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251.
Marte Meo is a video‐based counselling method founded by Maria Aarts in the Netherlands and now in worldwide use (Aarts, Aarts Production, 2008). Marte Meo has been adopted and put into practice by a large and diverse network of trained and certified counsellors across the world. It was invented, developed and spread by a vanguard of practising counsellors who have adapted it to a variety of contexts. This is a classic example of research and theory emerging from and following practice; we first need to synthesise the lessons the practitioners and families have learned. We need to better understand how it is implemented; how it is viewed by its practitioners and recipients; and the extent to which variability in implementation may be an asset or a drawback in the continuing evolution of the programme, and in any eventual attempt to document its effects. Therefore, the present article aimed to address this important and hitherto unexplored research topic of the Marte Meo method in counselling and to describe the current state of use of Marte Meo. How is Marte Meo used and applied in a counselling and therapeutic context? Who uses Marte Meo in professional practice? Which function and which meaning does Marte Meo have in general practice and especially in counselling and therapy? What are typical concerns, goals or areas of application? We report on an ongoing mixed methods research project which began in 2015. This paper focuses on the research methods. We will explain why an integrated exploratory sequential design (Cresswell, 2017) is best suited to our purposes. The exploratory sequential design of the Marte Meo project has five phases: as the first phase, we conducted a systematic literature review, analysing the status of existing research. The staged qualitative research consisted of designing, conducting and analysing semi‐structured interviews with parents and Marte Meo counsellors (phase 2), and then using that analysis to inform the design, the conduct and the analysis of videotaped observations of everyday situations in day‐care centres to examine the process and effects of Marte Meo interaction elements on children (phase 3). Combining these qualitative analyses then became the basis for the development of an online questionnaire that could enable us to collect quantitative data on the current use of Marte Meo in practice by experts (phase 4). This builds into the fifth phase in the final interpretation. One of the key findings of the qualitative parts is that Marte Meo is perceived as advantageous. The experts reported more joy and success in their work. In particular, in the pedagogical context, the daily, resource‐oriented ‘Marte Meo view’, which was sharpened by the training, seems to be essential, as it enables an awareness of the needs of the interaction partners and the beneficial interaction elements. Moreover, for some interviewees the use of Marte Meo does not seem to be limited to professional practice, but is expressed in a general humanistic attitude towards interpersonal relationships of all kinds. The quantitative survey has confirmed and supplemented these results. On the other hand, we found that Marte Meo is most often used in addition to the systemic approach. A later article will focus more on the findings. This article will conclude with a discussion of the advantages and disadvantages of the research design—concerning this special research project and concerning counselling research in general.  相似文献   
252.
近期研究表明短时接触双人电子游戏有助于促进幼儿的同伴交往与亲社会行为。本研究进一步考查了5天的双人合作类电子游戏与传统游戏干预对幼儿社会化的影响。结果显示,电子与传统游戏干预均能促进幼儿的同伴交往和亲社会行为,且两者的效果不存在差异;女孩比男孩更喜欢自己的搭档、更乐于与同伴交往和分享,游戏干预效果不存在性别差异。可见双人合作类电子/传统游戏干预对幼儿的同伴交往和亲社会行为发展都较有裨益。  相似文献   
253.
采用R/K范式和事件相关电位技术(ERPs)分别从加工结果和加工过程考察网络游戏中化身参照的加工优势。实验1采用R/K范式比较40名玩家在不同参照条件下的记忆成绩。结果发现:化身参照的总再认正确率、R反应再认正确率和辨别力d'都显著优于他人参照, 初步证实化身参照的记忆加工优势。实验2借助ERPs内隐地考察网络游戏中20名玩家的化身参照在加工时间进程上的神经机制。结果发现:加工化身名字比熟悉他人名字诱发更大的P2 (160~260 ms)和P3 (370~600 ms)波幅, 比外国熟悉他人名字的P3潜伏期更短。结果表明, 相比较其他信息, 玩家不仅能够迅速注意到化身相关信息, 还对化身相关信息进行了更加精细和深入地加工。综上所述, 无论是记忆结果还是加工时间进程, 都存在网络游戏中的化身参照加工优势。  相似文献   
254.
Further research is needed on strategies to improve employment outcomes for individuals with autism spectrum disorder (ASD). We replicated and extended prior research by examining the acquisition, maintenance, and generalization of discrete‐trial training (DTT) performance of adults with ASD who were interested in careers as behavior technicians. Three participants received training on how to implement DTT with children and we assessed the maintenance and generalization of DTT performance in the absence of feedback. Results indicated that procedural integrity generalized across children and targets and maintained for 6 to 17 session days without feedback. Results have implications for the successful employment of individuals with ASD as behavior technicians and for future research on strategies to enhance their performance on the job.  相似文献   
255.
256.
BackgroundThis research aims to evaluate the relationship between the use of violent video games (VVG) and emotional desensitization (ED).MethodTwo hundred and one pupils between the ages of 12 and 16 years completed a questionnaire measuring VVG exposure, empathy and ED.ResultsCorrelations and regression analyses revealed links between exposure to VVG and ED. The VVG experience is a risk factor in the presence of two moderating variables: preexisting empathy and the amount of time spent playing VVG.ConclusionsThe results suggest that exposure to VVG is a risk factor for ED.  相似文献   
257.
PurposeThe mediating relationship of self-conceptions as a risky driver on self-reported driving violations was examined for players of “drive’em up” and “circuit” racing video games using an Internet survey of automobile and racing club members. Structural equation modelling (SEM) tested Fischer et al. (2012) extended socio-cognitive model on the effects of risk-glorifying media on cognitions and actions.MethodAn Internet questionnaire was developed and relied upon validated instruments or questions derived from previous surveys. Driver club members were asked about: (1) their frequency of video game playing, (2) self-perceptions as a risky driver and (3) self-reported driving violations. SEM was performed to examine mediating effects of racing video game playing on self-reported driving violations.ResultsPlaying “drive‘em up” video games positively predicted risky self-concept (β = .15, t = 2.26), which in turn, positively predicted driving violations (β = .73, t = 8.63), while playing “circuit racing” games did not predict risky self-concept, although risky self-concept did predict driving violations (β = .72, t = 8.67).ConclusionsSelf-concept as a risky driver mediated the relationship between racing video game playing and self-reported driving violations for “drive’em up”, but not for “circuit racing” video games. These findings are congruent with Fischer and colleagues’ experimental model that self-concept as a reckless driver mediated the relationship between racing video game playing for “drive’em up”, but not for “circuit racing” games and risk-taking behavior in a video of road traffic scenarios.  相似文献   
258.
In anonymous game tasks, individuals’ prosocial behaviour was shown to increase when those individuals were provided with social cues from a third party or bystander. It has been suggested that those social cues can be presented using a configuration suggestive of a face with ‘watching eyes’. This led us to question whether it was possible to provide the watching‐eyes configuration with even weaker facial information, such as a simple dot pattern. By using a minimal social cue paradigm, such as the one described above, the present research found that individuals’ trust toward the trustee increased when they detected the watching‐eyes dot pattern as a source of social cues in two settings: a hypothetical investment game for both college students (Study 1) and customs officers (Study 2); and an actual investment game for college students (Study 3).  相似文献   
259.
孙鑫  黎坚  符植煜 《心理学报》2018,50(7):761-770
以360名初中生为被试, 使用推箱子游戏, 结合游戏日志文件(log-file)和机器学习技术预测学生的推理能力和数学成绩。预测变量是从推箱子的过程数据中提取的一系列特征指标, 结果变量是瑞文推理测验成绩和数学成绩, 且均以25%为高低分组的临界值转换为二分变量。结果发现, 训练的模型预测推理能力最高能获得76.11%的查准率、65.72%的精确率、63.10%的查全率以及65.01%的F1得分; 预测数学成绩最高能获得83.07%的查准率、73.70%的精确率、73.33%的查全率以及75.57%的F1得分。研究结果说明, 机器学习建立的区分模型具有较好的预测效果, 利用log-file所记录的游戏过程数据可以对个体的能力进行有效预测。  相似文献   
260.
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