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Before their second birthday, infants can update their knowledge based on what someone tells them, but can they do so based on what a video shows them? The current study explored whether infants can update their representation of an absent object’s properties after seeing a video of something happening to it, following seminal work showing that they can update their representation after being told about something happening to it (Ganea et al., 2007). It thus adapted an existing paradigm for testing infants’ understanding of references to absent objects (using language) to investigate a different symbolic medium (video). Twenty-two-month-olds first played with a toy and later saw on video that the toy underwent a change in state while they were out of the room. Infants in the current study did not subsequently identify the toy based on this new information, whereas those in previous research did. Infants this age thus appear less likely to update their representation of an absent object’s properties using video than using language. This result is consistent with the possibility that infants may understand the representational function of symbolic objects later in development than they understand the representational function of language. It also aligns with evidence of the video deficit in which infants learn less effectively from video than from firsthand experience.  相似文献   
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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   
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发展性阅读障碍是一种在获得阅读技能方面的特殊困难, 这种障碍会严重影响个体的发展, 如何帮助发展性阅读障碍者改善其阅读技能是近年来研究的焦点。传统的干预方法主要针对发展性阅读障碍者的语音缺陷, 这类方法存在一些问题, 如费时费力、给阅读障碍者带来阅读压力等。近年来, 大部分研究表明通过趣味性的动作视频游戏训练可以显著地提高发展性阅读障碍者的阅读技能, 但是其背后的机制尚不明确。基于大细胞通路缺陷理论框架, 从视觉空间注意、注意跨通道转换、视觉运动加工等方面来梳理动作视频游戏与阅读之间的关系, 揭示了动作视频游戏训练对阅读效率影响的可能内在机制。未来的研究可以在大细胞通路缺陷理论的框架下, 深入分析动作视频游戏改善阅读的神经机制, 并尝试开发更适合发展性阅读障碍者的干预程序。  相似文献   
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随着网络教学和视频学习的普及, 近期大量研究关注视频学习过程中教师角色的作用。真人教师对学习的作用存在不同的理论解释:准社会交往理论、社会存在理论和社会代理理论支持真人教师能够促进学习; 而多媒体学习认知理论、认知负荷理论等则认为教师的存在会阻碍视频学习。汇总以往实证研究发现:第一, 教师对视频学习效果有比较弱的促进效应, 这主要体现在保持测验(d = 0.23)和迁移测验(d = 0.1)中; 第二, 教师对视频学习主观体验的影响主要体现在学习感知(d = 0.49), 学习兴趣(d = 0.5)和学习满意度(d = 2.21)上, 显示中等及大的效应; 第三, 教师的存在会降低学习者对视频学习材料的注视时间(d = -2.02)。未来研究仍需要从真人教师呈现方式、学习者特征、学习材料特征以及测量方式等方面加以探讨。  相似文献   
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This brief review summarizes recent research on technology-based antecedent staff training procedures, highlights key methodological components, and concludes with potential directions for future research.  相似文献   
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Several studies have examined the efficacy of behavior analytic coaching strategies in sports to increase performance fluency. Rock climbing is a multifaceted sport requiring mastery of several complex behavior chains in order to successfully navigate climbing surfaces. To date, most investigations have focused on the physiological aspects of rock climbing, as opposed to training specific rock-climbing movements. In this replication and extension, researchers used a multiple baseline design across skills to examine an expert video modeling plus video and verbal feedback training package on foundational rock-climbing skills of novice adult climbers. Results demonstrated that all participants showed an increase in accurate performance for all three skills that were targeted in the intervention.  相似文献   
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Research suggests some sequences of examples and problems (i.e., EE, EP) are more effective (higher test performance) and efficient (attained with equal/less mental effort) than others (PP, sometimes also PE). Recent findings suggest this is due to motivational variables (i.e., self-efficacy), but did not test this during the training phase. Moreover, prior research used only short task sequences. Therefore, we investigated effects on motivational variables, effectiveness, and efficiency in a short (Experiment 1; four learning tasks; n = 157) and longer task sequence (Experiment 2; eight learning tasks; n = 105). With short sequences, all example conditions were more effective, efficient, and motivating than PP. With longer sequences, all example conditions were more motivating and efficient than PP, but only EE was more effective than PP. Moreover, EE was most efficient during training, regardless of sequence length. These results suggest that example study (only) is more effective, efficient, and more motivating than PP.  相似文献   
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本研究采用眼动技术,通过2×2混合实验设计,探讨字幕与产品卷入度对视频广告在线加工的影响。结果发现,有字幕广告比无字幕广告产生了更多的回视次数和总注视时间;在观看广告时,高卷入度产品比低卷入度产品产生更多的回视次数、总注视时间和注视次数。更为重要的是,字幕和产品卷入度的交互作用显著:当广告中的产品卷入度高时,有字幕的产品比无字幕的产品产生更多的回视次数和总注视时间;当广告中的产品卷入度低时,两者没有显著的差异。结果表明,字幕影响视频广告的加工,但是这种影响受到产品卷入度的调节,只有高卷入度产品广告的加工受到字幕的影响,结果支持了精细加工可能性模型。  相似文献   
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