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This study examines whether people use the general implicit theories of creativity or not when applying them to themselves and others. On the basis of the actor–observer asymmetry theory, the authors propose that conception of creativity would be differently constructed depending on the targets of attention: general, self, and other. Three studies attempted to examine this hypothesis. In the preliminary study, a measure was developed to assess the characteristics that describe general creativity. In Study 1, exploratory and confirmatory factor analyses found the conceptual factors of general creativity. In Study 2, the common and specific factors of general, self, and others’ creativity concepts were compared through invariance tests. As a result, it was revealed that the invariance test failed, which means that the general conception of creativity may not be applicable to monitor self and others’ creativity in a consistent way. Implications and limitations of this study are discussed at the end of the study.  相似文献   
63.
This study uses urban legends to examine the effects of the social information bias and survival information bias on cultural transmission across three phases of transmission: the choose‐to‐receive phase, the encode‐and‐retrieve phase, and the choose‐to‐transmit phase. In line with previous research into content biases, a linear transmission chain design with 60 participants aged 18–52 was used to examine the encode‐and‐retrieve phase, while participants were asked to rank their interest in reading the story behind a headline and passing a story on for the other two phases. Legends which contained social information (Social Type), legends which contained survival information (Survival Type), and legends which contained both forms of information (Combined Type) were all recalled with significantly greater accuracy than control material, while Social and Combined Type legends were recalled with significantly greater accuracy than Survival Type legends. In another study with 30 participants aged 18–22, no significant differences were found between legend types in either the choose‐to‐receive phase or the choose‐to‐transmit phase.  相似文献   
64.
Scholarly research among academics in Schools and Departments of Psychology in the Group of Eight Australian universities was assessed for each academic level (Lecturer to Professor) on productivity (number of articles), impact (number of citations to those articles), and quality (journal rankings). Publications were determined over an 8‐year period, 2001–2008. Citations to these works over the same period were also measured. Quality was determined using the Excellence in Research for Australia draft journal rankings. Scholarly productivity was a function of academic level: as academic level increased (Lecturer through Professor) so too did number of publications. Research impact (citations) was also greatest among established Staff (Professors). Research quality was independent of academic level and largely independent of gender. Normative research profiles are provided for each academic level.  相似文献   
65.
探讨女性消费心理与行为的特点,揭示女性消费的热点和趋势。结果表明:(1)都市女性消费具有时尚、理性、注重健康、品牌忠诚度高、注重心理享受等特点;(2)其消费热点和趋势主要体现在:网络消费渐成时尚;发展类消费日益攀升;时尚、品质、品位消费成为亮点;消费时尚的全球化趋势;(3)企业与商家在商业行为中若能合理利用现代都市女性消费的心理特点与规律,合理调整营销策略,必能赢得市场。  相似文献   
66.
为探究主动发展倾向和社会支持对新生市民城市生活适应性的作用机制,本研究构建了结构方程模型.采用两个自编量表和一个现成量表,运用两阶段抽样调查法,在作为统筹城乡发展试验区的重庆市范围内,对已经取得城镇户口的新生市民进行问卷调查,获得有效样本322人.对采集的数据运用统计分析软件SPSS17.0和AMOS18.0进行数据分析和模型检验.结果表明,城市化新生市民的主动发展倾向和社会支持均对新生市民的城市生活适应具有显著影响,其中,社会支持在主动发展倾向对城市生活适应影响中具有部分中介作用.  相似文献   
67.
Creativity is an important component of human intelligence, and imbuing artificially intelligent systems with creativity is an interesting challenge. In particular, it is difficult to quantify (or even qualify) creativity. Recently, it has been suggested that conditions for attributing creativity to a system include: appreciation, imagination, and skill. We demonstrate and describe an original computer system (called DARCI) that is designed to produce images through creative means. We present methods for evaluating DARCI and other artificially creative systems with respect to appreciation, imagination, and skill, and use these methods to show that DARCI is arguably a creative system.  相似文献   
68.
Over the years, researchers have focused on ways to facilitate creativity in the workplace by looking at individual factors and organizational factors that affect employee creativity (Woodman, Sawyer, & Griffin, 1993 ). In many cases, the factors that affect creativity are examined independently. In other words, it is uncommon for researchers to look at the interaction among individual and organizational factors. In this study, it is argued that to get a true understanding of how to maximize creativity in the workplace, organizational researchers must look at the interaction between organizational factors and individual factors that affect employee creativity. More specifically, the current study looked at an individual's perceptions about his or her ability to be creative (i.e., individual factor) and perceptions of requirements for creativity in the workplace (i.e., an organizational factor). The results indicated that individuals who have a high belief about their ability to be creative (an individual factor) were most creative when they also perceived requirements for creativity in the workplace (an organizational factor). Furthermore, individuals who had low perceptions of creative ability were still able to perform creatively when they had high perceptions of requirements for creativity. This suggests that, to maximize creativity, organizations should focus on both individual and organizational factors that affect employee creativity.  相似文献   
69.
As the workforce ages it becomes important to examine if there is misperception of creativity and age in work contexts. A laboratory experiment examined perceptions of the creativity of a team with both young and old workers and of a team composed entirely of young workers. Scripted videos portrayed such teams engaged in designing an outdoor advertising campaign. Altogether, 220 participants were randomly assigned to watch one of the video clips and complete a structured questionnaire. No significant differences were observed in the perceptions of the two teams' performance or of the quality of the resulting advertising proposal. In general, there was also no significant difference in the individual characteristics attributed to the four characters on the teams. However, participants aged 35 or above evaluated both teams and all four characters more favorably than participants aged 20–34.  相似文献   
70.
The “Learn to Think” (LTT) Intervention Program was developed for raising thinking abilities of primary and secondary school students. It has been implemented in more than 300 schools, and more than 200,000 students took part in the experiment over a 10‐year span. Several longitudinal intervention studies showed that LTT could promote the development of students' thinking ability, learning motivation, and learning strategy as well as raise academic performance in primary schools. This article describes a study of the influence and the delayed effects of LTT on the scientific creativity of secondary school students. One hundred and seven students were selected from a secondary school, 54 of them participated in the LTT every 2 weeks and the rest had not. The intervention lasted 2 years, and the delayed effect was explored half a year after terminating the intervention. The Scientific Creativity Test for Secondary School Students was used four times from pre‐test to delayed post‐test. The results indicated that the LTT did promote the development of scientific creativity of secondary school students, and the effects on the scientific creativity were not necessarily immediate, but tended to be long‐lasting.  相似文献   
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