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   3589篇
  免费   309篇
  国内免费   406篇
  2023年   43篇
  2022年   54篇
  2021年   57篇
  2020年   112篇
  2019年   127篇
  2018年   114篇
  2017年   127篇
  2016年   108篇
  2015年   86篇
  2014年   109篇
  2013年   326篇
  2012年   99篇
  2011年   142篇
  2010年   139篇
  2009年   132篇
  2008年   190篇
  2007年   255篇
  2006年   260篇
  2005年   214篇
  2004年   225篇
  2003年   155篇
  2002年   124篇
  2001年   68篇
  2000年   65篇
  1999年   45篇
  1998年   30篇
  1997年   30篇
  1996年   19篇
  1995年   20篇
  1994年   11篇
  1993年   15篇
  1992年   10篇
  1991年   10篇
  1990年   5篇
  1989年   8篇
  1988年   5篇
  1987年   6篇
  1985年   62篇
  1984年   69篇
  1983年   44篇
  1982年   50篇
  1981年   52篇
  1980年   52篇
  1979年   50篇
  1978年   80篇
  1977年   65篇
  1976年   70篇
  1975年   58篇
  1974年   53篇
  1973年   49篇
排序方式: 共有4304条查询结果,搜索用时 194 毫秒
991.
992.
Simple reinforcement systems have been used to improve performance in a broad range of settings. For example, in classrooms, the “Good Behavior Game” has been shown to be very effective (Barrish, Saunders, and Wolf, Journal of Applied Behavior Analysis, 1969, 2 , 119–124). In industry, small bonuses were used to increase the punctuality of workers (Hermann, deMontes, Dominquez, Montes, and Hopkins, Journal of Applied Behavior Analysis, 1973, 6 , 503–572). In a sheltered workshop setting, Shroeder (Journal of Applied Behavior Analysis, 1972, 5 , 45–52) examined work rates under varying frequencies and amounts of reinforcement and response force. The present study involved the utilization of simple group contingencies to increase productivity in a rehabilitation industry. Four state hospital residents who were trainees at a rehabilitation industry participated in the study which examined the effects of feedback, and feedback plus the “Good Productivity Game” to improve work output. The task, for which the employees were paid a wage, involved sorting boards by size. When the employees were provided with feedback on the number of boards sorted during the observation period, productivity increased slightly over baseline. After a return to baseline, the “Good Productivity Game” was played. For performance, the game afforded the employees pseudo-competition (in that teams were paired against each other, but both teams always “won”) and simple rewards such as candy and early work termination. The game improved performance by 104% over the second baseline and by 64% over the third baseline. Data gathered on rates of on-task behavior by the employees correlate with the productivity rates. Data gathered on rates of staff attention paid to employees show little difference across conditions, thus corroborating the function of the “Good Productivity Game” in increasing work output. Although no formal data were collected, the staff continued to use the game with considerable success after the formal termination of the study. The “Good Productivity Game” appears useful in increasing work output in a rehabilitation setting. Further research should concentrate on the utility of the game throughout longer periods of the workday and over extended periods of time.  相似文献   
993.
Twenty-four 5-week-old infants sucked significantly less when shown a schematic face in which the eye dots oscillated at 4 or 7 cm/sec than when shown the same face with the eye dots oscillating at 1 cm/sec. When identical moving dots were presented in the absence of the surrounding facial configuration, infants showed the same pattern of response. These results indicate (a) that 5-week-old infants can attend to intrastimulus movement, and (b) that the “externality effect” does not extend to compound visual displays which have moving internal elements.  相似文献   
994.
First and second graders (6- and 7-year-olds) practiced reading 20 words. Before and after word training, they named pictures printed with and without these words as distractors. Of interest was whether training would enhance or diminish the interference created by these words in the picture-naming task. Results indicated that children who learned to recognize unfamiliar distractor words more accurately suffered more interference after training. In contrast, children who were already familiar with the words and learned to recognize them faster experienced less interference following training. Results are interpreted as supporting LaBerge and Samuels' model of automatic word processing. Effects of accuracy training are attributed to the elimination of attention as a requirement for processing distractor words. Effects of speed training are attributed to a reduction in the time consumed by distractor words in the central processor.  相似文献   
995.
Children from five to eight years of age learned to discriminate between mirrorimage oblique lines more readily when cards bearing the obliques were presented vertically than when they were presented horizontally. The difference in performance between the vertical and horizontal planes could not be accounted for by differences in either the external visual context or the availability of asymmetrical body information (e.g., left vs right hand). The superiority of the vertical plane was attributed to the congruence of objective, bodily, and retinal vertical axes for the vertical, but not the horizontal plane, It was concluded, on this basis, that at least part of children's difficulty discriminating between mirror-image obliques is due to their difficulty establishing the internalized vertical axis necessary for the left-right spatial coding of the obliques.  相似文献   
996.
This study assessed the ability of Pascual-Leone's Theory of Constructive Operators to predict the minimum age or maturational level at which integration of a motor task could be achieved. Children 5–12 years of age (n=114) performed a discrete motor task requiring a constrained circular movement to be integrated with an unconstrained linear movement to a target. The Theory of Constructive Operators and the principles of constructive cognition were used to generate a model of task performance. Based on the model and in accordance with the theory, it was predicted that 5- to 6-year-old subjects would lack the cognitive capacity (M-capacity) to efficiently integrate this task. An analysis of covariance for age was performed on task parameters reflecting integration (and highest M-demand) with movement speed as the covariate. Scheffé contrasts supported the prediction as 5- to 6-year-old subjects were inferior to each of the other age groups (p < .05). Furthermore, no significant differences were found to exist between any of the older age groups.  相似文献   
997.
This study examines the effects of individual goal structures on the intra- and interpersonal behavior of 120 fourth-grade children. Each group of four children was introduced to one of two individualized learning programs: (a) workbook materials color-coded according to level of difficulty (allowing implicit comparisons among children as to progress), and (b) materials not coded according to difficulty (discouraging comparisons). In both learning programs, children worked individually (at story writing) and were rewarded for the work. Results indicate that boys, but not girls, who were rewarded equally for doing good work in an individualized setting but who start and end at a lower step than other more frequently took away a toy from those peers with whom they compared themselves than did boys who were rewarded equally for good work and where there were no comparisons. Boys as a group, regardles of condition, gave more prize tickets to themselves than to others and gave more prize tickets to themselves than girls gave either to themselves or others. Both boys and girls appear to adopt the evaluations of their work given by the experimenter and appear to be influenced thereby in later prized-giving to themselves and to others.  相似文献   
998.
Comparison time for pairs of vertical-line stimuli, sufficiently different that they can be errorlessly discriminated with respect to visual extent, was examined as a function of arithmetic relations (physical ratio and difference) on members of the pair. Arithmetic relations are coded very precisely by judgment time: Responses slow as stimulus ratios approach one with difference fixed, and as stimulus differences approach zero with ratio fixed. Most models which assume a simple (Difference or Ratio) resolution rule operating on independent sensations require judgment time to depend on either ratios or on differences but not on both. Further tests showed both an index based on median judgment times and a confusion index based on pairs of observed judgment times, satisfied the requirements for a Positive Difference Structure. One representation of these data, which remains acceptable through all analyses, is a Difference resolution rule operating on sensations determined by a power psychophysical function with β < 1. Specifically, L(x, y) = F{ψ(x) ? ψ(y)} + R, where L(x, y) is the judgment time with the stimulus pair x and y, ψ(x) = Axβ + C, R is a positive constant, and F is a continuous monotone decreasing function.  相似文献   
999.
1000.
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