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This study describes the development of a screening tool for gaming addiction in adolescents – the Gaming Addiction Identification Test (GAIT). Its development was based on the research literature on gaming and addiction. An expert panel comprising professional raters (= 7), experiential adolescent raters (= 10), and parent raters (= 10) estimated the content validity of each item (I‐CVI) as well as of the whole scale (S‐CVI/Ave), and participated in a cognitive interview about the GAIT scale. The mean scores for both I‐CVI and S‐CVI/Ave ranged between 0.97 and 0.99 compared with the lowest recommended I‐CVI value of 0.78 and the S‐CVI/Ave value of 0.90. There were no sex differences and no differences between expert groups regarding ratings in content validity. No differences in the overall evaluation of the scale emerged in the cognitive interviews. Our conclusions were that GAIT showed good content validity in capturing gaming addiction. The GAIT needs further investigation into its psychometric properties of construct validity (convergent and divergent validity) and criterion‐related validity, as well as its reliability in both clinical settings and in community settings with adolescents.  相似文献   
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Asynchronous video interviews (AVIs) are growing in popularity, but tend to suffer from negative applicant reactions, possibly due to lower social presence compared to other interview formats. Research has suggested that specific design features may influence applicant reactions by increasing perceived social presence. In this study, we manipulated the question format (video vs. text) during an actual hiring process (N = 76), testing whether video questions influence social presence, applicant reactions, impression management, and interview performance. There was no evidence that video (vs. text) questions affected any of these variables. We discuss how specific AVI design choices may have affected our results and suggest that future research could investigate the additive and interactive effects of different AVI design features.  相似文献   
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Focusing on researchers, the predominant discourse on reflexivity has seldom considered the contribution that participants could make to research through their self‐reflections. To bring to light the significance of participants' self‐reflection in participatory inquiries, I develop the concept of participant reflexivity, referring to the process in which participants use insights gained through self‐reflection for data analysis and group discussion. My discussion is based on a community‐based participatory research project conducted with a group of adult learners on their educational experiences. I examined the accounts shared by one of the participants by using insights from the theories of reflexive interview, dialogical narrative analysis and video ethnography, and found that her accounts played a pivotal role in evoking group reflections and drawing the conclusion of the project. I argue that participant reflexivity is a useful construct that can do justice to what participants can uniquely offer in participatory inquiries. The concept can also contribute to advancing knowledge of reflexivity by complementing the researcher‐focused predominant discourse on reflexivity. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
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Lectures and two types of video modeling were compared to determine their relative effectiveness in training 3 staff members to conduct functional analysis sessions. Video modeling that contained a larger number of therapist exemplars resulted in mastery-level performance eight of the nine times it was introduced, whereas neither lectures nor partial video modeling produced significant improvements in performance. Results demonstrated that video modeling provided an effective training strategy but only when a wide range of exemplars of potential therapist behaviors were depicted in the videotape.  相似文献   
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The effects of a multicomponent intervention involving self-regulated strategy development delivered via video self-modeling on the written language performance of 3 students with Asperger syndrome were examined. During intervention sessions, each student watched a video of himself performing strategies for increasing the number of words written and the number of functional essay elements. He then wrote a persuasive essay. The number of words written and number of functional essay elements included in each essay were measured. Each student demonstrated gains in the number of words written and number of functional essay elements. Maintenance of treatment effects at follow-up varied across targets and participants. Implications for future research are suggested.  相似文献   
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This study develops a video playback methodology: children aged five to eight years viewed taped play fighting and real fighting bouts in which they were both participants and nonparticipants. Views of participants were also compared for immediate and delayed viewing. The methodology examines the criteria used to distinguish play fighting and real fighting; views concerning the characteristics of such episodes; and the motivations involved. The methodology was found to be feasible at this age; and useful in terms of differing views of participants and nonparticipants. There was evidence for increased insight from participants, who used more criteria to make their judgments, and more informative criteria such as knowledge of the rules of a game being played. Participant knowledge was most evident at the immediate viewings, but was partially retained one week later. Participants (more than nonparticipants) mostly described play fighting as friendly, and not involving hurt or showing off. The methodology could usefully be applied to examine further developmental changes in older children. Aggr. Behav. 30:164–173, 2004. © 2004 Wiley‐Liss, Inc.  相似文献   
128.
王元  李柯  盖笑松 《心理科学》2019,(4):820-826
视频游戏训练是一种正处于探索阶段的执行功能训练方案,其对工作记忆和认知灵活性能产生迁移效应,对抑制的迁移结论尚不明确,这一结果不同无法通过考察迁移发生的泛化还是具体化机制得到解决,差异更有可能来自游戏训练本身。虽然真实游戏经验能产生迁移,但训练不一定能模拟经验对执行功能的迁移。这一方面受训练游戏类型的影响,另一方面与训练剂量有关。建议从丰富迁移机制等角度提高迁移效应。  相似文献   
129.
为探究教学微视频播放速度对学习效果和学习满意度的影响,实验1采用行为测试和眼动追踪技术测查了62名大学生在正常播放、1.5倍和2倍播放条件下的学习效果和视觉注意过程。结果表明随着播放速度加快(1)学习者的学习效果和学习满意度会降低;(2)对图片区的注视时间及图文转换次数减少。加速播放视频不利于学习,可能是因为学习时长不同。从现实情境和理论研究两方面考虑,实验2控制了相等的视频学习时长后发现:(1)与正常速度相比1.5倍播放不会抑制学习,2倍播放的学习效果高于1.5倍;(2)但不同速度的学习满意度和眼动结果无显著差异。该研究为短视频播放速度的相关研究提供了新的研究视角,并对教学微视频设计提供了参照。  相似文献   
130.
本研究采用游戏使用习惯问卷筛选暴力电子游戏玩家和对照组被试各24名,利用线索探测范式,探讨了暴力电子游戏玩家对攻击性图片的注意偏向机制。结果发现:(1)与对照组相比,暴力电子游戏玩家对攻击性图片线索下探测目标诱发的P1潜伏期提前;(2)暴力电子游戏玩家表现出特定的脑电模式:N1潜伏期延长,P2波幅减小,P300波幅降低;(3)线索的有效性效应表现在早期ERP成分(P1)中。结果表明,暴力电子游戏玩家对攻击性图片表现出注意偏向,其脑电模式揭示暴力电子游戏对玩家的认知功能有消极影响。  相似文献   
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