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991.
以38名大学生和研究生为被试,采用Chicken Game实验范式测量合作行为,考察了单人和双人合作模式游戏后,性别和游戏习惯对玩家在博弈决策中合作行为的影响。结果表明:(1)双人合作模式游戏可以促进玩家在博弈决策中的合作行为;(2)双人合作模式游戏后,男玩家(相比女玩家)在博弈决策中的合作行为更多;(3)玩游戏的习惯影响博弈决策中的合作行为,相比于经常习惯与现实朋友玩游戏和独自玩游戏的玩家,经常习惯与网友玩游戏的玩家在双人合作模式游戏后的合作行为更多。本研究不仅证实了一般学习模型,也证实了亲社会合作类视频游戏可以有效促进博弈决策中的合作行为。  相似文献   
992.
应用探测任务范式和事件分割范式,以反应时、正确率、均字阅读时间等为指标,探讨主人公转换在记叙文情境模型更新中的作用。结果显示:(1)在主人公转换与事件转换一致时,主人公转换条件下的认知加工更加困难,表现为较长的反应时和均字阅读时间,以及较低的正确率和较高的分割概率。(2)在主人公转换与事件转换不一致条件下,主人公转换对反应时和均字阅读时间的影响显著降低,而分割概率与无转换条件无差异。这表明,事件是记叙文情境模型的核心;主人公维度仅在代表事件转换的条件下,才能引起情境模型的更新。  相似文献   
993.
ABSTRACT

Driving is a complex everyday task. Every year a huge number of driving accidents around the world causes serious physical and mental injuries and deaths. The correct estimation of the remaining time to reach the other vehicles on the road, known as time to collision (TTC), is an important factor to avoid accidents. In this study, we aimed to use a drift-diffusion model (DDM) to better understand the participants’ estimation of TTC in two driving experiments. Both experiments were the same, except that in one of them participants were asked to finish the experiment as fast as they could, while in the other experiment there was no time constraint. DDM fitted the data from all participants well in both experiments according to the chi-square goodness of fit criterion. Also, results showed that time pressure increases subjects’ estimated TTC, the rate of accumulation of sensory information and the response threshold.  相似文献   
994.
With the purpose of increasing the knowledge of the psychometric properties of the 70-item Danish Word Association Test, data from three samples of non-patients and psychiatric patients (N = 326) were used to provide two measures of affectivity of the stimulus words, response heterogeneity and reaction time prolongation. It was possible to fit an item response theory one-parameter measurement (Rasch) model to the number of reaction time prolongations (> or =3 seconds) for 54 of the stimulus words. Correlation between Rasch-model item parameters and response heterogeneity was high (r = 0.86), while no correlation was found between either of these measures and frequency of the stimulus words in the Danish language. Both measures of stimulus affectivity supported a theoretically based classification of stimulus words as emotional or neutral. Response heterogeneity measures and Rasch measurement item and person parameters for reaction time prolongations are provided.  相似文献   
995.
We investigated the presence and magnitude of sex differences in late adulthood, assessing 426 illiterate Bangladeshis, 239 literate Bangladeshis, and 598 Swedes. The cognitive domains examined included calculation, episodic memory, spatial visualization, and global cognitive ability. In general, men performed at a higher level than women on tasks assessing calculation and spatial visualization, whereas women performed at a higher level than men on the episodic memory task. Notably, the pattern of cognitive sex differences was similar irrespective of nationality and literacy, although the magnitude of the male advantage was inversely related to level of education. Finally, the low performance of the illiterate women demonstrated the penalizing effect restrictions in public exposure might have on cognitive performance.  相似文献   
996.
This paper describes the use of a theory of change approach to community-based cross-agency service planning for children with serious emotional disturbance and their families. Public agency planners in Contra Costa County, California used the theory of change approach to organize service planning for a population of youth who had been arrested and involved with juvenile probation. The theory of change process described in this paper links community outcomes with planned activities with the assumptions or principles that underlie the community planning efforts. When complete, a theory of change logic model can serve as a guide for implementation, ensuring that community plans for service delivery remain true to their intent. The theory of change development process includes twelve stages and is based on a step-by-step approach. Theory of change logic models establish a context for articulating a community's shared beliefs and prompt local stakeholders to establish logical connections between the population to be served, expected results, and strategies intended to achieve those results.  相似文献   
997.
998.
Evidence of the effects of playing violent video games on subsequent aggression has been mixed. This study examined how playing a violent video game affected levels of aggression displayed in a laboratory. A total of 43 undergraduate students (22 men and 21 women) were randomly assigned to play either a violent (Mortal Kombat) or nonviolent (PGA Tournament Golf) video game for 10 min. Then they competed with a confederate in a reaction time task that allowed for provocation and retaliation. Punishment levels set by participants for their opponents served as the measure of aggression. The results confirmed our hypothesis that playing the violent game would result in more aggression than would playing the nonviolent game. In addition, a Game × Sex interaction showed that this effect was larger for men than for women. Findings are discussed in light of potential differences in aggressive style between men and women.  相似文献   
999.
The aim of this study was to explore a behavior-analytic model of analogical reasoning, defined as the discrimination of formal similarity via equivalence-equivalence responding. In Experiment 1, adult humans were trained and tested for the formation of four three-member equivalence relations: A1-B1-C1, A2-B2-C2, A3-B3-C3, and A4-B4-C4. The B and C stimuli were three-letter nonsense syllables, and the A stimulus was a colored shape. Subjects were then successfully tested for equivalence-equivalence responding (e.g., matching B1/C1 to B2/C2 rather than B3/C4). These tasks were designed such that equivalence-equivalence responding might allow subjects to discriminate a physical similarity between the relations involved. Some participants (color subjects) received only equivalence-equivalence tasks in which they might discriminate a color relation, whereas others (shape subjects) were given tasks in which they might discriminate a shape relation. A control group received both types of task. In a subsequent test for the discrimination of formal similarity, color subjects matched according to color, shape subjects matched according to shape, and the control group showed no consistent matching pattern. In Experiment 2, adult humans showed a transformation of the functions of a block-sorting task via this basic model of analogy. Empirical and conceptual issues related to these results are discussed.  相似文献   
1000.
This study addresses a central question in perception of novel figurative language: whether it is interpreted intelligently and figuratively immediately, or only after a literal interpretation fails. Eighty sentence frames that could plausibly end with a literal, truly anomalous, or figurative word were created. After validation for meaningfulness and figurativeness, the 240 sentences were presented to 11 subjects for event related potential (ERP) recording. ERP's first 200 ms is believed to reflect the structuring of the input; the prominence of a dip at around 400 ms (N400) is said to relate inversely to how expected a word is. Results showed no difference between anomalous and metaphoric ERPs in the early window, metaphoric and literal ERPs converging 300-500 ms after the ending, and significant N400s only for anomalous endings. A follow-up study showed that the metaphoric endings were less frequent (in standardized word norms) than were the anomalous and literal endings and that there were significant differences in cloze probabilities (determined from 24 new subjects) among the three ending types: literal > metaphoric > anomalous. It is possible that the low frequency of the metaphoric element and lower cloze probability of the anomalous one contributed to the processes reflected in the early window, while the incongruity and near-zero cloze probability of the anomalous endings produced an N400 effect in them alone. The structure or parse derived for metaphor during the early window appears to yield a preliminary interpretation suggesting anomaly, while semantic analysis reflected in the later window renders a plausible figurative interpretation.  相似文献   
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