首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   5407篇
  免费   588篇
  国内免费   150篇
  6145篇
  2025年   17篇
  2024年   63篇
  2023年   109篇
  2022年   94篇
  2021年   102篇
  2020年   230篇
  2019年   229篇
  2018年   228篇
  2017年   236篇
  2016年   212篇
  2015年   138篇
  2014年   219篇
  2013年   636篇
  2012年   136篇
  2011年   165篇
  2010年   170篇
  2009年   178篇
  2008年   256篇
  2007年   319篇
  2006年   328篇
  2005年   255篇
  2004年   252篇
  2003年   200篇
  2002年   175篇
  2001年   102篇
  2000年   87篇
  1999年   52篇
  1998年   39篇
  1997年   38篇
  1996年   20篇
  1995年   34篇
  1994年   20篇
  1993年   17篇
  1992年   10篇
  1991年   8篇
  1990年   5篇
  1989年   9篇
  1985年   67篇
  1984年   68篇
  1983年   43篇
  1982年   49篇
  1981年   50篇
  1980年   52篇
  1979年   47篇
  1978年   79篇
  1977年   66篇
  1976年   70篇
  1975年   57篇
  1974年   53篇
  1973年   49篇
排序方式: 共有6145条查询结果,搜索用时 15 毫秒
981.
SUMMARY

Narrative therapy is an important tool in the phenomenological framing of life events with older clients. Seventy-nine older adults who lived independently in four subsidized high-rise housing facilities in Chicago were interviewed in a research project about managing life challenges. Cases represent four types in a spiritual-religious typology: religious and spiritual, religious only, spiritual only, and neither religious nor spiritual (Zinnbauer, 1997). This article explores how older adults managed adversity and maintained a sense of self-efficacy. Findings indicate that older adults use many references to religion and spirituality in their narratives, either embracing these domains or defining themselves in contrast to them. Narrative therapy suggests that the implications of religious and spiritual resources addressed in client stories may reinforce coping capacity and promote aging well.  相似文献   
982.
曹艳芳  尹锋超 《管子学刊》2006,(2):122-125,128
商周文化东渐是山东地区商周考古的一个重要课题,淄潍河流域则是山东地区商周考古的一个关键性区域,随着考古资料的日益丰富,从考古学角度探讨淄潍河流域商周文化东渐及其历史背景已成为可能。  相似文献   
983.
This longitudinal study investigated the bidirectional relationship between negative life events and self‐esteem during the transition from adolescence to young adulthood (N = 2272). Drawing on theories of human development over the lifespan and just‐world theory, we analyzed age‐graded changes in self‐esteem and their interplay with negative life events at three measurement points over a 12‐year period. We addressed both the short‐term and the longer term effects of single as well as multiple negative life events on changes in self‐esteem (socialization effects). We further investigated whether the pre‐event level of self‐esteem affected the likelihood of negative life events occurring (selection effects) and, finally, whether it had protective effects in terms of helping people adjust to negative events. Latent change models yielded four main findings: (i) self‐esteem increased during young adulthood; (ii) socialization effects were observed over shorter and longer timespans, but (iii) selection effects were only found for multiple negative life events, with low self‐esteem predicting a high number of negative life events; (iv) high pre‐event self‐esteem acted as a protective factor, attenuating declines in self‐esteem after experience of multiple negative life events. Copyright © 2016 European Association of Personality Psychology  相似文献   
984.
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   
985.
We are concerned here with the existential question: In order to live a virtuous life, whether it is better to commit one's life to good works among humankind or to the perfection of one's spiritual being by turning away from humanity and devoting oneself entirely to God. We examine this issue—a controversy in moral philosophy from the time of the ancient Greeks—in a short story by Leo Tolstoy.  相似文献   
986.
987.
年龄、作业难度和训练对成人记忆的影响   总被引:3,自引:0,他引:3  
采用“联想学习”、“图象自由回忆”和“附加联想”三项目,对90例成人(分为青年、老年和老老年组各30例)进行记忆测查和训练,目的为探讨年龄,作业难度和训练对记忆的影响。结果表明:青年组记忆成绩明显高于老年和老老年组,后两组无显著差异;无关联想的年龄差异大于有关联想,作业难度扩大了年龄差异;各年龄组训练后记忆得到明显改善,并且训练扩大了年龄和作业易难的差异。由此可见,记忆受年龄、作业难度和训练三因素的相互作用,也再次证实了老年认知功能具有一定的可塑性。  相似文献   
988.
Across their life spans humans actualize a rich potential for cognitive and behavioral plasticity, a set of developmental changes that require regulation of organism-context relations on the part of both the individual and society. An individual’s action on the context must be started in infancy and maintained in subsequent periods of life for adaptive functioning to occur across ontogeny. The process of the individual acting as an agent of his or her own development is continuous, although the particular ways in which such control is manifested will change in developmentally appropriate ways. As demonstrated by the papers in this special issue, the significance of infancy for the rest of the life-span rests on an integration of this continuity and discontinuity within the person-context developmental system.  相似文献   
989.
西方自悯的思想主要来源于佛教的慈悲观, 后者体现为在困境下个体对自我的认识和评价:在自我认知维度, 慈悲意味着客观认识自己以及自他关系; 在自我体验维度, 慈悲意味着以慈悲喜舍等积极情绪应对不利情况; 在自我调控维度, 慈悲意味着通过行为的自我约束及觉知力实践训练建立稳定健康的心理功能。西方自悯因其自身的哲学思维限制没有触及佛教慈悲观核心理论, 而佛教慈悲观的自我构念梳理有助于拓展、完善西方自我观的功能。  相似文献   
990.
探讨在RSVP任务中重复刺激的呈现位置和报告方式对重复知盲效应的影响, 检验该研究提出的注意资源最优化假设和末位优势效应。实验1操作了刺激性质和重复刺激位置, 得出了刺激性质和重复刺激位置的交互效应; 实验2操作了刺激性质和情景信息, 结果是交互效应不显著; 实验3操作了刺激性质和报告方式, 出现了刺激性质和报告方式的交互效应。该结果表明: (1)由于注意资源分配的优化, 重复刺激有末位优势效应。(2)重复知盲的产生不是发生在知觉阶段, 而是发生在报告阶段。(3)注意资源分配最优化理论比建构/归因理论能更合理地解释重复知盲的发生。  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号