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51.
Public discussions about the harmfulness of violent media are often held in the aftermath of violent felony. At the same time, we know little about whether and how experiencing real‐life violence impacts the way laypersons perceive and evaluate debates about virtual violence. In Study 1, we provided data indicating that both real‐life violence and violent video games are perceived as morally threatening by people who regard nonviolence to be an important moral value (i.e., pacifists). In Study 2, we hypothesized and found that when pacifists perceive threat from the presence of real‐life violence, they are especially susceptible to scientific and political claims indicating that violent video games are harmful. Our findings are in line with the value protection model and research on the psychological consequences of threat. Implications of the present findings are discussed with regard to a better understanding of the violent video games debate in the general public.  相似文献   
52.
The findings on the association between Social Networking Sites and civic engagement are mixed. The present study aims to evaluate a theoretical model linking the informational use of Internet‐based social media (specifically, Facebook) with civic competencies and intentions for future civic engagement, taking into account the mediating role of civic discussions with family and friends and sharing the news online. Participants were 114 Italian high school students aged 14–17 years (57 % boys). Path analysis was used to evaluate the proposed theoretical model. Results showed that Facebook informational use was associated with higher levels of adolescent perceived competence for civic action, both directly and through the mediation of civic discussion with parents and friends (offline). Higher levels of civic competencies, then, were associated with a stronger intention to participate in the civic domain in the future. Our findings suggest that Facebook may provide adolescents with additional tools through which they can learn civic activities or develop the skills necessary to participate in the future.  相似文献   
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BackgroundThe transition out of elite sport can be distressing and many athletes experience a range of transition difficulties. However, the socio-cultural and discursive contexts which shape experiences remain largely unexplored in the transition literature.ObjectiveTo explore retirement and transition difficulties in a cultural context through an analysis of Australian newsprint media.Design and methodsA discursive analysis of 121 media articles reporting on post-retirement experiences of two Australian swimmers 7 and 5 years (respectively) into retirement. Data were analysed for repeated representation of transition difficulties, specifically how the cause of difficulties was attributed. The identities that were ascribed to athletes and what these functioned to accomplish were also examined.ResultsThe identities of both individuals were repeatedly constructed in terms of an athlete identity, to the exclusion of other identities. The responsibility for transition difficulties was depicted as located solely within the individual and, thereby, the sport setting and the broader socio-cultural context were overlooked.ConclusionsIn this cultural context (Australian news media), the repeated construction of limited identity positions for retired athletes and the construction of former athletes as the sole locus of transition difficulties have implications for their psychological well-being. Despite this, the role of the sporting and cultural context is rendered invisible in these accounts and more broadly, and interventions remain targeted at the individual level.  相似文献   
55.
Past research has found that preschool children's ability to learn educational content from interactive media may be hindered by needing to learn how to use a new interactive device. However, little research has examined the instructional supports parents provide while their children use interactive media. Forty‐six preschool children and their parents participated in a 30‐min interaction with a novel interactive device. Children were assessed before and after the interaction on knowledge of letters and numbers and device skills. Children improved from pre‐ to posttest on device skills, but not content knowledge. In general, parents used a wide range of strategies during the interaction. Specific parental support for using the device did not result in increased device skills; however, parents who focused their support on content had children who performed better on content assessments. The findings are discussed in terms of the effectiveness of different parent support strategies for children's use of interactive devices and learning of educational content during the preschool years. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
56.

以微博相关视频为研究对象,对选取样本进行内容分析,探究有可能影响公众健康态度和疫苗健康决策的社交媒体内容如何呈现人乳头瘤病毒(human papillomavirus, HPV)疫苗相关议题,并利用扩展的平行过程模式(expended parallel process model,EPPM)对其内容中的“威胁”和“效能”信息分析得出,兼具大众传播功能和人际传播影响力的微博中,不同来源的HPV疫苗视频对HPV健康风险及疫苗改善措施的信息呈现上存在差异,对于HPV疫苗的接种信息呈现不足,有可能影响用户的健康效能,对公众的健康促进需要更加全面、准确、平衡的HPV疫苗信息呈现。

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57.

采用系统综述的方法对数字媒体使用与心理健康的不同关系类型做了详细梳理并总结了争议的原因。结果发现,目前理论上的争议可归纳为四大类:负相关、正相关、不相关以及U形关系。研究结果不一致的原因可能与数字媒体的使用性质、心理健康的内涵、研究的取向和设计形式以及被试群体有关。该结果有助于从宏观上把握数字媒体使用与心理健康的研究动态并批判性地看待既有研究结果。未来应将数字媒体使用做精细化区分并加强实验研究准确揭示因果关系,以便厘清该领域的争论。

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58.
知觉干扰效应是指在识记阶段快速呈现一个单词,紧接着给予一个倒行掩蔽的刺激,在随后的记忆测验中被试表现出对单词的记忆增强的一种现象。知觉干扰效应的影响因素分为测验方式、实验设计方式、实验材料的属性和其他影响因素四个方面。理论解释主要有六种:精细加工假说、时空背景假说、任务要求假说、补偿加工假说、选择性复述假说以及项目特异关联假说。最后,文章从研究领域和实验材料的拓展以及主观因素的影响展望了该研究领域  相似文献   
59.
魏萍  康冠兰 《心理学报》2012,44(11):1454-1462
研究考察了无关干扰项引发的注意捕获效应如何受到任务知觉负载以及目标与干扰项距离的共同影响。被试在视觉搜索集中搜索目标并做辨别反应。通过控制搜索集的大小来控制任务知觉负载, 同时在搜索集中存在一个用颜色标定的无关干扰项(奇异项), 该奇异项与当前的搜索目标存在一致、中性或不一致的关系, 该奇异项的位置与当前目标相邻或相距较远。结果发现, 被试在低负载条件下出现显著的干扰效应(不一致条件的反应时减中性条件的反应时), 而在高负载条件下干扰效应减小。此外, 在高负载条件下, 当目标与干扰项相距较近时没有出现干扰效应, 而当目标与干扰项相距较远时存在显著的干扰效应。干扰效应受到任务知觉负载和目标与无关干扰项距离的共同影响。这些结果说明, 与任务无关的刺激是否捕获注意取决于当前任务总体上是否存在可用的剩余注意资源, 也受到其周围临近区域的局部注意资源是否充足的影响。  相似文献   
60.
图形型归纳推理的神经机制:一项fMRI研究   总被引:1,自引:0,他引:1  
利用fMRI脑成像技术探讨图形型归纳推理的神经机制。设计了一种由图形形状和条纹方向描述的简单几何图形组成的归纳推理任务,这种图形型任务与以往研究中常用的语句型归纳推理任务是同质的。根据两个图形共享特征数量的不同设计了两种实验任务:共享两个特征(2T)和共享一个特征(1T),以休息基线(Rest)作为控制任务。2T和1T任务均为归纳推理任务,但2T任务包含知觉特征整合成分,而1T任务不包括。结果发现:与控制任务相比,归纳推理任务在前额区(BA6、9、11、46、47)、尾状核、壳核和丘脑等脑区有显著激活,反映了"前额皮层-纹状体-丘脑"通路在图形型归纳推理中的重要作用;图形型归纳推理中的知觉信息整合与右侧额下回(BA47)、双侧尾状核头部、壳核等脑区有关。  相似文献   
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