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221.
基于游戏的心理测评是指通过游戏或游戏化的活动, 对一个人的能力、人格等心理特性和行为进行量化测评。早期主要用于评估教育和训练的效果, 而后发展成对心理特性的测评。基于游戏的测评作为一项新技术在测评形式、测评过程和测评结果上均具有优势。目前基于游戏的测评形成了以证据中心设计为基础的范式, 用于指导建立测评工具和开展实证研究, 并在测评个体认知能力和非认知能力方面均有实践。然而当前该技术仍处于起步阶段, 未来研究可以在任务设计、结果分析及实践应用方面进一步拓展深入。  相似文献   
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A long‐lasting assumption about the framing effect is that if the participants discover the purpose of the experiment in a within‐subject design, then this test transparency would trigger them to override their initial answer and make coherent choices. For this reason, researchers try to mask the connection between the two parts of the test by inserting filling questions or a time delay between the two parts of the test. In this research, we explored the extent to which these customarily used masking solutions are effective in increasing test sensitivity for the framing effect. In three experiments, we assessed the effect of masking on the tests of the attribute framing and the risky‐choice framing effects. Contradicting the general belief, our results indicate that these effects are already measurable without any masking or delay and we found no convincing evidence that the attempts to decrease task transparency provide worthwhile benefits for general tests of the effect. Beyond their practical relevance, the results question whether the test is a good measure of coherence rationality and better suit those accounts that suggest that the two parts of the framing tasks cannot be regarded as identical. Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   
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Early design is crucial for the success of the final product. In the conceptual design phase, several constraints, criteria, objectives and disciplines have to be considered. To this aim, multidisciplinary optimization has proven effective for the solution of engineering design problems, even in the industrial every‐day practice, to improve and simplify the work of designers in a successful quest of the best compromise solution. In this paper, a multicriteria decision‐making (MCDM)‐based design platform for early optimal design of industrial components is proposed. In a group decision‐making context, the selection of the most suitable component among several possible layouts is performed by means of a group Fuzzy Technique for Order of Preference by Similarity to Ideal Solution approach. Hence, a multi‐objective optimization is performed on the selected component by applying a multi‐objective particle swarm optimization for finding optimal component dimensions. An industrial case study is presented for showing the efficiency of the multicriteria decision‐making‐based design platform, regarding an innovative and low‐cost solution to increase the duration of heel tips in women's shoes. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   
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Visual inspection of single-subject data is the primary method for behavior analysts to interpret the effect of an independent variable on a dependent variable; however, there is no consensus on the most suitable method for teaching graph construction for single-subject designs. We systematically replicated and extended Tyner and Fienup (2015) using a repeated-measures between-subjects design to compare the effects of instructor-led, video-model, and no-instruction control tutorials on the graphing performance of 81 master's students with some reported Microsoft Excel experience. Our mixed-design analysis revealed a statistically significant main effect of pretest, tutorial, and posttest submissions for each tutorial group and a nonsignificant main effect of tutorial group. Tutorial group significantly interacted with submissions, suggesting that both instructor-led and video-model tutorials may be superior to providing graduate students with a written list of graphing conventions (i.e., control condition). Finally, training influenced performance on an untrained graph type (multielement) for all tutorial groups.  相似文献   
226.
Facilitating safe pedestrian road crossings is a major prerequisite for safe urban environments. In multiple cities around the world, 3D crosswalks have been painted, which provoke an optical illusion, of e.g., a crosswalk floating above the road, in car drivers who approach the crosswalk. However, to date, no detailed study of road users’ safety related perceptions on 3D crosswalks has been conducted. Hence, we investigated car drivers’ and pedestrians’ perceptions of a 3D crosswalk, and how they rate its safety in comparison to traditional (non-3D illusion) crosswalks. In an on-site questionnaire survey, we interviewed 201 pedestrians and 102 car drivers in the direct vicinity of a newly painted 3D crosswalk located in Yangon, Myanmar. Our results show that only 53.9 % of the car drivers report to have consciously perceived the 3D effect of the crosswalk. Nonetheless, both, pedestrians and car drivers rate the 3D crosswalk as safer for road crossing than a traditional crosswalk. A high share of pedestrians (43.3 %) report taking a detour to use the 3D crosswalk for road crossing. Approximately one third (31.3 %) of pedestrians and 48.0 % of car drivers interviewed have talked to their friends about the 3D crosswalk, indicating a high potential for using 3D crosswalks as a marketing tool for road safety actors to generate attention for pedestrian safety. Unrelated to our main research question, we found that pedestrians prefer to cross in groups, as it increases the perceived likelihood of cars yielding to them. Overall, the data points to significant increases in the perceived safety of drivers as well pedestrians around the 3D crosswalk. Future studies need to investigate how these perceptions translate to actual safety related behavior.  相似文献   
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The mental rotation ability is an essential spatial reasoning skill in human cognition and has proven to be an essential predictor of mathematical and STEM skills, critical and computational thinking. Despite its importance, little is known about when and how mental rotation processes are activated in games explicitly targeting spatial reasoning tasks. In particular, the relationship between spatial abilities and TetrisTM has been analysed several times in the literature. However, these analyses have shown contrasting results between the effectiveness of Tetris-based training activities to improve mental rotation skills. In this work, we studied whether, and under what conditions, such ability is used in the TetrisTM game by explicitly modelling mental rotation via an ACT-R based cognitive model controlling a virtual agent. The obtained results show meaningful insights into the activation of mental rotation during game dynamics. The study suggests the necessity to adapt game dynamics in order to force the activation of this process and, therefore, can be of inspiration to design learning activities based on TetrisTM or re-design the game itself to improve its educational effectiveness.  相似文献   
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Christopher A. Pynes 《Zygon》2012,47(2):289-297
Abstract Jeffrey Koperski claims in Zygon (2008) that critics of Intelligent Design engage in fallacious ad hominem attacks on ID proponents and that this is a “bad way” to engage them. I show that Koperski has made several errors in his evaluation of the ID critics. He does not distinguish legitimate, relevant ad hominem arguments from fallacious ad hominem attacks. He conflates (or equates) the logical use of valid with the colloquial use of valid. Moreover, Koperski doesn't take seriously the legitimate concerns of the ID critics, and in doing so, commits the straw man fallacy. In the end, I show that no one disagrees with the criticism of improper use of fallacies as methods of evaluation. But what constitutes proper, relevant evaluation of the ID theorists and their motivation is a matter of dispute. And sometimes attacking a person as a method of evaluation is justified, and thus is not fallacious. The definition of ad hominem arguments as either a “good way” or a “bad way” rests on justification, which I argue ID opponents have. The basis for these good objections relies on the motivation many Christians have to share their faith with non‐Christians, which they call the “great commission.”  相似文献   
230.
Preferences for similarly designed consumer products, evaluated blind and branded and also with and without prices, were tested in a consumer setting. The consumer's perceptual experience led to preference of the well‐crafted high‐priced option. This preference was enhanced by priming consumers with background information about the brand, perhaps causing the subjects to guess which choice was the well‐known brand before evaluation. Preferences for that choice increased again when brand names were visible during evaluation. When actual prices were added to the evaluations, preferences for the well‐known brand were very robust to high prices, indicating the strength of the brand name. Using the least preferred option and the lowest price as an anchor, the consumers' price threshold to pay for the preferred design and the brand name was computed. Attempts to explain and predict individual differences of choices using measures of inherent design acumen, prior experience, and purchasing behavior were largely unsuccessful. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   
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