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61.
管健  孙琪 《心理科学》2018,(5):1145-1150
以247名贫困儿童为被试进行问卷调查,构建家庭社会经济地位和亲子关系对贫困儿童问题行为的多重中介模型,得到抑郁、自我控制的中介作用。结果显示,亲子关系和社会经济地位分别通过中介路径影响贫困儿童问题行为,与亲子关系有关的中介路径为91.25%,与抑郁有关的中介效应为57.60%,与自我控制有关的中介效应为57.15%. 结论:良好的亲子关系或成为贫困儿童的保护因子;应关注贫困儿童心理健康,增加有效心理疏导机制;注重培养贫困儿童的自我控制能力。  相似文献   
62.
Recent research shows that co-speech gestures can influence gesturers’ thought. This line of research suggests that the influence of gestures is so strong, that it can wash out and reverse an effect of learning. We argue that these findings need a more robust and ecologically valid test, which we provide in this article. Our results support the claim that gestures not only reflect information in our mental representations, but can also influence gesturer's thought by adding action information to one's mental representation during problem solving (Tower of Hanoi). We show, however, that the effect of gestures on subsequent performance is not as strong as previously suggested. As opposed to what previous research indicates, gestures' facilitative effect through learning was not nullified by the potentially interfering effect on subsequent problem-solving performance of incompatible gestures. To conclude, using gestures during problem solving seems to provide more benefits than costs for task performance.  相似文献   
63.
Empirical studies on the relationship between affect and creativity often produce conflicting results. This inconsistency has led us to believe that the relationship between affect and creativity may be better understood by looking at potential moderators. Our study looked specifically at trait affect and self‐perceived creativity. Using the Affect Infusion Model (AIM) theory with problem clarity as the potential moderator, we hypothesized that when individuals are faced with problems that lack clarity, trait affect has greater sway over their self‐perceived creativity. Our results provided evidence that problem clarity moderated the relationship between positive trait affect and self‐perceived creativity; the positive relationship between positive trait affect and self‐perceived creativity is stronger when problem clarity is low and weaker when problem clarity is high. No moderating effect was found in the relationship between negative trait affect and self‐perceived creativity.  相似文献   
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Seventy‐three children between 6 and 7 years of age were presented with a problem having ambiguous subgoal ordering. Performance in this task showed reliable fingerprints: (a) a non‐monotonic dependence of performance as a function of the distance between the beginning and the end‐states of the problem, (b) very high levels of performance when the first move was correct, and (c) states in which accuracy of the first move was significantly below chance. These features are consistent with a non‐Markov planning agent, with an inherently inertial decision process, and that uses heuristics and partial problem knowledge to plan its actions. We applied a statistical framework to fit and test the quality of a proposed planning model (Monte Carlo Tree Search). Our framework allows us to parse out independent contributions to problem‐solving based on the construction of the value function and on general mechanisms of the search process in the tree of solutions. We show that the latter are correlated with children's performance on an independent measure of planning, while the former is highly domain specific.  相似文献   
65.
Research on innovation often highlights analogies from sources outside the current problem domain as a major source of novel concepts; however, the mechanisms underlying this relationship are not well understood. We analyzed the temporal interplay between far analogy use and creative concept generation in a professional design team's brainstorming conversations, investigating the hypothesis that far analogies lead directly to very novel concepts via large steps in conceptual spaces (jumps). Surprisingly, we found that concepts were more similar to their preceding concepts after far analogy use compared to baseline situations (i.e., without far analogy use). Yet far analogies increased the team's concept generation rate compared to baseline conditions. Overall, these results challenge the view that far analogies primarily lead to novel concepts via jumps in conceptual spaces and suggest alternative pathways from far analogies to novel concepts (e.g., iterative, deep exploration within a functional space).  相似文献   
66.
Michael Ruse 《Zygon》2015,50(2):361-375
There is a strong need of a reasoned defense of what was known as the “independence” position of the science–religion relationship but that more recently has been denigrated as the “accommodationist” position, namely that while there are parts of religion—fundamentalist Christianity in particular—that clash with modern science, the essential parts of religion (Christianity) do not and could not clash with science. A case for this position is made on the grounds of the essentially metaphorical nature of science. Modern science functions because of its root metaphor of the machine: the world is seen in mechanical terms. As Thomas Kuhn insisted, metaphors function in part by ruling some questions outside their domain. In the case of modern science, four questions go unasked and hence unanswered: Why is there something rather than nothing? What is the foundation of morality? What is mind and its relationship to matter? What is the meaning of it all? You can remain a nonreligious skeptic on these questions, but it is open for the Christian to offer his or her answers, so long as they are not scientific answers. Here then is a way that science and religion can coexist.  相似文献   
67.
Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   
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选取生态效度较高的科学发明问题材料(分为高启发量与低启发量两类),采用“1对1”和“8对8”的“学习-测试”实验范式,考察午睡剥夺对科学发明问题解决中的原型启发效应的影响.结果发现:午睡剥夺处理、范式(“1对1”和“8对8”)和材料启发量高低在原型激活率和问题解决率上主效应均显著,午睡剥夺和范式以及启发量高低在问题解决率以及原型激活率上的交互作用不显著.这一结果说明,午睡剥夺影响科学发明问题解决中的原型启发效应,这种影响是通过对启发信息应用和原型激活两个加工过程的影响而实现的.  相似文献   
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