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831.
In mixed‐motive games, people must choose between acting upon selfish interests and concerns for others. Yet, the consistency of people's behaviour across these various games is still unclear. If the same conflict between self and others is at the core of all mixed‐motive situations, three hypotheses can be stated: (1) behaviours in different mixed‐motive games should be substantially related; (2) all these games should substantially appeal to dispositional variables that probe in the psychological conflict between self and others; and (3) these dispositional variables should explain the shared variance among various games. These hypotheses were tested among undergraduate students (N = 219) who played seven different single‐shot mixed‐motive games and one sequential game. Social Value Orientation and the ideological attitudes Social Dominance Orientation and Right‐Wing Authoritarianism were included as dispositions. Our findings, however, showed evidence that did not fully substantiate our hypotheses, which calls into question the general idea that all mixed‐motive games render the conflict between selfish interests and concern for others salient. In the discussion, we focus on implications for research on mixed‐motive situations and elaborate on the role of ideology in this domain. Copyright © 2015 European Association of Personality Psychology  相似文献   
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Leveraging perspectives from social cognitive theory, the attention-based view, and social networks literatures, we tested the relationship between unethical choice and network unethicality, which we define as respondents’ perceptions of their peer advisors’ unethical choices. Although social cognitive theory predicts that perceptions of peer advisor unethical choice are positively associated with unethical choice, we theorize that the nature of this relationship depends on the personality of the actor (core self-evaluation) and the situation (moral intensity). Results from a lagged study suggest that individual and situational variables may act as key buffers to the adverse impact of unethical social influence on ethical choice. Strengths, limitations, and directions for future research are discussed.  相似文献   
834.
This paper explores a new way of designing and experimenting with the city. How are we to conceptualize the changes in contemporary cities on the basis of their ambiances? What about the sensory and emotional production of urban territories? What is at stake when our aim is no longer to design space but also to install an atmosphere? In order to answer such questions, rather than offering a formal definition of what an ambiance may be, I intend to show from what it proceeds, on what it is based, what it produces and transforms in urban life. The focus is exploring five ambiance operating modes in the province of urban design: establishing the sensory as a field of action, composing with affective tonalities, giving consistency to urban situations, maintaining spaces over time and playing with imperceptible transformations. Each of these operating modes can account for how a physical environment manages to become a lived ambiance, how a world of built forms manages to become a world of sensory atmospheres. Starting with the sensory environment itself, I show how it is increasingly becoming a domain of design and research. Then I emphasize on the role of affect in everyday urban situations and daily social activities. Thirdly I explore the pervasive character of an ambiance and question its capacity to unify an experience. I continue by pointing out the temporal dynamic of an ambiance and the necessity to sustain a sense of continuity of the environment. Finally I emphasize on the importance of micro-phenomena in the quality and immersive power of an ambiance. These five operating modes of ambiance enables us to focus on the very ordinary sensory fabric of urban life and its issues.  相似文献   
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伴随着国家普通本科高校学历教育结构体系的改革浪潮,宿州学院服装设计与工程专业教育教学改革是向应用技术型高校转型的需要;是服务于宿州经济建设发展的需要;是提升人才培养质量和专业建设水平的需要,同时也是我国服装产业转型升级与高等教育衔接的需要。  相似文献   
836.
The study explores the robustness to violations of normality and sphericity of linear mixed models when they are used with the Kenward–Roger procedure (KR) in split‐plot designs in which the groups have different distributions and sample sizes are small. The focus is on examining the effect of skewness and kurtosis. To this end, a Monte Carlo simulation study was carried out, involving a split‐plot design with three levels of the between‐subjects grouping factor and four levels of the within‐subjects factor. The results show that: (1) the violation of the sphericity assumption did not affect KR robustness when the assumption of normality was not fulfilled; (2) the robustness of the KR procedure decreased as skewness in the distributions increased, there being no strong effect of kurtosis; and (3) the type of pairing between kurtosis and group size was shown to be a relevant variable to consider when using this procedure, especially when pairing is positive (i.e., when the largest group is associated with the largest value of the kurtosis coefficient and the smallest group with its smallest value). The KR procedure can be a good option for analysing repeated‐measures data when the groups have different distributions, provided the total sample sizes are 45 or larger and the data are not highly or extremely skewed.  相似文献   
837.
Deterding et al. (Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, USA 15: 9–15, 2011) report a recent rise in popularity of video game inspired software designed to address issues in a variety of areas, including health, energy conservation, education, and business. These applications have been based on the concept of gamification, which involves a process by which nongame activities are designed to be more like a game. We provide examples of how gamification has been used to increase health-related behavior, energy consumption, academic performance, and other socially-significant behavior. We argue that behavior analytic research and practice stands to benefit from incorporating successful elements of game design. Lastly, we provide suggestions for behavior analysts regarding applied and basic research related to gamification.  相似文献   
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