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711.
David M Ledgerwood Sheila M Alessi Tressa Hanson Mark D Godley Nancy M Petry 《Journal of applied behavior analysis》2008,41(4):517-526
Contingency management (CM) is effective in enhancing retention in therapy. After an 8-week baseline, four community-based substance abuse treatment clinics were exposed in random order to 16 weeks of standard care with CM followed by 16 weeks of standard care without CM or vice versa. In total, 75 outpatients participated. Patients who were enrolled in the clinics when the CM treatment phase was in effect attended a significantly greater percentage of therapy sessions than patients who were enrolled in treatment when CM was not in effect. This study is one of the first to investigate CM in community settings implemented entirely by community clinicians, and results suggest that CM is effective in improving therapy attendance. 相似文献
712.
We investigated the extent to which a contingency management (CM) procedure that deducted money from a grand total available at the end of the study compared to a procedure in which money accumulated with continued abstinence from cigarette smoking. Results suggested that the procedure in which money increased contingent on abstinence resulted in a significantly greater likelihood of obtaining a clinically relevant (i.e., 48-hr) period of abstinence. In terms of attendance, participants in the condition in which monetary reinforcement accrued with consecutive instances of abstinence were significantly less likely to miss consecutive appointments than those in which money was deducted for failure to abstain. 相似文献
713.
Mandy Northover Derrick G. Kourie Andrew Boake Stefan Gruner Alan Northover 《Journal for General Philosophy of Science》2008,39(1):85-113
Over the past four decades, software engineering has emerged as a discipline in its own right, though it has roots both in
computer science and in classical engineering. Its philosophical foundations and premises are not yet well understood. In
recent times, members of the software engineering community have started to search for such foundations. In particular, the
philosophies of Kuhn and Popper have been used by philosophically-minded software engineers in search of a deeper understanding
of their discipline. It seems, however, that professional philosophers of science are not yet aware of this new discourse
within the field of software engineering. Therefore, this article aims to reflect critically upon recent software engineers’
attempts towards a philosophy of software engineering and to introduce our own philosophical thoughts in this context. Finally,
we invite the professional philosophers of science to participate in this interesting new discourse.
相似文献
Stefan GrunerEmail: |
714.
Hans Lindahl 《Res Publica》2008,14(2):117-135
What happens to the concept of security if legal disorder manifests itself not only as illegal behavior but also as alegal behavior—acts that challenge the very distinction between legality and illegality, as drawn by a political community? Focusing on European immigration policy, this paper examines how the distinction between illegal and alegal acts critically illuminates the relation between collective (in)security and the concept of legal (dis)order. It concludes by arguing that this distinction sheds new light on the systematic relation—and tension—between security, freedom, and justice. 相似文献
715.
以真实商标图案为条件刺激, 情绪图片为无条件刺激, 探索无条件刺激呈现时长、效价强度与关联意识对评价性条件反射效应的影响。实验通过结合四图再认测验与基于项目分析, 对关联意识的作用进行了详细探讨。结果表明, 评价性条件反射效应只发生在无条件刺激长呈现水平与无条件刺激强效价水平; 评价性条件反射效应的产生需要基于被试的关联意识。关联意识在呈现时长(效价强度)与评价性条件反射效应间的中介作用不显著。结果不支持评价性条件反射的内隐错误归因机制及联想-命题评价模型的相关论断, 部分支持命题性解释模型。 相似文献
716.
Elizabeth A. Foley Claudia L. Dozier Amber L. Lessor 《Journal of applied behavior analysis》2019,52(1):84-104
The Good Behavior Game (GBG) is an effective intervention package for decreasing disruptive behavior in various populations and environments. There is, however, limited research evaluating the GBG with preschoolers. Furthermore, few studies have evaluated the effects of components of the GBG, and of those that have, most have done so only after exposure to the GBG package. We evaluated the effects (a) of the GBG on disruptive behavior of preschoolers during group instruction and (b) the major components of the GBG before and after implementation of the GBG package (c) at both the group and individual level. Results suggest that the GBG package was necessary for decreasing disruptive behavior. However, after exposure to the GBG, a response‐independent contingency was effective for maintaining low levels of disruptive behavior at both the group and individual level. 相似文献
717.
Katie M. Wiskow Ashley L. Matter Jeanne M. Donaldson 《Journal of applied behavior analysis》2019,52(1):105-115
The Good Behavior Game (GBG) is a popular group contingency implemented to decrease disruptive behavior in classrooms. However, despite numerous replications of the GBG, there are few direct comparisons evaluating the effectiveness of specific components of the GBG. In the present study, we directly compared the type of feedback delivered during the GBG on the effectiveness of the GBG to reduce disruptive behavior in two preschool classrooms. Results showed that delivering vocal feedback (e.g., “raise your hand”) alone or in combination with visual feedback (i.e., hatch marks) was superior to no feedback or visual feedback alone during the GBG. These results suggest that different variations of the GBG are not equally effective and that a collection of effective procedural variations from which teachers can choose would be beneficial. 相似文献
718.
Tyler D. Nighbor Jenny E. Ozga‐Hess Karen G. Anderson Kennon A. Lattal 《Journal of the experimental analysis of behavior》2019,111(3):479-492
In two experiments, the role of the response–reinforcer relation in maintaining low‐rate responding under unsignaled delay conditions was investigated. In both experiments pecking by pigeons on one response key, denoted the relevant key, was reinforced under an unsignaled delay‐of‐reinforcement procedure (defined as tandem variable‐interval (VI) differential‐reinforcement‐of‐other behavior [DRO] schedule). Responding on a second key, denoted the irrelevant key, had no programmed consequences. Between sessions, the location of the relevant key varied (after one, two, or three sessions) pseudorandomly. In Experiment 1, the delay (DRO) duration was manipulated parametrically. Overall, proportional relevant‐key response rates (relevant‐key response rates / [relevant‐key response rates + irrelevant key response rates]) increased across 3‐session sequences in which the relevant key remained in the same location and decreased as the DRO duration was changed systematically (2, 5, and 10 s). In Experiment 2, acute administration of d‐amphetamine increased proportional relevant‐key response rates during 1‐day sequences for only the DRO 5‐s duration, and results over 3‐day sequences, once a discrimination had already been established, were inconsistent. Results support that the response–reinforcer relation is the primary determinant of responding, and such discriminations are relatively resistant to disruption or potentiation by behaviorally active doses of d‐amphetamine. 相似文献
719.
时序知觉是在几十毫秒到几百毫秒内, 对事件的同时性、非同时性和顺序性的知觉。对时序知觉的影响因素的探索可分为自下而上和自上而下两种研究取向。自下而上的研究探讨刺激的物理特征、被试的生物学特征, 以及实验方法对时序知觉的影响。而自上而下的研究探讨因果信念、情绪、文化对时序知觉的影响。今后的研究还应结合行为实验与神经科学技术, 深入探讨时序知觉的两种加工方式是分离的还是同时进行的, 以及揭示控制时序加工的脑区。 相似文献
720.
汉语主动句、被动句的命题表征项目顺序特点 总被引:2,自引:1,他引:1
以中国大学生为被试,采用句子—图画验证任务(sentence-picture verification task )探讨了中国学生理解汉语主动句、被动句所形成的命题表征中项目顺序特点。结果表明,无论是语义水平较高的不可逆句,还是语义水平较低的可逆句,中国学生理解汉语主动句、被动句所建构的命题表征中项目顺序均为“施事→受事”。本研究结果初步表明,中国学生理解汉语主动句和被动句时,能根据它们不同的表层结构(汉语主动句的语言表达顺序为“施事→受事”、汉语被动句的语言表达顺序为“受事→施事”)建构相同的深层结构(语义内容的命题表征项目顺序“施事→受事”),可能是一个按照“施事→受事”固定方向进行的系列认知心理加工的过程 相似文献