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231.
基于重复前瞻记忆目标范式和视觉搜索范式,采用多种类型刺激呈现的眼动测量方式考察前瞻记忆意向后效应的加工机制。研究采用2(条件)×5(刺激类型)的混合实验设计,显著条件下前瞻记忆目标为红色,非显著条件下前瞻记忆目标和其他字母的颜色均为白色,背景为黑色。结果显示,显著和非显著条件下前瞻记忆完成阶段中对原前瞻记忆目标的反应时慢于控制条件,而且前瞻记忆目标在进行中任务目标之后的反应时慢于进行中任务目标之前的刺激类型。另外,非显著条件下,前瞻记忆目标在进行中任务目标之前和之后的眼动数据没有差异;显著条件下的注视点数量多于控制条件,前瞻记忆目标在进行中任务目标之后的注视点数量多于进行中任务目标之前的刺激类型。结果说明,前瞻记忆任务完成以后,在随后的阶段中遇到原前瞻记忆目标时被试会投入认知资源对其进行抑制,支持抑制加工。 相似文献
232.
Richard Spicuzza Jim Ysseldyke Amy Lemkuil Stacey Kosciolek Christopher Boys Ellen Teelucksingh 《Journal of School Psychology》2001,39(6):521-542
In recent years, concerns about the math achievement of U.S. students have been highlighted in the popular press, journal articles, major conference presentations, and official U.S. Department of Education (1998) reports. School personnel have responded to the issue of low math achievement by a) writing or rewriting standards, b) “ratcheting up” current standards, c) building accountability systems that include all students, d) developing programmatic interventions, e) extending the school year, and f) implementing effective instructional management systems. Research on teaching has linked instructional environment and achievement. Thus, this study was designed to determine whether the implementation of an instructional management system served to improve student math achievement and the classroom instructional environment. In addition, the study examined the extent to which adding a curriculum-based monitoring system to an ongoing math curriculum would result in positive changes in the classroom instructional environment and in achievement. 相似文献
233.
记忆准确性的认知取向研究 总被引:1,自引:0,他引:1
阐述了记忆准确性认知取向的五种理论主要有图示重建理论、模糊痕迹记忆理论、源监控理论、归因取向理论和记忆建构理论;并对这五种理论作了简评。 相似文献
234.
Near-death experiences are vivid, life-changing experiences occurring to people who come close to death. Because some of their features, such as enhanced cognition despite compromised brain function, challenge our understanding of the mind-brain relationship, the question arises whether near-death experiences are imagined rather than real events. We administered the Memory Characteristics Questionnaire to 122 survivors of a close brush with death who reported near-death experiences. Participants completed Memory Characteristics Questionnaires for three different memories: that of their near-death experience, that of a real event around the same time, and that of an event they had imagined around the same time. The Memory Characteristics Questionnaire score was higher for the memory of the near-death experience than for that of the real event, which in turn was higher than that of the imagined event. These data suggest that memories of near-death experiences are recalled as “realer” than real events or imagined events. 相似文献
235.
The Chinese government has announced the 2013 Guidelines for developing a national system for early detection of disability among children under 6 years of age. However, given limited resources, challenges exist with developmental measures required in the 2013 Guidelines. In order to meet the needs for a more accurate and cost-efficient measure for developmental assessment, the Ages & Stages Questionnaires: Inventory (ASQ:I) was translated into Simplified Chinese, and validated on a regional sample of 812 Chinese children ages from 1 to 25 months. Results indicated that the Chinese ASQ:I domain scores increased across children’s age. When dividing the sample into seven age intervals, Cronbach’s alpha in each interval ranged from 0.59 to 0.96 across five domains. When using the whole sample for analyses, item expected a posteriori/plausible value (EAP/PV) reliability was above 0.99 in all domains, test-retest reliability using intra-class correlation analyses ranged from 0.95 to 0.99, and the agreement with the concurrent measure ranged from 0.29 to 0.89. Domain scores on the ASQ:I correctly predicted 92–99% of participating children’s disability status. Findings suggested that the Chinese ASQ:I has adequate psychometric properties and thus provides a promising alternative measure for screening and progress monitoring in young children in China. Implications for future research and implementation are discussed. 相似文献
236.
237.
采用“学习-迁移”范式 ,探讨了学习条件和样例相似性对类别学习元认知监控的影响。实验选取虚构动物材料,采用2(学习条件:规则、无规则)×3(样例相似性:低、中、高)×2(匹配类型:正向匹配、反向匹配)混合实验设计,结果显示,在规则条件下,高样例相似性组正向匹配新项目的分类正确率显著高于反向匹配新项目的分类正确率;在无规则条件下,样例相似性越高,正向匹配新项目的分类准确率越高,所有项目的信心值也越高。这表明,规则和样例相似性是类别学习元认知判断的线索;在同一任务中,分类会涉及基于规则和基于相似性两个过程。 相似文献
238.
青少年元记忆能力发展的认知研究 总被引:7,自引:0,他引:7
元记忆是个体所具有的与自己的记忆活动有关的信念及监控系统 ,其发展研究包括元记忆知识的习得与发展、元记忆监控能力的发展等。 2 0年来的研究表明 :青少年元记忆能力的发展具有年龄阶段性和关键期 ,年龄和教育训练是其两个重要影响因素。但该领域研究还存在理论概括性不高、被试代表性不强和比较缺乏多因素实验研究等问题。其未来的研究中宜采用多因素实验设计 ,不断提高研究的系统性和生态学效度 相似文献
239.
Mengsi Xu Zhiai Li Junhua Zhang Lijing Sun Lingxia Fan Qinghong Zeng Dong Yang 《Asian Journal of Social Psychology》2015,18(3):199-208
Using three experiments, the present study investigates the impact of social exclusion on attention. Specifically, we investigate whether social exclusion promotes attentional bias to social acceptance cues (smiling faces) or social exclusion cues (angry faces) among an Asian population. The Cyberball game was adopted to manipulate social inclusion or exclusion, and a dot‐probe task was used to measure individuals' responses to smiling or angry faces. In Experiments 1 and 2, each trial consisted of either a smiling or angry face that was paired with a neutral face. In Experiment 1, when the stimulus onset‐asynchronies (SOA) were 500 ms, the inhibition of return emerged, indirectly indicating that social exclusion promotes sensitivity to social acceptance cues. In Experiment 2, after setting the SOA to 200 ms, we found that social exclusion promotes attentional bias to smiling faces compared to neutral faces. In Experiment 3, both smiling and angry faces were shown during each trial, and we found that social exclusion promotes attentional bias to smiling faces compared to angry faces. Therefore, the present study extends our understanding of the relationship between social exclusion and attention. Overall, it appears that after social exclusion, the desire for social reconnection trumps the desire to avoid social exclusion. 相似文献
240.
Online monitoring of the social presence effects in a two‐person‐like driving video game using near‐infrared spectroscopy 下载免费PDF全文
We examined how a friend's presence affects a performer's prefrontal activation in daily‐life activities using two wireless portable near‐infrared spectroscopy (NIRS) devices. Participants played a driving video game either solely in the single group or with a friend in the paired group. The two groups (single and paired) were subdivided according to their game proficiency (low and high). The NIRS data demonstrated a significant interaction of group by proficiency. Low‐proficiency players in the paired group showed lower activation than those in the single group, but high‐proficiency players did not. In the paired group, high‐proficiency players showed higher activation than low‐proficiency players, but not in the single group. These results suggest that NIRS detects social presence effects in everyday situations: decreasing prefrontal activation in low‐proficiency performers due to tension reduction and increasing prefrontal activation in high‐proficiency performers due to increased arousal. 相似文献