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111.
Participant Reflexivity in Community‐Based Participatory Research: Insights from Reflexive Interview,Dialogical Narrative Analysis,and Video Ethnography 下载免费PDF全文
Kyung‐Hwa Yang 《Journal of community & applied social psychology》2015,25(5):447-458
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
112.
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
113.
The purpose of the present study was to investigate the effectiveness of video modeling to teach safety skills during earthquakes and postearthquake evacuation to children with autism. Three male children with autism, aged 9–10 years, participated in the study. The results indicate that video modeling was effective at promoting the acquisition of “drop, cover, and hold on” and evacuation skills for all three students. Furthermore, the skills generalized to a new setting for all three participants and maintained up to 4 weeks after video modeling for the two participants for whom maintenance was evaluated. Social-validity data were also collected from participants, their parents, and a teacher, and the findings were positive overall. Implications for instruction and future research are discussed based on the results of the study. 相似文献
114.
Paul R. Pearson 《The Journal of psychology》2013,147(4):443-444
I conducted a correlational study to test the hypothesis that resource allocation outcomes become more favorable as uncertainty assessment accuracy (i.e., resolution and calibration) increases. For each of 32 college basketball games, participants predicted which team would win, estimated the subjective probability that their prediction was correct, and were given the opportunity to place a wager. The dependent variable was profit earned over the 32 bets. Proportion correct and mean certainty were controlled in the analyses. Results indicated that individuals with higher resolution scores earned significantly more profit than those with lower scores. Higher profits were also associated with better calibration. 相似文献
115.
116.
Liam Cooper 《Metaphilosophy》2013,44(3):327-334
Modern information technology allows academics many new ways to enhance their research activities. This article suggests that one of the most important changes in recent years has been the overwhelming proliferation of academic research. It proposes that many new developments in online publishing have been, and will continue to be, in response to this proliferation of research. It also offers some general principles based on six years' working for a series of innovative online journals, including examples of where new technologies have been used successfully to enrich a journal's content without adding substantively to the workloads of authors and editors. 相似文献
117.
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
118.
Jessica L. Irons Roger W. Remington John P. McLean 《Australian journal of psychology》2011,63(4):224-231
Considerable excitement has been generated by recent studies showing that video gaming alters fundamental aspects of attention. We tested the claim that people who frequently play action video games (video game players (VGPs)) have a greater capacity of attention than those who rarely play video games (non‐video game players (NVGPs)). We first attempted to replicate previous findings by comparing VGPs and NVGPs on a flanker compatibility task (Experiment 1). In contrast with previous studies, VGPs did not demonstrate greater intrusion from distractors, calling into question the reliability of previous findings. In Experiment 2, we manipulated the eccentricity of flankers in an Eriksen flanker task to examine the extent to which VGPs and NVGPs processed irrelevant peripheral stimuli. No attentional differences emerged in the conditions tested, with both groups displaying compatibility effects at all eccentricities. Together these results raise doubts that video game playing increases attentional capacity. 相似文献
119.
Heidi I. Brummert Lennings Wayne A. Warburton 《Journal of experimental social psychology》2011,47(4):794-799
Five decades of research have shown clear links between exposure to violent visual media and subsequent aggression, however there has been little research that directly compares the effects of exposure to violent visual versus auditory media, or which has experimentally tested the effect of violent song lyrics with musical ‘tone’ held constant. In the current study 194 participants heard music either with or without lyrics, and with or without a violent music video, and were then given the chance to aggress using the hot sauce paradigm. Musical tone was held constant across groups, and a fifth (control) group had no media exposure at all. Experimental groups, on average, were significantly more aggressive than controls. The strongest effect was elicited by exposure to violent lyrics, regardless of whether violent imagery accompanied the music, and regardless of various person-based characteristics. Implications for theories of media violence and models of aggression are discussed. 相似文献
120.
Although numerous experiments have shown that exposure to violent video games (VVG) causes increases in aggression, relatively few studies have investigated the extent to which this effect differs as a function of theoretically relevant individual difference factors. This study investigated whether video game content differentially influences aggression as a function of individual differences in trait anger. Participants were randomly assigned to play a violent or nonviolent video game before completing a task in which they could behave aggressively. Results showed that participants high in trait anger were the most aggressive, but only if they first played a VVG. This relationship held while statistically controlling for dimensions other than violent content on which game conditions differed (e.g. frustration, arousal). Implications of these findings for models explaining the effects of video games on behavior are discussed. 相似文献