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   168篇
  免费   24篇
  国内免费   12篇
  2023年   2篇
  2022年   3篇
  2021年   5篇
  2020年   7篇
  2019年   11篇
  2018年   8篇
  2017年   4篇
  2016年   15篇
  2015年   12篇
  2014年   11篇
  2013年   28篇
  2012年   6篇
  2011年   12篇
  2010年   5篇
  2009年   11篇
  2008年   10篇
  2007年   13篇
  2006年   13篇
  2005年   4篇
  2004年   2篇
  2003年   2篇
  2002年   4篇
  2001年   2篇
  1999年   3篇
  1998年   2篇
  1997年   1篇
  1995年   3篇
  1994年   2篇
  1993年   1篇
  1991年   1篇
  1990年   1篇
排序方式: 共有204条查询结果,搜索用时 15 毫秒
151.
To determine what the speaker in a cooperative dialog meant with his assertion, on top of what he explicitly said, it is crucial that we assume that the assertion he gave was optimal. In determining optimal assertions we assume that dialogs are embedded in decision problems (van Rooij 2003) and use backwards induction for calculating them (Benz 2006). In this paper, we show that in terms of our framework we can account for several types of implicatures in a uniform way, suggesting that there is no need for an independent linguistic theory of generalized implicatures. In the final section, we show how we can embed our theory in the framework of signaling games, and how it relates with other game theoretic analyses of implicatures.
Robert van Rooij (Corresponding author)Email:
  相似文献   
152.
评价中心的基本特点与发展趋势   总被引:5,自引:0,他引:5  
殷雷 《心理科学》2007,30(5):1276-1279
本文对人才测评的高端技术——评价中心进行了较为客观的评价,不仅阐述了评价中心及其主要核心技术的功能和特点,揭示了评价中心在甄选人才方面的科学性和有效性,而且指出了评价中心存在的一些局限性,同时介绍了评价中心的改革趋势和最新发展,从而帮助人们能够全面、正确地认识评价中心的作用和意义。  相似文献   
153.
动作视频游戏是电子竞技中受众最广、心智挑战最高的游戏项目之一。目前对动作视频游戏专业玩家的能力特征了解尚不清晰。以职业选手和排名较高的玩家为对象,横断研究发现动作视频游戏专业玩家具有更快的注意选择、更稳定的持续注意、更好的注意瞬脱表现、更高的多目标追踪能力和工作记忆容量。专业玩家更好的注意表现主要与更高的P3波幅有关,工作记忆表现与背外侧前额叶和右后顶叶等可塑性变化有关。此外,专业玩家还存在中央执行网络与多个脑网络间的功能连接增强。目前游戏训练对认知的促进程度尚不足以弥补专业玩家和新手的认知差距。基础的认知能力对玩家游戏表现的预测有限。未来可扩展更高级的游戏决策,游戏组块或游戏模式的认知研究。  相似文献   
154.
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   
155.
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   
156.
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   
157.
游戏促进幼儿自尊的实验研究   总被引:2,自引:0,他引:2  
本研究设计五种游戏类型,并通过教育现场实验促进幼儿自尊发展。结果表明:1.游戏促进了幼儿自尊的发展。2.不同年龄幼儿获得自尊的典型游戏类型不同,促进幼儿自尊发展的典型游戏:小班为生活游戏、体育游戏,中班为美工游戏、体育游戏,大班为智力游戏和角色游戏。  相似文献   
158.
于静  朱莉琪 《心理科学进展》2010,18(7):1182-1188
公平正义一直是人类不懈追求的目标,是心理学、经济学等多个学科共同关注的一个重要课题。发展心理学常采用故事法对儿童的公平认知进行研究,博弈范式的引入则为研究儿童的公平行为提供了新的方法和角度。该文主要介绍了独裁者博弈和最后通牒博弈中儿童公平行为的发展趋势,并对已有的矛盾性结论进行了原因分析,探讨了公平行为的内团体偏差效应、公平的本质是意图公平还是结果公平、以及心理理论与公平行为的关系等问题。最后,该文指出今后对儿童公平行为的研究应充分考虑社会情境与社会认知能力的影响。  相似文献   
159.
This paper is concerned with rethinking the nature of social life in terms of how it appears — not to us academics at the centre of it, as consisting in a system, or a plurality of systems -but how it might appear from a position more in on the margins, at those moments when ordinary people must relate themselves to each other, unsystematically and practically. To do this, we must also rethink the nature of language and thought as possessing within these moments, a formative or creative character — for it must have the ability to create practical connections between aspects of people's lives, as required, on the spot. This is to privilege the role of rhetoric in these regions over that of logic. This also leads to a rethinking of ideology and power: as being to do with, not ideas, but the practical shaping (or not) — in moments when in practical communication with others — of collective, sharable forms of life. Where it is in such moments, in which different people meet each other in socially constructing their lives together, that political struggles are their most intense, and where ideology can be detected at work.  相似文献   
160.
Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents’ willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents’ preferences for violent video games and interact with violent game playing fostering adolescents’ aggressive inclinations. In Study 1, 121 adolescents (aged 10–18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11–16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations.
  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