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151.
The present study illustrates the usefulness of finite mixture of generalized linear models (GLMs) to examine variability in cognitive strategies during childhood. More precisely, it addresses this variability in set-shifting situations where task-goal updating is endogenously driven. In a task-switching paradigm 5–6-year-olds had to switch between color- and shape-matching rules as a function of a predetermined, predictable task sequence. A finite mixture of GLMs was fitted to explore individual differences in performance. The statistical model revealed five response profiles, defined by accuracy and response times. These response profiles likely correspond to different cognitive strategies with varying efficiency and differential relations to working memory capacity (assessed by backward digit span). These results illustrate the heuristic value of statistical modeling to reveal the behavioral and cognitive variability in the temporal dynamics of children's cognitive functioning.  相似文献   
152.
The aim of this paper was to understand why some people experience certain emotions in a specific situation, whereas others do not. We postulate that these individual differences arise from individual differences in two underlying processes of emotion elicitation: (i) individual differences in the emotion components (appraisals and action tendencies) that situations activate in a person and (ii) individual differences in how these emotion components are related to subjective emotional experience. In this paper, we re‐analysed data from two studies on anger to capture the structure of these two types of individual differences by using clustering modelling techniques. Consistent results across the two studies demonstrated that individuals differ in anger because they (i) differ in how easy they experience anger‐relevant appraisals (Studies 1 and 2) and action tendencies (Study 2) in increasingly negative situations and (ii) differ in which of these components are necessary to experience anger. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   
153.
The effects of type of feedback and base rate on threshold learning in a multiple‐cue decision task were examined. In most such decision experiments, participants receive feedback after every trial (full feedback), and a single base rate (usually 0.5) is used. Our experiment explored conditional feedback (feedback only after positive decisions) representing common selection and detection tasks (such as hiring), where the decision maker receives no feedback unless the decision is positive (e.g., hire the applicant). We used three base rates (0.2, 0.5, and 0.8). As expected, performance was best in full feedback, but after 300 learning trials, the difference was small. Conditional feedback generally resulted in fewer positive decisions than full feedback, but this difference was not found in the low (0.2) base rate condition. There were interactions between base rates and types of feedback. Results provide partial support for the constructivist encoding hypothesis of Elwin and colleagues. Simulation results suggest that our results may reflect overconfidence when feedback is not given. With respect to rate of learning, when the base rate was 0.2, conditional feedback participants reached approximately the same selection rate but did so more slowly than the full feedback participants. Partial feedback participants learned slower and appeared to be still learning after 500 trials. When the base rate was 0.5 or 0.8, partial feedback was nearly as good as full feedback, but conditional feedback resulted in a systematically lower rate of positive decisions. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   
154.
Distributive justice seems to guide behavior in reward allocation tasks in which subjects in a group jointly produce an endowment that is then allocated by a member of the group. It has been shown that allocators aim to preserve the proportionality between inputs (e.g., effort) and outputs (e.g., monetary rewards) of those in the group, even when this comes at a cost to themselves. We experimentally investigated whether justice considerations of this kind play a role in a double‐blind dictator game when the assets to be allocated are generated exclusively through the effort of the decision maker. The experiment shows that distributive justice is an important source of motivation in highly demanding social environments in which reputational concerns and reciprocity are absent. This finding has been corroborated by an independent validity check and may have important implications for previous experimental findings and for the economics of charity. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   
155.
We used the take‐the‐best heuristic to develop a model to forecast the popular two‐party vote shares in U.S. presidential elections. The model draws upon information about how voters expect the candidates to deal with the most important issue facing the country. We used cross‐validation to calculate a total of 1000 out‐of‐sample forecasts, one for each of the last 100 days of the ten U.S. presidential elections from 1972 to 2008. Ninety‐seven per cent of forecasts correctly predicted the winner of the popular vote. The model forecasts were competitive compared to forecasts from methods that incorporate substantially more information (e.g., econometric models and the Iowa Electronic Markets). The purpose of the model is to provide fast advice on which issues candidates should stress in their campaign. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   
156.
Costly individual participation in intergroup conflict can be motivated by “in‐group love”—a cooperative motivation to help the in‐group, by “out‐group hate”—an aggressive or competitive motivation to hurt the out‐group, or both. This study employed a recently developed game paradigm (Halevy, Bornstein, & Sagiv, 2008) designed specifically to distinguish between these two motives. The game was played repeatedly between two groups with three players in each group. In addition, we manipulated the payoff structure of the interaction that preceded the game such that half of the groups experienced peaceful coexistence and the other half experienced heightened conflict prior to the game. Enabling group members to express in‐group love independently of out‐group hate significantly reduced intergroup conflict. Group members strongly preferred to cooperate within their group, rather than to compete against the out‐group for relative standing, even in the condition in which the repeated game was preceded by conflict. Although both “in‐group love” and “out‐group hate” somewhat diminished as the game continued (as players became more selfish), choices indicative of the former motivation were significantly more frequent than choices indicative of the latter throughout the interaction. We discuss the implications of these findings for conflict resolution. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   
157.
The roles of previous psychological service use and social network variables in beliefs about psychological services were examined with 184 college students. Having friends and family members who used psychological services, being female, and having used psychological services positively related with beliefs about psychological services. Socioracial differences in the effects of previous use of psychological services and social network variables on students’ beliefs about psychological services were found. Suggestions for ways counselors can provide support to students are discussed.  相似文献   
158.
This study investigated the role of adolescents' cognitive ability, personality traits and school success in predicting later criminal behaviour. Cognitive ability, the five‐factor model personality traits and the school grades of a large sample of Estonian schoolboys (N = 1919) were measured between 2001 and 2005. In 2009, judicial databases were searched to identify participants who had been convicted of misdemeanours or criminal offences. Consistent with previous findings, having a judicial record was associated with lower cognitive ability, grade point average, agreeableness, and conscientiousness and higher neuroticism. In multivariate path models, however, the contributions of cognitive ability and conscientiousness were accounted for by school grades and the effect of neuroticism was also accounted for by other variables, leaving grade point average and agreeableness the only independent predictors of judicial record status. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   
159.
Do false memories last? And do they last as long as true ones? This study investigated whether experimentally created false memories would persist for an extended period (one and a half years). A large number of subjects (N = 342) participated in a standard three‐stage misinformation procedure (saw the event slides, read the narrations with misinformation, and then took the memory tests). The initial tests showed that misinformation led to a significant amount of false memory. One and a half years later, the participants were tested again. About half of the misinformation false memory persisted, which was the same rate as for true memory. These results strongly suggest that brief exposure to misinformation can lead to long‐term false memory and that the strength of memory trace was similar for true and false memories. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   
160.
先民信奉的术数有天启与人为之別。天启是消极被动地等待"天垂象,示吉凶",人为则是以卜筮"决嫌疑,定犹豫"。龟卜繁难,筮占简易。殷人尚卜与周人用筮,实为不同民族的稽疑习惯。周人受封于商,殷周始有文化往来,而周人迁岐之后,殷人之龟卜乃行于周邦,但周人仍以筮占为主。周朝开国立基,依其传统的稽疑之法编纂筮书,称之为《易》,其命名之朔,正是着眼于龟卜的繁难与筮占的简易。而《周易》卦爻辞乃旧有之象占、星占及筮占甚至龟卜之辞的鸠合与改编,具有相当程度的加工与润色。六十四卦卦画符号的原初功能就是"纪数"与"检索"。内"贞"外"悔"的爻辞顺序,也是针对六十四卦卦画绝大多数皆可"表里视之,遂成两卦"所作的规定。因此,《易》之所以名"易",一是相对龟卜而言,筮占简单容易;二是筮书编成之后,卦画符号具有方便的检索功能。而各种不同的筮法,皆可视为筮书的不同检索方式。  相似文献   
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