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   403篇
  免费   53篇
  国内免费   34篇
  2024年   2篇
  2023年   9篇
  2022年   4篇
  2021年   8篇
  2020年   22篇
  2019年   23篇
  2018年   21篇
  2017年   14篇
  2016年   28篇
  2015年   20篇
  2014年   26篇
  2013年   72篇
  2012年   11篇
  2011年   20篇
  2010年   13篇
  2009年   22篇
  2008年   20篇
  2007年   21篇
  2006年   22篇
  2005年   14篇
  2004年   11篇
  2003年   15篇
  2002年   14篇
  2001年   7篇
  2000年   3篇
  1999年   6篇
  1998年   5篇
  1997年   4篇
  1996年   2篇
  1995年   4篇
  1994年   3篇
  1993年   3篇
  1991年   2篇
  1990年   1篇
  1984年   1篇
  1983年   1篇
  1982年   3篇
  1981年   2篇
  1980年   1篇
  1979年   2篇
  1978年   3篇
  1977年   2篇
  1976年   3篇
排序方式: 共有490条查询结果,搜索用时 15 毫秒
381.
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   
382.
We make a proposal for formalizing simultaneous games at the abstraction level of player’s powers, combining ideas from dynamic logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of ‘concurrent game logic’ CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light on branching quantifiers and independence-friendly evaluation games for first-order logic.  相似文献   
383.
经验合作教学对教师教学准备影响的实验研究   总被引:1,自引:1,他引:0       下载免费PDF全文
本研究以"经验合作教学"的校本教师培训的新思路为依据,以经验合作教学的操作性方案为干预手段,运用教育实验法考察经验合作教学计划对教师教学准备的影响。研究表明:(1)《教师教学准备评价问卷》的信、效度均达到心理测量学要求,可以作为评价教师教学准备的工具;(2)经验合作教学对教师的教学准备具有积极促进作用;(3)经验合作教学对不同教龄、性别、职称教师教学准备的影响不同。  相似文献   
384.
Within the span of a week in late November 2013, three Canadian Forces members committed suicide. Another suicide was reported in early December. This spate of soldiers taking their own lives caused uproar among military families and suicide survivors. Our interest in these suicides is the discourses around helping traumatized warriors and veterans that seem to be circulating both in tandem and at odds with one another. We draw on Michel Foucault's ideas about discourse, truth games, and parrhēsia to unravel some of the complicated connections within the discourse of helping traumatized soldiers. Using the analytical method of audiography, we make the case for understanding these discourses as parts of authoritative narratives and echoed narratives. We pay close attention to the embeddedness of emotion in the discursive practices of help-seeking and help-offering and to the mobilization of emotion within the asymmetries in the practice of power. We close with comments about the mediated effects of military and state hierarchies in discourses of helping traumatized warriors.  相似文献   
385.
The everyday life of students is characterized by hours of learning in order to pass exams. After learning they tend to opt for an occupation that provides them with a great deal of entertainment. It is obvious that it would be advantageous if the chosen activity had a positive impact on memory consolidation. Due to the circumstance that such activities can lead to stress and that memory is affected by stress we wanted to look at these coherences. We examined the effect of two different common leisure time activities on cortisol and memory to be able to formulate recommendations for society. For this purpose, a group was tested before and after playing a violent computer game while the second group was tested before and after running. In addition, a control group was set up. Salivary cortisol was measured at the beginning, during, and at the end of the experiment.Our data demonstrates that running increases cortisol levels and, performed immediately after a learning period, facilitates memorization of neutral information. In contrast, playing a violent computer game tends to impair memorization.The results of the present study have practical implications for the choice of recreational activities in the context of learning.  相似文献   
386.
醋柳黄酮为沙棘果实与叶的有效提取成分,其中已被鉴定的黄酮类化合物有槲皮素及其苷类、异鼠李素及其苷类、山奈酚及其苷类、杨梅酮、绿原酸、猪草苷、儿茶酚和黄芩苷等。醋柳黄酮作为中药有效成分,具有多种药理作用。近十几年国内对沙棘进行了广泛深入的研究,并取得了一定的进展。本文对其实验研究及临床应用的概况作一综述。  相似文献   
387.
Partiality and games: propositional logic   总被引:2,自引:0,他引:2  
  相似文献   
388.
PDP再认型实验程序与刺激来源的可鉴别性研究   总被引:2,自引:0,他引:2  
高湘萍 《心理学报》2000,32(4):381-386
提出应根据实验程序的不同,把加工分离模型(PDP)进一步分为启动型和再认型两类。2个实验考察了刺激来源的可 鉴别性在PDP的再认型实验程序中的作用,同时还考察了注意水平、刺激材料和加工水平等因素对词单1刺激项目再认成绩的影 响。结果发现:熟悉感和刺激来源的可鉴别性共同决定了被试在排除测验中的反应;汉字作刺激材料并不影响实验结果。  相似文献   
389.
Online video games are social spaces for players from around the world. They use this space to form communities, relationships, and identities. However, gaming communities are not always welcoming, and some are even perceived as being “toxic.” A prevalent issue is online sexual harassment, which is keeping many women from participating in the gaming community. Research on the factors contributing to the problem is limited, though. The present study replicates and expands previous research, using a sample of 856 online gamers. The study supports earlier findings that found hostile sexism and social dominance orientation as predictors of sexual harassment perpetration in online video games. In addition, we expanded the previous research with additional predictors: machiavellianism, psychopathy, and gamer identification predicted higher sexual harassment perpetration. Our results have implications for the gaming community's role in curtailing sexual harassment and making itself a more inclusive community.  相似文献   
390.
An experiment in multicriteria decision support was conducted that examined two types of information displays, two different multiattribute models and two levels of task complexity in a laboratory setting with students as subjects. The findings focused on the ‘process’ behaviour and the ‘design’ elements of the human-machine interface. Findings concerning the process behaviour suggested that the subjects' actions on data acquisition were guided by their cognitive preference for the attributes, but that the subjects had no discernible search pattern for evaluation. Findings for design included a significant interaction between display and model in weight estimation and assessment. The practical implications for software design are also discussed.  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