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   322篇
  免费   46篇
  国内免费   40篇
  2023年   10篇
  2022年   17篇
  2021年   17篇
  2020年   25篇
  2019年   19篇
  2018年   19篇
  2017年   20篇
  2016年   26篇
  2015年   21篇
  2014年   15篇
  2013年   62篇
  2012年   9篇
  2011年   18篇
  2010年   11篇
  2009年   18篇
  2008年   13篇
  2007年   5篇
  2006年   9篇
  2005年   7篇
  2004年   4篇
  2003年   7篇
  2002年   7篇
  2001年   4篇
  2000年   7篇
  1999年   4篇
  1998年   4篇
  1997年   2篇
  1996年   1篇
  1995年   2篇
  1994年   2篇
  1993年   1篇
  1992年   4篇
  1991年   3篇
  1990年   2篇
  1989年   2篇
  1988年   2篇
  1987年   1篇
  1986年   1篇
  1985年   1篇
  1981年   2篇
  1980年   1篇
  1979年   1篇
  1978年   2篇
排序方式: 共有408条查询结果,搜索用时 15 毫秒
71.
72.
Hilary Saner 《Psychometrika》1994,59(2):253-267
The use ofp-values in combining the results of independent studies often involves studies that are potentially aberrant either in quality or in actual values. A robust data analysis suggests the use of a statistic that takes these aberrations into account by trimming some of the largest and smallestp-values. We present a trimmed statistic based on an inverse cumulative normal transformation of the orderedp-values, together with a simple and convenient method for approximating the distribution and first two moments of this statistic.The author thanks Ingram Olkin, David Rogosa, Jim Hodges and two anonymous reviewers for providing many useful comments and suggestions.  相似文献   
73.
Five institutionalized retarded women were taught a clothing selection skill to coincide with popular fashion. Normative data concerning popular styles of color-coordinated clothing were collected through observations of women's apparel in a local community. Using a puzzle simulation of a woman with alternative pieces of colored clothing, color coordination training was conducted using modelling, instructions, practice, praise, and feedback to teach popular selections of color combinations. A generalization training component with actual clothing was also included. Training was accompanied by large increases in percentage of popular color selections with the puzzle and actual clothing. The increases maintained over a seven- to 14-week followup period. Time efficiency measures supported the use of the simulation procedure as opposed to total reliance on actual clothing. The results underscore the utility of local norms in community preparation programs and the efficacy of instructional procedures for severely and profoundly retarded persons as part of their participation in the deinstitutionalization movement.  相似文献   
74.
EM and beyond   总被引:2,自引:0,他引:2  
The basic theme of the EM algorithm, to repeatedly use complete-data methods to solve incomplete data problems, is also a theme of several more recent statistical techniques. These techniques—multiple imputation, data augmentation, stochastic relaxation, and sampling importance resampling—combine simulation techniques with complete-data methods to attack problems that are difficult or impossible for EM.A preliminary version of this article was the Keynote Address at the 1987 European Meeting of the Psychometric Society June 24–26, 1987 in Enschede, The Netherlands. The author wishes to thank the editor and reviewers for helpful comments.  相似文献   
75.
Researchers have placed a necessary focus on the mental health and substance use needs of U.S. military populations. In the present study, we examined a sequential regression model in which psychological, emotional, and spiritual factors predicted hazardous drinking and internet gaming severity in a national sample of 207 with military identities. Results indicated that posttraumatic stress disorder symptoms, shame, and negative religious coping predicted hazardous alcohol use. Additionally, religious and spiritual struggles predicted higher internet gaming severity. Future research is needed to better contextualize combat era demographics and mental health risk and protective factors associated with alcohol use and internet gaming among military populations.  相似文献   
76.
The purpose of this study was to examine the association between esport participation and loneliness, as well as its moderating factors. Chinese college students (N = 216) self-reported their esport playing time and degree of loneliness each day immediately before bedtime for four consecutive weeks. The findings revealed that as playing time increased, students did not experience reduced sense of loneliness during playing esport, but they experienced a temporary and intensified feeling of loneliness the same day following gameplay. Students with higher general loneliness tended to feel more after-game loneliness associated with increased esport participation. Students with higher obsessive passion about esport tended to experience more loneliness (both in-game and after-game) associated with increased esport participation. Students with greater coping motivation about esport tended to experience more in-game loneliness associated with previous increased esport participation. Students who played esport less often with friends in person, or with more escape motivation toward esport, tended to increase esport participation time more following previous increased after-game loneliness. The findings suggested that college students should avoid utilizing esport to achieve a sense of belonging and should be cautious of the loneliness-inducing effect after gameplay. A healthy level of loneliness can be maintained by playing esport more with friends in person, learning strategies to avoid obsessive passion, coping motivation, and escape motivation towards esport.  相似文献   
77.
Heart rate variability (HRV) is a psychophysiological measure of particular interest in esports due to its potential to monitor player self-regulation. This study aimed to systematically review the utilisation of HRV in esports. Consideration was given to the methodological and theoretical underpinnings of previous works to provide recommendations for future research. The protocol was made available on the Open Science Framework. Inclusion criteria were empirical studies, examining HRV in esports, using esports players, published in English. Exclusion criteria were non-peer-reviewed studies, populations with pre-existing clinical illness other than Internet Gaming Disorder (IGD), opinion pieces or review papers. In November 2022 a search of Web of Science, PubMed, and EBSCOHost identified seven studies using HRV in esports. Risk of bias was assessed using the Mixed Methods Appraisal Tool. Narrative review identified two primary uses of HRV in esports; stress response and IGD. A lack of theoretical and methodological underpinning was identified as a major limitation of current literature. Further investigation is necessary before making recommendations regarding the use of HRV in esports. Future research should employ sound theoretical underpinning such as the use of vagally mediated HRV and the robust application of supporting methodological guidelines when investigating HRV in esports.  相似文献   
78.
方差分量估计是进行概化理论分析的关键。采用MonteCarlo模拟技术,探讨心理与教育测量数据分布对概化理论各种方法估计方差分量的影响。数据分布包括正态、二项和多项分布,估计方法包括Traditional、Jackknife、Bootstrap和MCMC方法。结果表明:(1)Traditional方法估计正态分布和多项分布数据的方差分量相对较好,估计二项分布数据需要校正,Jackknife方法准确地估计了三种分布数据的方差分量,校正的Bootstrap方法和有先验信息的MCMC方法(MCMCinf)估计三种分布数据的方差分量结果较好;(2)心理与教育测量数据分布对四种方法估计概化理论方差分量有影响,数据分布制约着各种方差分量估计方法性能的发挥,需要加以区分地使用。  相似文献   
79.
曹贤才  王大华  王岩 《心理学报》2020,52(8):982-992
当依恋对象不在身边时, 个体可以通过内部表征的方式通达依恋对象的可得与反应性, 获得依恋安全感。然而, 现有研究对内部表征通达途径的考察忽略了情节模拟的作用。该研究采用实验组控制组前后测设计, 考察是否可以通过依恋相关的情节模拟通达依恋对象的可得与反应性, 帮助个体获得依恋安全感。研究招募正处于恋爱关系中且恋爱时长超过6个月的大学生46名。前测评定依恋相关的困境情境; 3天后实验组被试进行依恋相关的情节模拟任务, 控制组被试进行情境结果的撰写任务, 并再次对情境进行评定。结果发现, 相比于控制组, 情节模拟组预期伴侣的反应性和依恋安全感有更大提升。以上的研究结果表明, 依恋相关的情节模拟可以通达伴侣可得与反应性并帮助个体获得依恋安全感。  相似文献   
80.
替身技巧是心理剧治疗的核心技巧之一,主张通过对主角的身体模仿来理解主角。具身模拟理论认为,理解是基于镜像神经机制的心理模拟。文章梳理、分析了替身技巧和具身模拟的概念和内含,并将二者相结合,在神经生理的层面上揭示了替身技巧的治疗机制与操作原理,以期通过认知神经研究来考察和解释替身技巧的效能。  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