing (P < .06) and Anxious‐Depressed (P < .08) subscales. Expected relationships with externalizing behaviors, including aggression, were not found. However, across all YSR subscales, children with higher preference for violent games had more clinically significant elevations than those with low preference for violent games. On the Total Problems subscale, of the eight children receiving scores in the clinically significant range, six were in the High preference group (three boys and three girls). The failure to find the expected relationships between a preference for violent games and aggressive, externalizing behaviors is puzzling. It is possible that individuals with a preference for violent games may have high exposure to all forms of media violence. Their perceptions of their own behavior, in comparison, may not seem sufficiently aggressive to justify endorsement of problems in this area. Or, playing violent electronic games may promote a disconnection between the emotions normally associated with violence and violent acts. These explanations are consistent with a desensitization model where exposure to media violence decreases sensitivity to aggression. Aggr. Behav. 28:134–144, 2002. © 2002 Wiley‐Liss, Inc.  相似文献   
372.
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   
373.
374.
Randomization tests are a class of nonparametric statistics that determine the significance of treatment effects. Unlike parametric statistics, randomization tests do not assume a random sample, or make any of the distributional assumptions that often preclude statistical inferences about single‐case data. A feature that randomization tests share with parametric statistics, however, is the derivation of a p‐value. P‐values are notoriously misinterpreted and are partly responsible for the putative “replication crisis.” Behavior analysts might question the utility of adding such a controversial index of statistical significance to their methods, so it is the aim of this paper to describe the randomization test logic and its potentially beneficial consequences. In doing so, this paper will: (1) address the replication crisis as a behavior analyst views it, (2) differentiate the problematic p‐values of parametric statistics from the, arguably, more useful p‐values of randomization tests, and (3) review the logic of randomization tests and their unique fit within the behavior analytic tradition of studying behavioral processes that cut across species.  相似文献   
375.
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   
376.
王宏超  张奇 《心理科学》2019,(6):1507-1513
人在生活中的一些负性经历或无效信息可以通过压抑提取而遗忘,这种遗忘称为压抑遗忘。压抑遗忘不仅受压抑时长、压抑次数、实验材料的情绪效价和唤醒度、期待效应等的影响,还受个体的年龄和精神障碍等的影响。今后应着重考察精神疾病个体记忆控制网络内的连接强度与压抑遗忘的关系,澄清压抑遗忘是否存在补偿机制。  相似文献   
377.
Background/ObjectiveTo test the effectiveness of an 8-week before-school physical activity program to reduce bullying victimization among a group of socially disadvantaged children in the Active-Start study.MethodA non-blinded randomized controlled trial was conducted in three public schools classified as highly vulnerable and located in a deprived area of Santiago (Chile). A total of 5 classes participated, totaling 170 fourth grade children. The intervention was delivered before starting the first school-class (8:00–8:30 a.m.). The program lasted for 8 weeks. Primary outcome measurement on bullying victimization was assessed by the CUBE questionnaire at baseline and post-intervention.ResultsThere was a statistically significant reduction in the probability of suffering physical bullying (OR= 0.18, 95% CI, 0.04-0.82; p= .027) and verbal bullying (OR=0.13, 95% CI, 0.02-0.97; p= .046) after the 8-week program.ConclusionsParticipation in an 8-week before-school physical activity intervention implemented in schools located in a disadvantaged district in Santiago (Chile) resulted in lower levels of bullying victimization among study participants. The Active-Start program may be a feasible and potentially scalable intervention option to improve the climate and pro-sociality environment at schools.  相似文献   
378.
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   
379.
刘长江  郝芳 《心理科学进展》2014,22(9):1475-1484
社会困境是指个体理性导致集体非理性这样的情境。社会困境研究的推进要求一个新的框架来理解已有理论, 这一框架将这些理论区分为宏观、中观和微观三个层面。实验研究依据这些不同层面的理论, 以实验游戏为工具来探讨人们在面临社会困境时做出选择的心理机制及其影响因素, 从而对社会困境问题发展出相应的问题解决路径。理论的发展、实验任务本身的改进以及研究的外在效度预示了通过实验方法来研究社会困境问题有着广阔的前景。  相似文献   
380.
老龄化已成为世界性问题, 数字化技术的发展以及视频游戏的迅速普及, 使视频游戏对老年人的影响也逐渐为研究者所关注。游戏中认知功能的训练能有效延缓认知老化; 游戏中体验到的积极情绪以及与其他玩家的互动可以提高心理健康水平; 网络视频游戏还能增加老年人的社会交往, 扩大社交网络, 增强社会功能; 此外, 互动视频游戏还能使老年人进行更多的身体锻炼。未来研究应进一步探讨视频游戏对成功老龄化更全面的影响, 老年玩家在视频游戏中的性别差异, 如何在中国文化背景下理解视频游戏带来的积极影响以及进行应用研究, 针对老年人的实际需要为游戏开发提供建议。  相似文献   
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