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31.
The primary objective of this study was to contribute to the growing research discipline investigating the effects of physical exercise on divergent thinking creativity performance. Thirty‐two students participated in this two‐visit, within‐subject intervention. Individuals consented to participate in two randomized, and counterbalanced, experimental conditions, consisting of 15 min of active treadmill walking and an inert, seated control incubation period. Creativity was assessed at baseline and post‐exercise (and control) via the Instances Creativity Task (ICT). Creativity scores for changes in fluency (F(1, 31) = 2.90, p = .10) were not statistically significant across the experimental conditions. Originality scores were higher at baseline and follow‐up when compared to the exercise condition (F(1, 31) = 6.82, p = .01). However, there was no statistically significant condition × time interaction effect (F(1, 31) = 1.78, p = .19). Further analyses demonstrated that there was no statistically significant difference between the experimental conditions on recall score (F(1, 31) = 1.04, = .32). All models indicated statistically significant main effects for time: fluency (F(1, 31) = 131.17, p < .001); originality (F(1, 31) = 36.54, p < .001); and recall (F(1, 31) = 51.75, p < .001). These findings suggest that both active and inert creative incubation periods may similarly enhance subsequent divergent thinking performance.  相似文献   
32.
In a dynamic labor market, it is important to help people combine information and generate creative solutions to cope with complex career challenges. In the present research, we apply the theory of information structure to creative career idea generation and hypothesize that flat information structures—that is, structures in which the information is disorganized—are more conducive to creativity than hierarchical information structures—that is, structures in which information is organized in higher‐order categories. In two experimental studies, participants had to combine career information related to self and work preferences that was presented either in flat or hierarchical structures. We found that flat information structures, compared with hierarchical information structures, led to future career ideas that were more creative on average. Our results suggest that cognitive flexibility explains the effect of information structure on the creativity of career ideas. Theoretical implications and suggestions for career management practices are discussed.  相似文献   
33.
The current study evaluated whether a computer‐based training program could improve observers' accuracy in scoring discrete instances of problem behavior at 5x normal speed using a multiple‐baseline design across subjects. During pretraining and posttraining, observers attempted to score multiple examples of problem behavior at 5.0x without feedback. During training, participants scored multiple examples of problem behavior at 5.0x with automated feedback. Researchers measured omission (missing problem behavior) and commission (scoring other behavior as problem behavior) errors and the total duration of scoring time to determine the observers' accuracy and efficiency, respectively. After training, all participants scored instances of problem behavior with less than 11% error using 5.0x. The time required to score the videos across 90‐min observations was reduced by 66%. Results extend previous evaluations of fast forwarding by demonstrating that the training program could be used to teach observers to accurately score problem behavior using a speed faster than 3.5x.  相似文献   
34.
大学生身体自尊是如何随年代变化的呢?研究对2004年至2016年107篇使用身体自尊量表的研究进行了横断历史研究,涉及大学生30738名。结果显示:(1)我国大学生身体自我价值感、运动能力和身体素质与年代有着显著正相关关系;(2)男女大学生身体自尊水平都有了一定提升;(3)男生在身体自尊各个因子的得分高于女生0.2~0.3个标准差,显示出了大学生在身体自尊水平上的性别差异;(4)从大学生整个群体来看,经济因素、高等教育因素与大学生身体自尊具有显著相关,而从不同性别群体来看,经济因素与人口压力对于男大学生的身体自尊影响更为明显。  相似文献   
35.
In this article, we (1) discuss the reasons why pre‐registration is a good idea, both for the field and individual researchers, (2) respond to arguments against pre‐registration, (3) describe how to best write and review a pre‐registration, and (4) comment on pre‐registration’s rapidly accelerating popularity. Along the way, we describe the (big) problem that pre‐registration can solve (i.e., false positives caused by p‐hacking), while also offering viable solutions to the problems that pre‐registration cannot solve (e.g., hidden confounds or fraud). Pre‐registration does not guarantee that every published finding will be true, but without it you can safely bet that many more will be false. It is time for our field to embrace pre‐registration, while taking steps to ensure that it is done right.  相似文献   
36.
Drawing on Calder, Brendl, Tybout, and Sternthal’s (2021) discussion of constructs and variables, I suggest that the verification approach’s focus on variables fosters a plethora of disconnected “effects” and a dearth of integrative theorizing in consumer behavior research. I discuss how publication practices and incentive structures are likely to contribute to these phenomena.  相似文献   
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38.
PurposeThe current study examined the impact on children’s street crossing behaviors of not having auditory-based information about traffic when crossing streets.MethodUsing a fully-immersive virtual reality system, numerous indices of children’s street crossing behaviors were measured both when they had auditory-based information about traffic and when this was lacking.ResultsThe lack of traffic sounds did not influence the inter-vehicle gap size that children crossed into but it did result in slower initiations and, ultimately, more high-risk outcomes (close calls and hits).ConclusionTraffic sounds significantly contribute to enhance children’s safety when crossing streets. Cars with reduced sounds (e.g., electric) and anything that interferes with children accessing auditory-based traffic information (e.g., wearing headphones) could increase their risk of pedestrian injury.  相似文献   
39.
Localisation and navigation of autonomous vehicles (AVs) in static environments are now solved problems, but how to control their interactions with other road users in mixed traffic environments, especially with pedestrians, remains an open question. Recent work has begun to apply game theory to model and control AV-pedestrian interactions as they compete for space on the road whilst trying to avoid collisions. But this game theory model has been developed only in unrealistic lab environments. To improve their realism, this study empirically examines pedestrian behaviour during road crossing in the presence of approaching autonomous vehicles in more realistic virtual reality (VR) environments. The autonomous vehicles are controlled using game theory, and this study seeks to find the best parameters for these controls to produce comfortable interactions for the pedestrians. In a first experiment, participants’ trajectories reveal a more cautious crossing behaviour in VR than in previous laboratory experiments. In two further experiments, a gradient descent approach is used to investigate participants’ preference for AV driving style. The results show that the majority of participants were not expecting the AV to stop in some scenarios, and there was no change in their crossing behaviour in two environments and with different car models suggestive of car and last-mile style vehicles. These results provide some initial estimates for game theoretic parameters needed by future AVs in their pedestrian interactions and more generally show how such parameters can be inferred from virtual reality experiments.  相似文献   
40.
Accurate analysis of data is vital to the validation of interventions. As such, there has been a recent increase in studies evaluating visual analysis training procedures. However, past investigations have not evaluated direct and indirect visual analysis training methods with matched instructional content that was systematically designed. Furthermore, training has rarely included assessment of generalization and maintenance of visual analysis skills. The purpose of the current dissertation study was to compare the effectiveness and efficiency of (a) computer‐based training, (b) lecture formats with and (c) without the opportunity to pause, and (d) a no‐training group to teach visual analysis of AB graphs to university students. To make these formats directly comparable, the instructional content was equated by ensuring information and examples were identical across the three training procedures. Eighty‐three students were randomly assigned to one of the four groups. Results showed that all three training formats produced increases in accurate responding compared to the no‐training group. Visual analysis skills generalized to novel graphs and maintained approximately 2 weeks following all trainings. These results suggest that structured approaches that are carefully designed to train visual analysis are effective and lead to gains that generalize and maintain in the absence of training.  相似文献   
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