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201.
Automobile crashes are the leading cause of death for those aged 3 to 33, with 43,005 (118 per day) Americans killed in 2002 alone. Seat belt use reduces the risk of serious injury in an accident, and refraining from using a cell phone while driving reduces the risk of an accident. Cell phone use while driving increases accident rates, and leads to 2,600 U.S. fatalities each year. An active prompting procedure was employed to increase seat belt use and decrease cell phone use among drivers exiting a university parking lot. A multiple baseline with reversal design was used to evaluate the presentation of two signs: "Please Hang Up, I Care" and "Please Buckle Up, I Care." The proportion of drivers who complied with the seat belt prompt was high and in line with previous research. The proportion of drivers who hung up their cell phones in response to the prompt was about equal to that of the seat belt prompt. A procedure that reduces cell phone use among automobile drivers is a significant contribution to the behavioral safety literature.  相似文献   
202.
As a consequence of numerous extreme-right terror attacks in which the perpetrators posted their manifestos and attack life streams on online platforms adjacent to the video gaming community, as well as radicalized within that environment to a significant degree (e.g., Christchurch, New Zealand; Halle, Germany), increasing scholarly and policymaker interest is focusing on far-right radicalization and recruitment within online video game environments. Yet little empirical insights exist about the specific engagement between right-wing extremists and their potential recruits on these platforms. This study presents findings from a qualitative exploration of German police-investigation files for two children who radicalized on gaming platforms to become involved in extreme-right criminal behavior, including the plotting of a terrorist attack. The study demonstrates the importance of online and offline factor interaction, especially regarding the role of familiar criminogenic factors, as well as the social–emotional bonding between potential recruits and extremist gamers created through shared gaming experiences that lead to high-intensity extremist radicalization aimed at offline behavioral changes. The study did not find evidence for strategic organizational far-right recruitment campaigns, but rather multidirectional social-networking processes which were also initiated by the potential recruits.  相似文献   
203.
A primary characteristic of autism spectrum disorder includes restrictive and repetitive patterns of behavior. Because having few preferred items and activities can lead to social, communicative, and educational barriers, it is important to increase the number of preferred stimuli in the individual's environment. One way to do this is through conditioned reinforcement via observation. Such procedures involve the acquisition of a skill or change in behavior as a result of indirect contact (i.e., observation) with contingencies received by others. While conditioning through observation has been shown to be effective, one novel approach is video self-modeling. The purpose of the current study was to assess the effects of video self-modeling on the preference and reinforcer value of toys for children diagnosed with autism spectrum disorder.  相似文献   
204.

Objective

This qualitative study investigated therapist training experiences, elements of skill acquisition, and barriers and facilitators associated with conducting assessments, and the delivery of low- and high-intensity therapist assistance delivered via video chat technology, adjunctive to a transdiagnostic digital mental health intervention programme for anxiety and depression.

Methodology

In total, 34 semistructured interviews were conducted with 20 therapists. Twenty interviews explored experiences of training to administer a clinical assessment tool, and 14 additional interviews explored training experiences of delivering low- and high-intensity therapist assistance via video chat technology.

Results

Reflexive thematic analysis identified three themes: video chat skill acquisition, competencies transferrable to video chat and video chat service quality. Training and supervision were identified as important to scaffold skill development, and therapists described surprise that their skill set was transferrable to video chat. The most cited barrier to the adoption of video chat was the management of risk and distress, along with environmental suitability. Frequently cited facilitators to the adoption of video chat included stable Internet connection, protocols and resources.

Conclusion

The benefits of video chat technology and digital mental health interventions can be maximised through the expansion and integration of training into existing teaching curricula. If therapists are familiarised and competent to deliver mental health services via the Internet, as well as in person, the future adoption of blended and stepped-care models is likely to be increased.  相似文献   
205.
206.
A peer-mediated intervention designed to promote communicative interaction on the part of three language-delayed children was evaluated. Two nonhandicapped preschoolers were taught strategies thought to facilitate interaction and were prompted to use these strategies during free play with three handicapped classmates. The intervention resulted in higher rates of interaction for each of the handicapped children that persisted above baseline levels after teacher prompting was withdrawn.  相似文献   
207.
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   
208.
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   
209.
This study compared 2 methods of fading prompts while teaching tacts to 3 individuals who had been diagnosed with autism spectrum disorder (ASD). The 1st method involved use of an echoic prompt and prompt fading. The 2nd method involved providing multiple‐alternative answers and fading by increasing the difficulty of the discrimination. An adapted alternating‐treatments design showed that both procedures were more effective than a no‐intervention control condition. Providing multiple alternatives did not increase error rates or teaching time, and better maintenance was shown for tacts taught with the multiple‐alternative prompt.  相似文献   
210.
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