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31.
高校学术论文奖励政策的误区及其对策   总被引:3,自引:0,他引:3  
目前高校在奖励学术论文中,存在以下问题:重刊物,轻论文;重国外,轻国内;以及重IF等方面。通过深入地分析了这些问题并提出了应对的措施,即国内外并重,重视论文被索引、引用、转载或摘录情况,尤其是对经济和社会发展的促进作用等。  相似文献   
32.
电子产品改变了人们社会活动的模式和生活方式,其低龄化使用也不可避免地影响和塑造了儿童的发展。生态系统理论认为儿童的发展源于儿童与周围环境之间不断的交互作用。生态科技微系统理论是在当今电子科技的环境下以生态系统理论为背景框架提出的解释电子媒体对儿童发展影响的理论模型。电子产品作为儿童学习、娱乐、沟通和展示自我的工具,对儿童的认知方式、情感互动方式和参与社会的方式等都会产生一定的影响。这些影响依赖于三个相互独立又关联的因素之间的作用:儿童自身的特点、电子媒体的内容和特点,以及儿童媒体使用的环境。未来的研究可以从研究手段和研究内容上进一步深化以探讨电子产品的使用和儿童发展的关系。  相似文献   
33.
Wedell DH  Moro R 《Cognition》2008,107(1):105-136
Two experiments used within-subject designs to examine how conjunction errors depend on the use of (1) choice versus estimation tasks, (2) probability versus frequency language, and (3) conjunctions of two likely events versus conjunctions of likely and unlikely events. All problems included a three-option format verified to minimize misinterpretation of the base event. In both experiments, conjunction errors were reduced when likely events were conjoined. Conjunction errors were also reduced for estimations compared with choices, with this reduction greater for likely conjuncts, an interaction effect. Shifting conceptual focus from probabilities to frequencies did not affect conjunction error rates. Analyses of numerical estimates for a subset of the problems provided support for the use of three general models by participants for generating estimates. Strikingly, the order in which the two tasks were carried out did not affect the pattern of results, supporting the idea that the mode of responding strongly determines the mode of thinking about conjunctions and hence the occurrence of the conjunction fallacy. These findings were evaluated in terms of implications for rationality of human judgment and reasoning.  相似文献   
34.
Dream reports were collected from normal subjects in an effort to determine the degree to which dream reports can be used to identify individual dreamers. Judges were asked to group the reports by their authors. The judges scored the reports correctly at chance levels. This finding indicated that dreams may be at least as much like each other as they are the signature of individual dreamers. Our results suggest that dream reports cannot be used to identify the individuals who produced them when identifiers like names and gender of friends and family members are removed from the dream report. In addition to using dreams to learn about an individual, we must look at dreams as telling us about important common or generic aspects of human consciousness.  相似文献   
35.
The bandit problem is a dynamic decision-making task that is simply described, well-suited to controlled laboratory study, and representative of a broad class of real-world problems. In bandit problems, people must choose between a set of alternatives, each with different unknown reward rates, to maximize the total reward they receive over a fixed number of trials. A key feature of the task is that it challenges people to balance the exploration of unfamiliar choices with the exploitation of familiar ones. We use a Bayesian model of optimal decision-making on the task, in which how people balance exploration with exploitation depends on their assumptions about the distribution of reward rates. We also use Bayesian model selection measures that assess how well people adhere to an optimal decision process, compared to simpler heuristic decision strategies. Using these models, we make inferences about the decision-making of 451 participants who completed a set of bandit problems, and relate various measures of their performance to other psychological variables, including psychometric assessments of cognitive abilities and personality traits. We find clear evidence of individual differences in the way the participants made decisions on the bandit problems, and some interesting correlations with measures of general intelligence.  相似文献   
36.
This study examined whether pilots completed airplane checklists more accurately when they receive postflight graphic and verbal feedback. Participants were 8 college students who are pilots with an instrument rating. The task consisted of flying a designated flight pattern using a personal computer aviation training device (PCATD). The dependent variables were the number of checklist items completed correctly. A multiple baseline design across pairs of participants with withdrawal of treatment was employed in this study. During baseline, participants were given postflight technical feedback. During intervention, participants were given postflight graphic feedback on checklist use and praise for improvements along with technical feedback. The intervention produced near perfect checklist performance, which was maintained following a return to the baseline conditions.  相似文献   
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38.
The pace of change in the world is accelerating, yet educational institutions have not kept pace. Indeed, schools have historically been the most static of social institutions, uncritically passing down from generation to generation outmoded didactic, lecture-and-drill-based, models of instruction. Predictable results follow. Students, on the whole, do not learn how to work by, or think for, themselves. They do not learn how to gather, analyze, synthesize and assess information. They do not learn how to analyze the diverse logic of the questions and problems they face and hence how to adjust their thinking to those problems. They do not learn how to enter sympathetically into the thinking of others, nor how to deal rationally with conflicting points of view. They do not learn to become critical readers, writers, speakers and listeners. They do not learn how to use their native languages clearly, precisely, or persuasively. They do not, therefore, become literate, in the proper sense of the word. Neither do they gain much in the way of genuine knowledge since, for the most part, they could not explain the basis for what they believe. They would be hard pressed to explain, for example, which of their beliefs were based on rational assent and which on simple conformity to what they have been told. They have little sense as to how they might critically analyze their own experience, or identify national or group bias in their own thinking. They are much more apt to learn on the basis of irrational than rational modes of thought. They lack the traits of mind of a genuinely educated person: intellectual humility, courage, integrity, perseverance, and faith in reason.Happily, there is a movement in education today striving to address these problems in a global way, with strategies and materials for the modification of instruction at all levels of education. At its foundation is an emerging new theory of knowledge, learning, and literacy, one which recognizes the centrality of independent critical thinking to all substantial learning, one which recognizes that higher-order, multilogical thinking is as important to childhood as to adult learning, and as important to foundational learning in monological as in multilogical disciplines. This educational reform movement is not proposing an educational miracle cure, for its leading proponents recognize that many social and historical forces must come together before the ideals of the critical thinking movement will become a full academic reality. Schools do not exist in a social vacuum. To the extent that the broader society is uncritical so, on the whole, will be society's schools. Nevertheless, the social conditions necessary for fundamental changes in schooling are increasingly apparent. The pressure for fundamental change is growing. Whether and to what extent these needed basic changes will be delayed or side-tracked, thus requiring new periodic resurgences of this movement, with new, more elaborate articulations of its ideals, goals, and methods — only time will tell.  相似文献   
39.
This paper reviews the published empirical evidence concerning journal peer review consisting of 68 papers, all but three published since 1975. Peer review improves quality, but its use to screen papers has met with limited success. Current procedures to assure quality and fairness seem to discourage scientific advancement, especially important innovations, because findings that conflict with current beliefs are often judged to have defects. Editors can use procedures to encourage the publication of papers with innovative findings such as invited papers, early-acceptance procedures, author nominations of reviewers, structured rating sheets, open peer review, results-blind review, and, in particular, electronic publication. Some journals are currently using these procedures. The basic principle behind the proposals is to change the decision from whether to publish a paper to how to publish it. The author, a professor of marketing at the Wharton School since 1968, was a founder editor of the Journal of Forecasting and the International Journal of Forecasting. This paper is based on a presentation at a workshop, “Advances in Peer Review Research”, American Association for the Advancement of Science Meeting, Baltimore, MD, February 9, 1996.  相似文献   
40.
Playing computer games has become an increasingly popular leisure time activity amongst adolescents, but concerns have been expressed over possible associated consequences. One research area has investigated reasons for playing, and two prior explanations relate it to the functional concepts of ‘electronic friendship’ and ‘self-esteem’. A questionnaire study was conducted among 120 adolescents to obtain information on a number of measures including gratification of needs and self-esteem. Results showed that playing computer games is equally popular with males and females, but males spend more time on it. Positive correlations between playing and items on the needs scales were obtained. In particular males who were heavy players scored highly on the ‘preference to friends’ need, but interestingly they were also likely to see their friends more often outside school, thus providing no support for the theory that computer games are taking the place of normal social interaction. For females there was evidence of a negative relationship between self-esteem and need gratification through playing computer games. However more adolescents spend much more time watching television than playing computer games. These results are discussed in the context of previous research.  相似文献   
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