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51.
以往炫耀性消费研究多囿于自尊补偿视角,本文着眼于驱动炫耀性消费动机的自我增强属性,提出敬畏的自我超越属性可以降低个体对自身目标重要性的评估(即提升“小我”水平),进而降低炫耀性消费倾向。四个研究采用三种炫耀性消费倾向测量方式,通过测量特质敬畏(研究1a)和操纵状态敬畏(研究1b)均验证了敬畏对炫耀性消费倾向的抑制作用。研究2表明敬畏不影响非炫耀性消费倾向。研究3发现“小我”在敬畏与炫耀性消费倾向之间起到了中介作用。 相似文献
52.
为了探讨生涯适应力与择业焦虑的关系及内部的认知加工过程。采用点探测范式测量注意偏向,问卷法调查大学生的生涯适应力、归因和择业焦虑。结果发现:(1)生涯适应力既能直接负向预测择业焦虑,又能通过积极事件归因方式、及注意偏向和积极事件归因方式的链式中介作用间接预测择业焦虑。(2)在生涯适应力与择业焦虑的关系中受到消极事件归因方式的调节作用:只有消极事件积极归因时,生涯适应力才会影响择业焦虑。研究结果揭示了择业焦虑的内部作用过程,丰富了生涯适应力通过注意偏向和积极事件归因方式影响择业焦虑的解释视角,为通过归因和注意偏向的调整缓解不同生涯适应力个体择业焦虑提供了重要参考。 相似文献
53.
自然体验是指个体通过各种感官感知自然或与源于自然界的刺激互动。学者通常使用问卷测量法、自然指标法或实验操纵法来量化操纵人们的自然体验,发现接触自然可以在心理、生理和行为等方面产生积极效应。且这些积极效应会受到物理环境、个体以及社会因素的影响。未来应突破“城市——自然”二元对立思想并加强积极效应的纵深研究;拓展研究群体;促进相关研究成果的实际应用。 相似文献
54.
This experiment demonstrated that rats trained to display elevated levels of shock-induced aggression in a negative reinforcement paradigm displayed more boxing behavior than yoked control groups in a later test in which intruder rats were placed in the home cage of resident rats. Resident or intruder status did not affect the influence of the negative reinforcement procedure on the observed resident-intruder behavior of trained animals; however, naive intruders paired with trained residents displayed increased defensive behavior, suggesting that negative reinforcement for shock-induced aggression affected the behavior of these residents. 相似文献
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56.
Natascha de Hoog Peter Verboon 《British journal of psychology (London, England : 1953)》2020,111(2):157-173
There is evidence that exposure to negative news is making people feel bad, but not much is known about why this only affects some people or whether this also applies to everyday news exposure. This study examined the direct and indirect effects of daily news exposure on people's affective states. Using ecological momentary assessment (EMA), 63 respondents (24 men and 39 women) reported their news exposure and affective states five times a day for 10 days. In addition, personal relevance of the news and personality characteristics, neuroticism and extraversion, were assessed. Results showed that negative news perceptions were related to more negative affect and less positive affect, and these effects were moderated by personal relevance, but not personality characteristics. The implications of these outcomes are discussed. 相似文献
57.
Although a demand analysis is helpful for identifying potential establishing operations for the functional analysis (FA) demand condition, it may not always be practical due to time constraints. A potential alternative is the Negative Reinforcement Rating Scale (NRRS), an indirect assessment tool that may serve as a time efficient alternative to a demand analysis. The experimenter assessed the reliability and validity of the NRRS for 5 individuals with autism spectrum disorder who exhibited problem behavior. Multiple types of interrater reliability were assessed across 2 informants, and NRRS outcomes were compared to a subsequent demand analysis and FA to assess its validity. Reliability was high (M = 84%) for NRRS numerical ratings of categories but low (M = 32.9%) for specific examples provided. NRRS-identified highly aversive tasks yielded better correspondence with demand analysis outcomes than did NRRS-identified less aversive tasks. 相似文献
58.
Emily Kate Rubio Valerie M. Volkert Heather Farling William G. Sharp 《Journal of applied behavior analysis》2020,53(2):956-972
Children with feeding disorders often engage in refusal behavior to escape or avoid eating. Escape extinction combined with reinforcement is a well-established intervention to treat food refusal. Physical guidance procedures (e.g., jaw prompt, finger prompt) have been shown to increase food acceptance and decrease inappropriate mealtime behavior when more commonly employed escape extinction (e.g., nonremoval of the spoon) procedures are ineffective. The finger prompt, however, has not been extensively evaluated as a treatment adjunct to target food refusal, thus necessitating further examination. The purpose of this prospective study was to assess a variation of a finger prompt procedure to treat food refusal and to assess caregivers' acceptability of the procedure. Three children age 1 to 4 years admitted to an intensive feeding disorders program and their caregivers participated. The finger prompt was effective in increasing bite acceptance across all participants and decreasing or maintaining low levels of inappropriate behavior for 2 participants. The procedure was also acceptable to all caregivers. 相似文献
59.
A recent intervention, the Step it UP! game (Galbraith & Normand, 2017), consists of an interdependent group contingency to increase student physical activity. In addition, previous research demonstrated that adult interaction may reinforce physical activity (Larson et al., 2014). We extended research on the Step it UP! game by comparing the effects of no game, Step it UP! game, and Step it UP! game plus adult interaction on the number of steps taken by participants in a third-grade classroom during recess. Overall, 19 of the 25 participants took more steps during the Step it UP! game plus adult interaction compared to the Step it UP! game and no-game recesses. Furthermore, 20 participants preferred the Step it UP! game plus adult interaction. Results suggest that adult interaction can enhance the effects of the Step it UP! game to increase physical activity. 相似文献
60.
Given the recent emphasis on exploring valence in creative behavior, this study examines negative creativity via a person–situation interactionist perspective. By manipulating goal valence (uses or misuses) and object valence (positive or negative), four conditions of an adapted Divergent Thinking task were used to predict positive and negative creativity. Participants (N = 178, 103 females, Mage = 23.82, SD = 4.03, range: 18–38) responded to a single condition along with the Big Five and Dark Triad personality scales in a between-groups design. Hierarchical multiple regressions revealed that goal and object valence significantly explained variance in valences of creative responses, beyond individual differences of personality. Furthermore, the congruence between goal and object valence predicted valenced creativity; that is, the positive objects and goals condition yielded more positive-original ideas, and the negative objects and goals condition yielded more negative-original ones. Object valence alone (material presses) did not contribute significantly to explaining valenced creativity. Negative-original responses were inversely related to conscientiousness, and directly to intellect/imagination and secondary psychopathy. Thus, negative creativity was attributed relatively more to person as compared to situation variables. Results are discussed from a valence-based and interactionist perspective. 相似文献