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41.
对2001年对辽宁省农村医疗保健需要、需求和利用进行调查.样本选择主要根据不同地区经济水平,抽取9个县、27个乡、54个村,共调查了1084户、3 812人.分析了不同经济水平地区农村居民的患病率、医疗服务利用频率、就医流向、医疗费用支出水平及其在家庭支出中的比例、患病未利用原因及比例的差异和特征.并分析了医疗需要和利用的变化状况,调查对象对农村医疗保障形式的意愿.研究结果揭示低经济水平地区居民高需要、低需求、未就医率高、医疗费用负担重的状况.  相似文献   
42.
从自我决定论看动机访谈法疗效机理   总被引:1,自引:0,他引:1  
动机访谈法是以病人为中心、促使病人自己改变问题行为的咨询技术和方法。该文从自我决定论角度,解释了动机访谈法取得疗效的机理:动机访谈法起到满足病人基本心理需要(胜任感、归属感、自主性),推动病人产生自主动机的作用,促使病人提高适应性行为的质量和稳定性,提高心理健康水平,从而取得心理治疗效果。  相似文献   
43.
国外研究者认为高自尊个体的内控性高,因此其在心理性应激情境中的反应不那么强烈,而国内研究者从集体文化(中国)考虑,则认为高自尊个体的社会认可需求较高,因此在心理性应激情境中的反应更强烈.本研究采用特里尔社会应激测试作为应激情境,采集41名中国大学生被试在这一情境下的客观参数(心率)作为心理性应激反应的指标,通过问卷测量被试的自尊水平、内控性水平和社会认可需求水平,考察自尊影响心理性应激反应的机制.结果发现被试的自尊水平与应激情境下的心率呈正相关,并且社会认可需求在自尊与心理性应激的关系中起着显著的中介作用.本文从文化差异角度提出自尊预测心理性应激反应的模型可能需要在不同文化背景下来分别探讨.  相似文献   
44.
基于自我控制资源模型,本研究探讨了自我损耗对冒险行为的影响以及生理能量补充在其中的缓解作用。实验1和实验2分别通过“Stroop”和“非利手写作”任务操纵被试的自我损耗,两个实验均用气球模拟风险决策任务考察被试的冒险行为,并且通过摄入含有或不含有葡萄糖的柠檬水来操纵生理能量水平。结果发现,在排除无关变量后,高损耗者比低损耗者尽可能多地对气球进行充气以寻求奖赏(实验1和实验2),但饮用含葡萄糖的柠檬水能够有效降低这种反应(实验2)。该研究证实了自我损耗促进冒险行为,补充生理能量能有效缓解该效应。  相似文献   
45.
认知储备是指个体自适应利用神经网络对不断增加的脑损伤进行补偿的能力, 它能显著影响个体的生理功能、认知功能和行为结果。当前有关认知储备的研究主要集中在认知储备的测量及其在认知老化研究中的应用方面。现有研究尽管已在认知储备的测量及其与认知老化的关系上取得越来越多的共识, 但在诸如认知储备测量的标准化、认知储备与认知衰退率、认知储备与脑病理的关系等问题上还存在较大争议。未来研究除应进一步标准化对认知储备的测量, 进而探讨认知储备的病理机制, 还应关注认知储备对老化的干预研究。  相似文献   
46.
There are 5 independent, although not mutually exclusive, styles used by military officers when making decisions: rational, intuitive, dependent, avoidant, and spontaneous (Scott & Bruce, 1995). The rational and intuitive styles are part of the cognitive style concept, whereas the conceptual foundation of the remaining 3 styles is less clear. The dependent and the avoidant styles were expected to be accompanied by increased levels of negative stress, while this was not expected of the remaining 3 styles. This hypothesis was put to test. Twenty-three male Swedish Army majors were asked to make decisions in 2 different military situations. Their decision styles were measured by the General Decision Making Style inventory (GDMS; Scott & Bruce, 1995). Saliva cortisol release indicated negative stress and was measured on 4 occasions: twice before, after the first decision, and after the second decision. The avoidant style was related to negative stress, as predicted. There was, however, no difference between the base-line measurements and the after-decision measurements, suggesting that officers with an avoidant decision style may, in general, have higher levels of cortisol secretion (i.e., being more of the worrying kind).  相似文献   
47.
心理学对和谐社会的贡献   总被引:1,自引:0,他引:1  
心理学在现代社会中具有满足社会需求的任务。多数国家都有这种社会需求,使得心理学成为真正意义上的跨国界学科。心理学确实能够提供解决问题的一般方法,但在面对某个国家的具体国情时则需要特殊的处理方法。在不同体制国家里所做的研究并不一定完全适用于其他国家,这意味着对一个国家里提出的心理学问题,还必须在本国内做进一步的基础研究。每个国家都需要这种心理学的本土化过程。本文提供一些研究案例,其研究成果既是有意义的,但还需要进一步研究。如何为和谐社会做贡献,作者提出了一个研究框架  相似文献   
48.
Patrick McDonald 《Zygon》2008,43(3):605-625
The development of a methodologically naturalistic approach to physiological and experimental psychology in the nineteenth century was not primarily driven by a naturalistic agenda. The work of R. Hermann Lotze and G. T. Fechner help to illustrate this claim. I examine a selected set of central commitments in each thinkers philosophical outlook, particularly regarding the human soul and the nature of God, that departed strongly from a reductionist materialism. Yet, each contributed significantly to the formation of experimental and physiological psychology. Their work was influenced substantively by their respective philosophical commitments. Nevertheless, the evaluation of the merits of their specific proposals, Fechner's psychophysics and Lotze's local sign hypothesis respectively, did not depend upon sharing their metaphysical views regarding the human soul or the nature of God. A moderate, but significant, distinction between the contexts of discovery and of justification aids in understanding this balancing act.  相似文献   
49.
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility, and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:146–158. 2006 © 2006 Wiley‐Liss, Inc.  相似文献   
50.
An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years old. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Aggr. Behav. 32:358–371. 2006. © 2006 Wiley‐Liss, Inc.  相似文献   
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