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以891名河北省衡水市某小学4~6年级学生为研究对象,采用问卷调查的方式,考察了亲子间教育期望差异对小学生情感幸福感的影响,以及学业成绩和学业自我效能感的多重中介作用。结果发现:(1)亲子间教育期望差异影响小学生情感幸福感,与感知到的父母教育期望和自我教育期望一致相比,当感知到的父母教育期望高于自我教育期望时,小学生的积极情感水平更低而消极情感水平更高;(2)学业成绩和学业自我效能感在“感知到的父母教育期望 > 自我教育期望”这一差异方向与积极情感间起部分中介作用,在“感知到的父母教育期望 > 自我教育期望”与消极情感间起完全中介作用。具体而言,“感知到的父母教育期望 > 自我教育期望”可直接影响积极情感,还可通过学业成绩和学业自我效能感的链式中介作用以及学业自我效能感的独立中介作用间接影响积极情感;同时,“感知到的父母教育期望 > 自我教育期望”可通过学业成绩和学业自我效能感的链式中介作用、学业自我效能感的独立中介作用以及学业成绩的独立中介作用影响消极情感。 相似文献
513.
Children’s rhythmic movements during the first year of life possess a meaningful predictive validity for later communicative development. However, their role within adult-child interactions is still underexplored. In this study, we examined whether children’s rhythmic movements were significantly responded by adults and the role of multimodality and object use in this process. We observed 22 dyads of 9-month-olds and their parents in natural play interactions. Infants’ multimodal rhythmic movements increased the probability of adult responding. Adults offered different types of responses and significantly followed the child’s focus of attention. These dynamics could support communicative development by promoting joint attention frameworks. 相似文献
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Patrick J. Ewell Michelle C. Quist Camilla S. Øverup Heather Watkins Rosanna E. Guadagno 《The Journal of social psychology》2020,160(2):131-136
ABSTRACTThe augmented reality mobile game Pokémon Go has reached unprecedented popularity since its release in 2016. The game has received intense media attention, but scientific inquiry into its popularity and the effects of play are in the early stages. Previous work has used secondary data or simple correlational analysis to draw early conclusions. A seven-day diary study was conducted to investigate potential health, psychological, and social outcomes of daily gameplay. Daily time spent playing Pokémon Go was related to higher scores of life satisfaction, vitality, and greater social interactions and conversation with both friends and strangers, but not with increased daily exercise. Increased total gameplay across the week was associated with increased interaction and conversations along with more exercise. Future directions for this unique type of game along with the need for theoretical development for unique style of games are discussed. 相似文献
516.
AbstractViolence is a complex phenomenon that requires a systemic, multilevel analytical perspective of particular historical and sociocultural contexts and human relations. Here we analyze the multidimensional expressions of violence observed within school contexts, and illustrate our theoretical ideas with data constructed from an empirical study carried out in a public school located at a low-income city close to the capital of Brazil, Brasilia. The study’s goal was to identify different forms of interpersonal violence as well as some of the multiple factors and experiences that might play a role in the emergence and reproduction of violent patterns of interactions and all members of the school community. 相似文献
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