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141.
We examined the effect of perceptual training on a well-established hemispheric asymmetry in speech processing. Eighteen listeners were trained to use a within-category difference in voice onset time (VOT) to cue talker identity. Successful learners (n=8) showed faster response times for stimuli presented only to the left ear than for those presented only to the right. The development of a left-ear/right-hemisphere advantage for processing a prototypically phonetic cue supports a model of speech perception in which lateralization is driven by functional demands (talker identification vs. phonetic categorization) rather than by acoustic stimulus properties alone. 相似文献
142.
Few studies have explored the effects of fixed‐time (FT) reinforcement on escape‐maintained behavior of students in a classroom setting. We measured the effects of an FT schedule on the disruptive and appropriate academic behaviors of 2 junior high students in a public school setting. Results demonstrated that FT escape from tasks resulted in a substantial decrease in disruptive behavior and an increase in time engaged in tasks for both participants. 相似文献
143.
Janne V. Kujala Ulla Richardson Heikki Lyytinen 《Journal of mathematical psychology》2010,54(1):196-207
We present a simple but effective method based on Luce’s choice axiom [Luce, R.D. (1959). Individual choice behavior: A theoretical analysis. New York: John Wiley & Sons] for consistent estimation of the pairwise confusabilities of items in a multiple-choice recognition task with arbitrarily chosen choice-sets. The method combines the exact (non-asymptotic) Bayesian way of assessing uncertainty with the unbiasedness emphasized in the classical frequentist approach.We apply the method to data collected using an adaptive computer game designed for prevention of reading disability. A player’s estimated confusability of phonemes (or more accurately, phoneme-grapheme connections) and larger units of language is visualized in an easily understood way with color cues and explicit indication of the accuracy of the estimates. Visualization of learning-related changes in the player’s performance is considered.The empirical validity of the choice axiom is evaluated using the game data itself. The axiom appears to hold reasonably well although a small systematic violation is observable for the smallest choice-set sizes. 相似文献
144.
Taylor TG Galuska CM Banna K Yahyavi-Firouz-abadi N See RE 《Journal of the experimental analysis of behavior》2010,93(2):261-267
The effectiveness of a fixed‐ratio (FR) escalation procedure, developed by Pinkston and Branch (2004) and based on interresponse times (IRTs), was assessed during lever‐press acquisition. Forty‐nine experimentally naïve adult male Long Evans rats were deprived of food for 24 hr prior to an extended acquisition session. Before the start of the session, three food pellets were placed in the magazine. Otherwise, no magazine training, shaping, nor autoshaping procedure was employed. The first 20 presses each resulted in the delivery of a 45‐mg food pellet. Then, the FR increased (2, 4, 8, 11, 16, 20, 25, 30) when each IRT in the ratio was less than 2 s during three consecutive ratios. Sessions lasted 13 hr or until 500 pellets were earned. On average, rats reached a terminal ratio of 11 (mean) or 16 (median) during the first session. Seven rats reached the maximum value of FR 30 and only one rat did not acquire the response. In most rats, a break‐and‐run pattern of responding characteristic of FR schedules began to develop in this acquisition session. Subsequently, the ratio‐escalation procedure continued during daily 2‐hr sessions. In these sessions, the starting ratio requirement was set at the terminal ratio reached in the previous session. Using this procedure, over half (26) of the rats reached the FR 30 requirement by the fourth session. These data demonstrate that a ratio‐escalation procedure based on IRTs provides a time‐efficient way of establishing ratio responding. 相似文献
145.
Janne V. Kujala Ulla Richardson Heikki Lyytinen 《Journal of mathematical psychology》2010,54(2):247-255
Adaptive learning games should provide opportunities for the student to learn as well as motivate playing until goals have been reached. In this paper, we give a mathematically rigorous treatment of the problem in the framework of Bayesian decision theory. To quantify the opportunities for learning, we assume that the learning tasks that yield the most information about the current skills of the student, while being desirable for measurement in their own right, would also be among those that are efficient for learning. Indeed, optimization of the expected information gain appears to naturally avoid tasks that are exceedingly demanding or exceedingly easy as their results are predictable and thus uninformative. Still, tasks that are efficient for learning may be experienced as too challenging, and the resulting failures can lower motivation. Therefore, in addition to quantifying the expected informational benefit for learning of any prospective task to be presented next, we also model the expected motivational cost of its presentation, measured simply as the estimated probability of failure in our example model. We propose a “learner-friendly” adaptation algorithm that chooses the learning tasks by optimizing the expected benefit divided by the expected cost. We apply this algorithm to a Rasch-like student model implemented within a real-world application and present initial results of a pilot experiment. 相似文献
146.
Thing, Value, Time, and Freedom: A Consideration of Some Key Concepts in Marx’s Philosophical System
Wujin Yu 《Frontiers of Philosophy in China》2006,1(1):114-123
Criticizing the misunderstanding and wrong explanation of Marx’s philosophical system made by recent Chinese textbooks on
Marxist philosophy, the author argues that Marx’s philosophy has practical, economical-philosophical, and ontological dimensions
and stresses on reconstructing Marx’s philosophical system through synthesizing the above three dimensions. This paper intends
to set up a new outline of Marx’s philosophical system, in terms of the following four concepts—thing, value, time, and freedom.
Translated by Tang Jie from Zhexue Yanjiu, 2004:11 相似文献
147.
时间和人格都是心理学领域极为重要的研究内容。时间无处不在,它不仅是基本心理过程的存在方式,而且也是人格特征的存在方式。时间与人格心理的研究是现代心理学研究的重要领域之一。《时间与人格心理学探索》一书,向我们详尽地展现了时间和人格心理学的研究成果。综观全书,主要凸显四个方面特点:一、研究取向上强调中国化;二、研究过程上体现长期性;三、研究方法上注重多样性;四、研究成果上凸显创新性。 相似文献
148.
中学生好胜心培养的实验研究 总被引:2,自引:0,他引:2
以积极的归因训练、表扬与奖励和适当的竞赛等手段对中学生的好胜心进行培养,通过一个学期三个阶段的培养,结果发现,实验班学生的好胜心水平增量显著高于对照班学生,实验班学生的学习成绩增量也显著高于对照班学生,好胜心水平与学习成绩存在着显著的正相关。研究表明,积极的归因训练、表扬与奖励、适当的竞赛是培养中学生好胜心的有效措施。 相似文献
149.
急性心肌梗死(AMI)患者的治疗关键在于早期诊断和及时开通闭塞的冠状动脉,患者在发病后能否及早到院接受再灌注治疗,对患者的治疗效果和预后有重要影响.院前延误时间(PDT)即为从患者出现症状至到达医院接受治疗的时间.AMI患者就医大多是延迟的,主要原因是患者不能决定自己的症状是否需要治疗,也就是患者决定就医时间延长.本研究目的是分析造成急性心肌梗死患者院前延误的相关影响因素,为患者赢得最佳治疗时间提供理论依据. 相似文献
150.