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81.
暴力电子游戏对攻击行为及相关变量的影响   总被引:3,自引:0,他引:3  
文章综述了暴力电子游戏对攻击行为及相关变量影响的测量方法和实证研究结果,分析了这种影响的心理机制和特点,文章认为对这种心理机制的理论探讨经历了四个阶段,元分析表明暴力电子游戏增加了游戏者的攻击行为、攻击认知、攻击情感、生理唤醒,最后文章指出以往研究中存在的问题和未来可能的发展方向  相似文献   
82.
国外有关内隐自尊的研究   总被引:3,自引:0,他引:3  
张镇 《心理科学进展》2003,11(5):551-554
作为内隐社会认知领域的一部分,内隐自尊是指人们在对与自我相关或自我分离的客体进行评价时的一种态度表现,而这种态度无法通过内省的方式被识别。根据近几年的研究成果,Greenwald与 Banaji将内隐自尊概括为三种形式:实验控制条件下的内隐自尊,如角色扮演、单纯所有权现象及小群体效应;原生内隐自尊,例如社会交往中的相似-吸引现象、劝说中的认知反应、选择决策的扩散效应、姓名字母偏爱效应;二级内隐自尊,如自我积极性、内隐的合群与排斥及替代性自尊  相似文献   
83.
应激对中国地鼠糖尿病发生的影响   总被引:6,自引:0,他引:6  
研究实验性应激、情绪性、笼架水平在中国地鼠糖尿病发生中的作用强度及其交互作用,以确定中国地鼠糖尿病发生危险因素。结果表明实验性应激(震动、旋转合并限制)能促使中国地鼠血糖水平显著升高,糖尿病发病率增加,发病年龄提前;高情绪性中国地鼠,随着实验时间延长,其发病率也逐渐升高,并稳定在一定水平;析因方差分析提示,实验性应激与动物情绪性的交互作用对实验后中国地鼠的血糖变化起主要作用。  相似文献   
84.
“攻击性行为”社会认知的实验研究   总被引:29,自引:3,他引:26  
采用两种不同的方法对人类“攻击性行为”社会认知的某些特点进行探索。结果表明:①再认过程中,被试对被攻击者的辨别率(A')明显高于攻击者,B″也具有明显特征。证明人类的外显记忆更多倾向记忆“灾难现象”。②偏好测试中,被试偏好攻击者明显多于被攻击者。证实了“攻击性行为”社会认知实验性分离的存在。也就是说学习攻击性图片在人类记忆中,产生了“攻击性行为”社会认知的启动效应。同时也证实了内隐与外显记忆之间存在任务分离的加工演变过程。③偏好测试中出现被试对陌生人(中性人物)的偏好率明显高于攻击与被攻击者的总和。我们认为这是间接启动效应,是外显记忆和内隐记忆在选择上发生冲突继而导致倾向一致的结果。  相似文献   
85.
Playing computer games has become an increasingly popular leisure time activity amongst adolescents, but concerns have been expressed over possible associated consequences. One research area has investigated reasons for playing, and two prior explanations relate it to the functional concepts of ‘electronic friendship’ and ‘self-esteem’. A questionnaire study was conducted among 120 adolescents to obtain information on a number of measures including gratification of needs and self-esteem. Results showed that playing computer games is equally popular with males and females, but males spend more time on it. Positive correlations between playing and items on the needs scales were obtained. In particular males who were heavy players scored highly on the ‘preference to friends’ need, but interestingly they were also likely to see their friends more often outside school, thus providing no support for the theory that computer games are taking the place of normal social interaction. For females there was evidence of a negative relationship between self-esteem and need gratification through playing computer games. However more adolescents spend much more time watching television than playing computer games. These results are discussed in the context of previous research.  相似文献   
86.
内隐社会认知的初步实验研究   总被引:64,自引:4,他引:60  
使用攻击和被攻击者相互作用的实验图片,随机抽取大学本科生90名,采用3种加工类型×2种测验方式的混合设计来考察社会认知的无意识或内隐成分。结果表明:1.加工类型对被试的再认测验和偏好测验有不同的影响,即出现了实验性分离;2.内隐态度是可以测量的,且明显影响被试的社会判断  相似文献   
87.
The extent to which interrater agreement and ratings of significance on both changes in level and trend are affected by lines of progress and semilogarithmic charts was investigated. Thirteen graduate students rated four sets of charts, each set containing 19 phase changes. Set I data were plotted on equal interval charts. In Set II a line of progress was drawn through each phase on each chart. In Set III data points were replotted on semilogarithmic charts. In Set IV a line of progress was drawn through each phase of each Set III chart. A significant main effect on interrater agreement was found for lines of progress as well as a significant 2-way interaction between lines of progress and change type. Three main effects (chart type, lines of progress, and type of change) and a significant 3-way interaction were found for ratings of significance. Implications of these data for visual analysis of charted data are discussed.  相似文献   
88.
Four dimensions (applied, analytic, general, conceptual) were selected from Baer, Wolf, and Risley's (1968) seminal article on the nature of applied behavior analysis and were monitored throughout the first 10 volumes of the Journal of Applied Behavior Analysis. Each of the experimental articles in Volumes 1 through 6 and the first half of Volumes 7 through 10 was rated on each of these dimensions. The trends showed that applied behavior analysis is becoming a more purely technical effort, with less interest in conceptual questions. We are using simpler experimental designs and are conducting fewer analogue studies. Although concern for maintenance is increasing, other forms of generality are being measured or analyzed less often. These trends are discussed in terms of a technical drift in applied behavior analysis.  相似文献   
89.
Single-case experimental designs (SCEDs) are commonly used in behavior analytic research but rarely used in behavioral neuroscience research. The recent development of technologies that allow control of the timing of neurobiological events such as gene expression and neuronal firing enable the fruitful application of SCEDs for the study of brain–behavior relations. There are at least 3 benefits expected from applying SCEDs to study how neurobiological events affect behavior. First, SCEDs entail direct within- and across-subject assessments of reliability, likely increasing the probability of replication across studies and encouraging a search for the causes of replication failure when they occur. Second, SCEDs focus on behavior in individual organisms producing a body of knowledge that applies to individuals rather than population parameters. Finally, SCEDs require fewer animals, decreasing costs and effort and addressing the ethical obligation to reduce the number of animals used for research. Examples are provided using hypothetical data generated based on published research. Collaborations between behavior analysts and behavioral neuroscientists will bring the world within the skin under direct experimental control and broaden our understanding of the determinants of behavior.  相似文献   
90.
People routinely seek out activities they believe will relieve stress. There has always been debate regarding the extent to which different activities, particularly those with aggressive content, successfully manage mood or worsen it. It is routinely believed that engaging in highly aggressive activities after becoming stressed worsens mood. However, unlike experiments, in real life people generally select activities that match their interests. In the present study, 105 university students were exposed to an acute stressor then randomized to either (a) a time filler control task; (b) to hit a bobo doll; or (c) given a choice of five different activities, some aggressive, some not. Results indicated that those who were given a choice of activities experienced the greatest reductions in stress and hostility. Furthermore, evidence did not suggest that more aggressive activities made participants more hostile, stressed, or aggressive.  相似文献   
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