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601.
We integrated theories of social exchange and emotion to explain the receipt of interpersonal citizenship (help) and counterproductive behaviors (harm). Using social network methodology, data on a total of 534 relationships were obtained from three samples of employees working for a food services organization. Results were consistent across all three samples. Employees received help and harm from coworkers toward whom they engaged in those behaviors, as well as from coworkers in whom they elicited positive and negative affective states, respectively. Additionally, affective states predicted the receipt of help and harm controlling for engagement, suggesting a means by which social exchanges may become imbalanced. Overall, findings demonstrate the validity of social exchange and affective explanations for the receipt of help and harm in the workplace.  相似文献   
602.
随着社会经济的快速发展,对于组织及其成员来说,要想更好地在当前快速变化的工作环境中适应和发展,员工利他行为的可持续性愈发重要。新近研究发现利他行为具有动态性,但在理论框架和研究方法上存在严重不足,无法获得利他行为动态可持续性特征的全貌,对其前因机制的研究则更为缺失。因此,本研究基于主动性动机视角,聚焦利他行为可持续性的动态性特征,并在此基础上探索利他行为可持续性的前因机制,以期增进对利他行为本质的理解,并为可持续互利团队与组织建设实践提供参考。  相似文献   
603.
本研究采用纵向研究设计对130名儿童(平均月龄M=63.15月,SD=4.37月;其中男孩69名)进行调查,探究父亲将心比心、儿童心理理论、儿童亲社会行为三者之间的关系。时间点1由父亲完成将心比心访谈、时间点2由母亲完成儿童长处与困难问卷、儿童完成错误信念理解任务、皮博迪图片词汇测验任务。结果表明:(1)父亲将心比心、儿童心理理论与儿童亲社会行为呈显著正相关;(2)儿童的心理理论在父亲将心比心与儿童亲社会行为间起完全中介作用。  相似文献   
604.
605.
This article reports on an experiment designed to test whether the cartoon manipulation leads to significant increases in aggressive thoughts and aggressive behaviors among Chinese children (n = 3,000). Results indicated that brief exposure to a violent cartoon triggered higher aggressive thoughts and aggressive behaviors than a nonviolent cartoon. Females displayed higher aggressive thoughts and aggressive behaviors than males in a nonviolent cartoon condition, while males displayed higher aggressive behaviors than females in a violent cartoon condition. Mediation analysis suggested that the effect on aggressive behaviors was mediated by aggressive thoughts. The findings imply that cartoon developers, parents, and teachers should develop cartoons that inhibit children's aggressive thoughts to avoid aggressive behaviors. Females are the key group for the prevention and intervention of aggression in a nonviolent cartoon context, while males are the key group for the prevention and intervention of aggression in a violent cartoon context.  相似文献   
606.

Objectives

We studied adults with autism spectrum disorder living in a specialized residential care home (n = 148). The participants’ behavioral problems were assessed using the French-language Scale for the Observation of Behavioral Problems in Adults with Autism (Échelle Pour l’Observation des Comportements-problèmes d’Adultes avec Autisme, EPOCAA; Recordon-Gaboriaud & Granier-Deferre). The study's main objectives were to (i) replicate the data from the EPOCAA reference group in a new sample of institutionalized adults, and (ii) study the impact of intellectual disability and medication on the EPOCAA scale. Our first hypothesis was that the severity of intellectual impairment would be associated with a greater likelihood of major behavioural problems. Our second hypothesis was that treatment (or the absence of treatment) with psychotropic and/or anti-epileptic medications would interact with the behavioural problems evaluated on the EPOCAA.

Method

We first used Cohen's d to compare the results from our sample with those given in the EPOCAA. Next, we performed a multivariate analysis of covariance with intellectual impairment, sex, the use of anti-epileptic medications (as a yes/no binary variable), and the use of psychotropic medications (as a yes/no binary variable) as fixed factors, and age as a covariate.

Results

All patients suffered from profound to severe intellectual impairment and low autonomy, which justified their permanent residence in a care home. A behavioral assessment of the study participants showed that the overall EPOCAA scores were much lower in the study sample than in the scale's reference sample. The combination of profound intellectual disability and autism was associated with more behavioral problems than severe intellectual impairment. The residents’ intellectual impairments were predominantly related to two domains (object use and sensorimotor activities/stereotypy) and to the severity of difficulties in the social interactions domain. The second hypothesis was not confirmed: the presence or absence of the various medications did not appear to influence behavioral problems. These results are discussed with a view to improving the residents’ quality of life.  相似文献   
607.
The ability to delay gratification – conceived as an early expression of self-regulation – develops in the second half of the second year of life. We used inductive methodology to identify different behaviors and set of behaviors performed by children while waiting for a treat. We asked which sets are more effective when it comes to successfully delaying gratification and how all observed sets change during toddler age. 130 children were tested twice – at 18 and at 24 months – using a Snack Delay Task. We observed 20 different behaviors and distinguished 4 sets of behaviors. The most important and effective set for delaying gratification in 18 and in 24 month olds was the set called Attention and Movements. We concluded that growth in the ability to delay gratification resulted from increased ability to overcome temptation by using an active strategy mainly based on attention.  相似文献   
608.
BOOK REVIEWS     
No abstract available for this article.  相似文献   
609.
The general aggression model (GAM) has suggested that the interaction between person factors (e.g., personality variables) and situation factors (e.g., playing violent video games [VVGs]) can increase individuals’ aggressive behaviors through their cognition (e.g., hostile attributions), affect (e.g., negative affect), and/or arousal. The present study employed a modified competitive reaction time task to test the effects of shyness, violent (vs. nonviolent) gameplay, and shyness on individuals’ positive–negative affect, hostile attributions, and aggressive behaviors. In addition, the present study also employed structural equation modeling (SEM) to test the mediation (by cognition and affect) and moderation (by shyness). Results showed that playing a VVG increased aggressive behaviors, negative affect, and hostile attributions primarily among shy participants. In addition, the results of SEM also revealed that this moderating role was mediated by negative affect and hostile attributions. The present study supported GAM and showed that individuals’ aggressive behaviors are differentially susceptible to VVGs, depending on their level of shyness in a “for bad and for worse” manner.  相似文献   
610.
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