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951.
以来自36个组织的223名员工为被试,通过上级、同事和员工自评三方配对的问卷数据,研究探讨了高承诺组织与员工建言行为之间的关系。采用多层结构方程模型等方法进行数据分析,结果发现:(1)高承诺组织对员工建言行为(包括上行建言和平行建言)有显著的促进作用;(2)员工知觉到组织内的职业机会在高承诺组织和上行建言之间起部分中介作用;工作满意度在高承诺组织和平行建言之间起部分中介作用;(3)工作绩效在知觉到职业机会和上行建言之间起正向调节作用;人际关系在工作满意度和平行建言之间起正向调节作用;(4)不光如此,工作绩效还调节着"高承诺组织-知觉职业机会-上行建言"这一中介路径;人际关系还调节着"高承诺组织-工作满意感-平行建言"这一中介路径。文章最后对所得结果、理论和实践意义及未来研究做了讨论。  相似文献   
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953.
ABSTRACT

This essay investigates how theologians should engage with the “leftovers,” or detritus, of the great theological quests by interrogating the process of doing and writing theology. Posing questions about theology’s purpose and systematic method, along with questions that examine both the object of theology and the subjectivity of the theologian, this essay directs its inquiry to uncovering the very foundations of theology today, which itself must be constructed out of divine detritus.  相似文献   
954.
955.
A bicycle sharing system (BSS) offers multiple benefits to a city as well as numerous challenges for effective implementation, especially if the system is connected to other modes of transportation. User-centred assessments of BSSs have been recognised as a paramount factor in transportation research, although it has received relatively little attention. This ethnographic study implemented a user experiential approach for assessing EnCicla, which is a new BSS in the city of Medellin, Colombia. A deeper understanding of users was needed for identifying the perceived journey maps; including route stages, functional likes and dislikes, affective reactions, and motivations for using the system. Findings identified not only the functional but also the affective aspects of the user experience. The 40 participants were also classified into four user groups: Lover, Civic, Grateful, and Adapted. Managerial implications involved recommendations for improving the service design and the communication and promotion strategies of the system. Limitations have to do with the specific characteristics of the sample.  相似文献   
956.
For effective child education, playing games with a social robot should be motivating for a longer period of time. One aspect that can affect the motivation of a child is the difficulty of a game. The game should be perceived as challenging, while at the same time, the child should be confident to meet the challenge. We designed a user modelling module that adapts the difficulty of a game to the child’s skill level, in order to provide children with the optimal challenge. This module applies a Bayesian rating method that estimates the child’s skill and game item’s difficulty levels to personalise the game progress. In an experiment with 22 children (aged between 10 and 12 years old), we tested whether the personalisation leads to a higher motivation to play with the robot. Although the personalised system did not challenge the participants optimally, this study shows that the Bayesian rating system is in principle able to measure the skill and performance of children in playing a game with a robot (even without accurate estimates of the difficulty of items). We outline multiple ways in which the rating method and module can be used to further personalise and enhance the child-robot interaction, other than adapting the difficulty of games (e.g. by adapting the dialogue and feedback).  相似文献   
957.
This exploratory study aimed to examine health care provider work-related experiences in a rural South African context. Participants were a convenient sample of 12 medical practitioners (private sector = 55%). The practitioners responded to an open-ended question on their health care delivery-related experiences. Thematic analysis of the data revealed that the medical officers experienced both care provider fatigue and satisfaction from their work roles. Experiences of care provider fatigue were characterised by stress, anxiety, hopelessness, depression, burnout, frustration, and anger. Care provider satisfaction was associated with happiness, ability to cope, security, conscience, and commitment. Job retention and satisfaction of the health care providers were dependent on material and manpower resourcing of health services.  相似文献   
958.
Psychobiography as a qualitative research method in psychology has witnessed prolific growth in the last few decades. This growth has been accompanied by concerns regarding the veracity, rigour, quality, and trustworthiness of psychobiographical research. Current research has gone a long way toward addressing these concerns through the publication of excellent best practice guidelines as well as criteria for evaluating the quality of psychobiographical research. However, a gap remains regarding guidelines detailing the steps involved in conducting psychobiographical research. This article addresses this gap by relying on existing psychobiographical guidelines and general qualitative research strategies to advance a step-wise approach to the conducting of a psychobiography. The aim is to provide simple and clear guidelines that can be followed when undertaking psychobiographical research. Through so doing, this article contributes to the continuous growth and improvement of the field of psychobiographical research.  相似文献   
959.
教育工效学是工效学研究中长期被忽视的重要研究领域,其发展以各教育工效学模型的提出为主线。本文从模型设计、模型应用和学习论视角出发,分析了Kao模型,Smith模型和六角轴模型的理论基础,发现现有的这三个模型在设计上多从工效学角度出发,与学习论的结合不够紧密。为了给信息化教学系统设计提供更有价值的理论模型和更可行的设计方法,有必要从工效学原理与教学理论的深度衔接入手,并基于学习论的视角给模型应用和完善提供一些可行的建议。  相似文献   
960.
曾红  苏得权  姜醒  陈骐  叶浩生 《心理学报》2015,47(7):890-902
药物相关线索反应不仅表现在心理渴求, 也表现在强迫性用药行为上。相关线索下, 除包括奖赏环路在内的边缘系统被激活外, 感觉-运动脑区也被激活, 引发自动化动作图式的表达, 这对相关线索反应及复吸行为具有特殊的意义。是否所有相关线索都会激活感觉-运动脑区, 目前, 还不清楚, 而这对临床治疗具有重要意义。本研究采用磁共振扫描, 生理测试等方法探索了不同类型相关线索下, 海洛因成瘾戒断者的大脑激活状况, 试图了解他们在不同线索刺激下的大脑反应。采用组内实验设计, 测量29名海洛因成瘾者相关线索反应下的血氧水平。结果发现, 相比对照线索, 所有药物相关线索, 包括药物、用药工具、用药动作线索都更多激活扣带回、海马、舌回、梭回等与奖赏机制相关的脑区; 而不同类型的药物相关线索之间的比较则显示, 用药工具和用药动作线索更多激活了双侧颞中回、双侧顶下小叶、左侧顶上小叶和右侧额下回等感觉-运动脑区。用药动作线索比单纯药物和用药工具线索, 激活了更为广泛的动作脑区。由此, 我们认为药物相关线索导致成瘾者大脑中奖赏和感觉-动作两套系统被激活, 包含用药工具、用药动作在内的相关线索会激活更多的感觉-运动脑区。  相似文献   
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