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251.
Rough and tumble (R&T) play is a unique set of behaviors that can be reliably distinguished from aggression and other childhood activities. Although it may be the most fundamental form of play, it has received comparatively little experimental attention in the human species. Forty children, ages three to six, were allowed to play in pairs (10 male pairs, 10 female pairs) during a 30 minute videotaped session with no toys available while music played in the background during every other five‐minute time period. The incidence frequency of children's play and related behavioral activities were scored using 20 behavioral categories. The major findings show only modest gender differences in the frequency of play behaviors in such controlled social encounters; the main difference is that boys engaged in slightly more physical play solicitations than girls. Music facilitated General Motor Activities (e.g., Running and Walking behaviors), but not specific R&T play actions (e.g., Wrestling, Ventral and Dorsal contacts). Finally, most play behaviors as well as general activities declined systematically over the course of each recording session. This experiment highlights how human social play can be systematically studied in a controlled laboratory setting. Aggr. Behav. 29:539–551, 2003. © 2003 Wiley‐Liss, Inc.  相似文献   
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Analysts have long sought to understand whether women and men have different ethical orientations. Some researchers have argued that women and men consistently make fundamentally different ethical judgments, especially of corruption; others have found no such disparities. This study considered whether an individual's age may also play a role in determining his or her moral judgment. A statistical investigation of interactive effects between gender and age in a nationally representative data set from Japan shows that this interaction functions better as a predictor of moralism than do education or gender alone. Older individuals of both sexes were found to have similar strict moral perceptions; as women and men age, their ethical judgments converge.  相似文献   
254.
This paper examines the occurrence of framing effects when more thought is given to problems. In Study 1, participants were presented with one of two frames of several decision problems. Participants' Need for Cognition (NC) scores were obtained, and half the participants were asked to justify their choices. Substantial framing effects were observed, but the amount of thought purportedly given to a problem, whether manipulated by justification elicitation or measured by NC scores, did not reduce the incidence of framing effects. In Study 2, participants responded to both frames of problems in a within‐subjects design. Again, NC scores were unrelated to responses on the first frame encountered. However, high‐NC, compared to low‐NC, participants were more consistent across frames of a problem. More thought, as indexed here, does not reduce the proclivity to be framed, but does promote adherence to normative principles when the applicability of those principles is detectable. Copyright © 2003 John Wiley & Sons, Ltd.  相似文献   
255.
As virtual reality (VR) technology and systems become more commercially available and accessible, more and more psychologists are starting to integrate VR as part of their methods. This approach offers major advantages in experimental control, reproducibility, and ecological validity, but also has limitations and hidden pitfalls which may distract the novice user. This study aimed to guide the psychologist into the novel world of VR, reviewing available instrumentation and mapping the landscape of possible systems. We use examples of state-of-the-art research to describe challenges which research is now solving, including embodiment, uncanny valley, simulation sickness, presence, ethics, and experimental design. Finally, we propose that the biggest challenge for the field would be to build a fully interactive virtual human who can pass a VR Turing test – and that this could only be achieved if psychologists, VR technologists, and AI researchers work together.  相似文献   
256.
One major challenge of social interaction research is to achieve high experimental control over social interactions to allow for rigorous scientific reasoning. Virtual reality (VR) promises this level of control. Pan and Hamilton guide us with a detailed review on existing and future possibilities and challenges of using VR for social interaction research. Here, we extend the discussion to methodological and practical implications when using VR.  相似文献   
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Event-Related Potentials (ERPs) were collected concurrently with stimulus presentation during a source monitoring task. Younger adults were less likely than older adults to make source monitoring errors and their ERP records showed far greater discrimination between target stimuli and familiar but nontarget foils. Older adults not only made more source errors but produced high amplitude late positivities to the nontarget foils even when these foils were correctly rejected. Under divided attention conditions, younger adults performance was similar to that of the older adults both behaviorally and electrophysiologically. These data illustrate the role that attentional resources play in the ability to inhibit response tendencies and suggest that age differences in source monitoring may be more related to attentional control than inefficiencies in the encoding of contextual information. As well, they suggest that the ERP late positivity may represent a more general response to item salience rather than serve as an index of recollection as is the current view.  相似文献   
259.
The present experiment analyzed temporal control of postreinforcement pause duration during within-session changes in the criterion for reinforcement (interfood interval, IFI). Analysis of interval-by-interval changes in the pause revealed localized and nonlocalized effects from short intervals that caused specific changes in performance. In Phase 1, rats were presented with five consecutive 15-s IFIs intercalated into a series of 60-s IFIs. The 15-s set decreased the pause in adjacent and more remote 60-s intervals. In Phase 2, two sets of 15-s intervals were intercalated. The spacing between the two sets varied so that 0, 5, 10, or 15 60-s IFIs separated the sets. The postreinforcement pause tracked all changes in the IFI duration, and the localized effect from a short set extended beyond the next interval to the next few 60-s IFIs. Effects from one set, however, did not combine with a second set: Changes in the pause after two sets were the same regardless of the spacing between sets.  相似文献   
260.
The common assumption that employing tangible rewards with individual children will have adverse effects upon peer observers was studied in the preschool setting. Multiple-subject, multiple-baseline procedures were applied to two classes of children, aged 3.5 to 6 yr. In each group, three consecutive children with low base rates of in-seat behavior received a verbal contingency and food rewards for sitting, while peers (with either low or high rates of in-seat behavior) received neither food nor teacher attention for sitting. Peer reactions measured were in-seat behavior, aggression, nonaggressive disruptive behavior, and complaints. The procedures neither decreased the in-seat behavior of peer observers, nor increased their aggressive or disruptive behavior. On the contrary, peers with low base rates of sitting initially displayed an abrupt, but temporary, increase in sitting. Moreover, although no compensatory attention was delivered, all children exhibited improved sitting by the end of the study. Complaints, which consisted mainly of requests for rewards, decreased in frequency with successive program phases, and within each phase. It is suggested that the class improvement in sitting behavior and the absence of negative effects on observers may be partially due to the high frequency of attention the teacher maintained for other desired behavior and the lack of attention to children's complaints.  相似文献   
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