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31.
Distributive justice seems to guide behavior in reward allocation tasks in which subjects in a group jointly produce an endowment that is then allocated by a member of the group. It has been shown that allocators aim to preserve the proportionality between inputs (e.g., effort) and outputs (e.g., monetary rewards) of those in the group, even when this comes at a cost to themselves. We experimentally investigated whether justice considerations of this kind play a role in a double‐blind dictator game when the assets to be allocated are generated exclusively through the effort of the decision maker. The experiment shows that distributive justice is an important source of motivation in highly demanding social environments in which reputational concerns and reciprocity are absent. This finding has been corroborated by an independent validity check and may have important implications for previous experimental findings and for the economics of charity. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   
32.
We compared the effects of 2 observer‐training procedures. In vivo training involved practice during actual treatment sessions. Video training involved practice while watching progressively more complex simulations. Fifty‐nine undergraduate students entered 1 of the 2 training conditions sequentially according to an ABABAB design. Results showed that the 2 training methods produced almost identical scores on a posttraining observational test; however, the video method required fewer training sessions to complete.  相似文献   
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Behaviour on even simple experimental games shows considerable individual differences, but previous attempts to link these preferences to stable personality traits have had mixed results. Here we address three limitations of earlier studies, namely: (1) uncertainties concerning the reliability of preferences; (2) use of personality instruments with limited cross-study comparability; and (3) confounds where more than one psychological motive can lead to a particular choice. Sixty-seven participants completed 12 distinct real-money games twice over a two-week interval along with 6 measures concerning their expectations about other players’ choices. Personality was measured using the full NEO-PI-R. Choices were highly stable across time (r = .84). Moreover, choices on the 12 games and 6 expectations reflected a single underlying dimension of “prosocial orientation”, measuring concern for the payoffs received by other players. Scores on the prosocial orientation dimension were related to personality, with openness, (low) neuroticism, and (low) extraversion retained as significant predictors.  相似文献   
35.
We investigate altruism in the context of the economic dictator game experiment where subjects are presented with different persons who can be classified as kin, collaborator, competitor and neutral based on their similarity/relationship to the subject. The classification is based on the role others play in facilitating or impeding an individual’s access to resources needed for reproductive success. The role of the Big Five personality traits in giving to the different target persons is examined. We find that kin are treated most generously, followed by collaborators, neutrals, and competitors. Personality has no effect on giving to kin, but a significant effect on giving to collaborator, neutral and competitor. We also find non-linear relationships between personality and giving.  相似文献   
36.
Although veterans living in remote/rural areas are at elevated risk for suicide, there is very little research specific to treating suicidal veterans who present with barriers to in-person care. The current study aims to examine the delivery of brief cognitive-behavioral therapy for suicide prevention (BCBT-SP) via Clinical Video Telehealth (CVT) to the home of a veteran discharged from the psychiatric inpatient unit after a recent suicide attempt. Preliminary data on acceptability, feasibility, and changes in symptoms were gathered. The veteran received treatment during the 2020 COVID-19 outbreak and additional adaptations were made accordingly. The veteran did not engage in any suicidal behavior during the course of treatment, and suicidal ideation, depression, and anxiety decreased as treatment progressed. The results provide initial support for the feasibility of BCBT-SP via CVT to the home.  相似文献   
37.
随着近几年视频聊天的兴起, 越来越多的研究者开始探索视频聊天对儿童发展的影响。相较于传统通讯技术, 视频聊天具备了视听结合与即时互动的特征; 但同时, 作为数字媒体, 视频聊天仍然保持了传统屏幕媒体二维性的特征。汇总以往视频聊天与儿童学习的实证研究发现, 与录制视频教学比较, 视频聊天在婴幼儿词汇学习(d = 0.33)和动作学习(d = 0.90)上的教学效果更佳; 同时, 视频聊天也能够使婴幼儿在教学过程中保持较高的注意水平(d = 0.90)。视频聊天对儿童远距离亲子关系和同伴关系上均有一定的促进作用。视频聊天也可以作为一种辅助治疗手段应用于特殊儿童的干预中。未来研究仍需关注扩大视频聊天学习中儿童被试的年龄范围、共同观看者的不同支持行为对儿童视频聊天学习的效果产生的影响。  相似文献   
38.
I study experimentally a single‐shot trust game where players have the opportunity to choose an avatar—a computer‐generated face—to represent them. These avatars vary on several dimensions—trustworthiness, dominance, and threat—identified by previous work as influencing perceptions of those who view the faces (Todorov, Said, Engell, & Oosterhof, 2008). I take this previous work and ask whether subjects choose faces that are ex ante more trustworthy, whether selected avatars have an influence on strategy choices, and whether individuals who evaluate faces as more trustworthy are also more likely to trust others. Results indicate affirmative answers to all three questions. Additional experimental sessions used randomly assigned avatars. This design allows me to compare behavior when everyone knows avatars are self‐selected versus when everyone knows they are randomly assigned. Random assignment eliminated all three effects observed when subjects chose their avatars.  相似文献   
39.
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   
40.
Decision reversals often imply improved decisions. Yet, people show a strong resistance against changing their minds. These are well‐established findings, which suggest that changed decisions carry a subjective cost, perhaps by being more strongly regretted. Three studies were conducted to explore participants' regret when making reversible decisions and to test the hypothesis that changing one's mind will increase post‐outcome regret. The first two studies employed the Ultimatum game and the Trust game. The third study used a variant of the Monty Hall problem. All games were conducted by individual participants playing interactively against a computer. The outcomes were designed to capture a common characteristic of real‐life decisions: they varied from rather negative to fairly positive, and for every outcome, it was possible to imagine both more and less profitable outcomes. In all experiments, those who changed their minds reported much stronger post‐outcome regret than those who did not change, even if the final outcomes were equally good (Experiments 2 and 3) or better (Experiment 1).This finding was not because of individual differences with respect to gender, tendency to regret, or tendency to maximize. Previous studies have found that those who change from a correct to wrong option regret more than those who select a wrong option directly. This study indicates that this finding is a special case of a more general phenomenon: changing one's mind seems to come with a cost, even when one ends up with favorable outcomes. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   
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