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61.
We investigated the utilization and efficacy of distraction in reducing the anxious and disruptive behavior of 4 children undergoing dental treatment. During the distraction procedure, the children were shown a poster and told a story about it during dental treatment. They earned a prize if they attended to the poster and story and could correctly answer questions about them following each intervention visit. The children's disruptive behavior was assessed via direct observation, and results were analyzed within a multiple baseline design. The children exhibited high levels of anxious and disruptive behavior across baseline visits, regardless of the length of time in treatment or number of visits. Anxious and disruptive behavior decreased upon introduction of the intervention for all children. This was accompanied by the children meeting the criterion for correct answers on the distraction quiz. However, 2 of the children demonstrated an increase in their anxious and disruptive behavior across intervention visits. Results are discussed in terms of the need to evaluate treatment strategies that promote maintenance as well as initial changes.  相似文献   
62.
We investigated the influence of teacher wait-time and intertrial interval durations on the performance of 4 multiply handicapped students during instruction in 10 skills. Four experimental conditions were evaluated: long wait-time and long intertrial interval, long wait-time and short intertrial interval, short wait-time and long intertrial interval, and short wait-time and short intertrial interval. Instructors attempted to keep short intervals as close as possible to 1 s and long intervals as close as possible to 10 s for both variables. Results showed that student performance was superior under the long wait-time conditions irrespective of the length of the intertrial interval.  相似文献   
63.
Two studies using a computer-simulated, strategy-formulation game and business students were conducted using simultaneous verbal protocols. It was found that a number of information-processing and information-evaluation thought processes were significantly related to game performance. Consistent with what is known about individual decision making, the present results suggest that, for the task used in this study, individuals who engage in causal analysis perform better than those who do not. But those who focus on negative emotions, blindly repeat previously successful decisions, and engage in illogical through processes perform more poorly than those who do not. Causal replication using real managers within organizational settings, however, is needed before firm conclusions can be drawn from this research.  相似文献   
64.
Within the framework of valence-instrumentality (VI) theory, a fourfold model is developed to predict the contribution which is made by one outcome of an alternative to the valence of that alternative. The proposed model uses four subjective conditional probabilities which are based on the presence and absence of an alternative, and on the occurrence and nonoccurrence of an outcome. Valence is defined as the difference between the attractiveness values of the occurrence of an alternative (or an outcome) and the nonoccurrence of an alternative (or an outcome). Also, differences between subjective probabilities replace instrumentalities. Alternative valence-instrumentality formulations are analyzed in relation to the proposed fourfold model. The proposed model can be understood as a consistent application of Vroom's model (1964, Work and motivation, New York: Wiley), while other models are judged to be relatively deficient. The fourfold model, in combination with a matrix formulation of expectancy concepts, addresses a number of criticisms of VI theory and makes possible a test of the theory within the limits of its own assumptions.  相似文献   
65.
The effects of altering light pattern sequences on driver compliance at a busy, urban intersection were explored. The baseline light timing sequences resulted in only 46.8% of drivers stopping at the yellow or red lights. Using an A-B-C design, we altered light pattern sequences that increased the probability of drivers stopping at the signals to 88.8% and 98.8%. These findings indicate that traffic light contingencies have potent effects in influencing driver behaviors at busy intersections. Following completion of the study, the traffic engineer approved the permanence of the light timing pattern that increased traffic rule compliance. Accident data collected before and after the light timing changes indicated a reduction in automobile accidents.  相似文献   
66.
We compared the effects of sensory and edible reinforcers on resistance to satiation in three autistic children while learning visual discrimination tasks. Within-subject designs were used to compare a single sensory reinforcer with a single edible reinforcer and to compare multiple sensory reinforcers with multiple edibles. Results indicated that multiple sensory reinforcers maintained responding over more trials than did multiple edible reinforcers; however, the use of single sensory reinforcers and single edibles resulted in about equal numbers of trials to satiation. Both multiple and single sensory reinforcers produced higher percentages of correct responses than edible reinforcers. The findings are discussed in terms of the advantages of sensory reinforcers in teaching autistic children.  相似文献   
67.
Subjects in Santa Barbara, California, and Groningen, The Netherlands, participated in a seven-person social dilemma game, presented in terms of a conservation of resources problem. Prior to their decision making in the social dilemma game, subject's social motive (altruistic, cooperative, individualistic, competitive) was assessed by means of two different classification procedures. On the basis of previous research findings American subjects were expected to display relatively more competitive social motives, and Dutch subjects relatively more cooperative ones. However, no indications of crosscultural differences were found neither with regard to the distribution of social motives nor with regard to the amount of resources taken for self in the social dilemma game. In both locations, competitive subjects took most resources for self, individualistic subjects took next most, cooperative subjects took less than individualists, and altruistic subjects took the least. In addition to predictive validity, indices of the convergent validity of two social motive assessment procedures were described.  相似文献   
68.
People often find that they do not have some positive outcome they once expected to obtain, while others around them have attained that outcome. Two experiments were conducted to assess how four possible responses to such a situation are affected by procedural justice (i.e., the fairness of the procedures by which the object was denied) and by one's expectations about obtaining the outcome in the future. The four possible responses examined were anger responses, achievement strivings, devaluation of the object (X), and self-deprecation. A repeated-measures analysis revealed that the dependent variables were differentially affected in Study 1, but less so in Study 2. Analyses further revealed effects of procedural justice, such that unfair procedures led to more anger, lower achievement strivings, greater devaluation of X, and (in Study 1 only) marginally less self-deprecation. Expectations had only a marginal affect on achievement strivings in Study 1, and an effect on self-deprecation in Study 2, with higher expectations leading to lower achievement strivings and less self-deprecation, respectively. Procedural justice and expectations interacted to affect subjects' derogation of the agent who deprived them (Study 1) and their devaluation of X (Study 2). Implications for future research and for theoretical development are discussed.  相似文献   
69.
Two experiments investigated sentence context effects on the naming times of sentence completion words by third-grade children and college students. Across both experiments, the largest age difference in contextual facilitation was obtained for highly predictable, best completion words. Pronounced age differences in facilitation effects were also present for semantically acceptable target words which were much less predictable in the sentence context than the best completion words. However, age differences in contextual facilitation were negligible for target words which were associatively related to the best completion word, but which were not also semantically acceptable in the sentence context. Thus, the semantic acceptability of the word in the sentence context had a much greater influence on children's as compared to adults' word identification times, both when the word was highly predictable, as well as when it was much less predictable in the sentence context.  相似文献   
70.
An experiment is reported in which the effects of taxonomic organization on 7-year-old and 11-year-old children's free and cued recall of two- and four-category lists were examined. The data were analyzed using a stages-of-learning model that simultaneously delivers estimates of the impact of these manipulations on storage and retrieval components of recall. The results indicated that for the Grade 2 children providing a category label at the time of recall primarily enhanced storage whereas increasing the number of categories primarily enhanced retrieval. For Grade 6 children, on the other hand, the use of category labels to cue recall primarily enhanced retrieval, whereas increasing the number of categories affected both storage and retrieval in free recall, but only retrieval in cued recall. In addition, while older children were superior to younger children at both storing and retrieving information, age differences at retrieval were generally larger than those at storage.  相似文献   
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