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241.
The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, Cerevrum, on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing speed. Participants completed a pretest of cognitive assessments, played one of the two mini-games within Cerevrum (Stardust or Heroes) for 1.5 hr over three 30-min sessions and then completed a posttest of cognitive assessments and a questionnaire about interest and engagement during the game. An inactive control group completed only the pretest and posttest. Results showed no significant differences among the Heroes group, Stardust group, and control group on the posttest scores, even when controlled for pretest scores. These findings do not support the claim that playing brain-training games for a short period results in transfer of cognitive training to nongame venues.  相似文献   
242.
Video lectures are increasingly prevalent, but they present challenges to learners. Students' minds often wander, yet we know little about how mind wandering affects attention during video lectures. This paper presents two studies that examined eye movement patterns of mind wandering during video lectures. In the studies, mind wandering reports were collected by either self-caught reports or thought probes. Results were similar across the studies: mind wandering was associated with an increased allocation of fixations to the instructor's image. For fixations on the slides, the average duration increased but the dispersion decreased. Moreover, preliminary evidence suggested that fixation duration and dispersion can diminish soon after self-caught reports of mind wandering. Overall, these findings help advance our understanding of how learners' attention is affected during mind wandering and may facilitate efforts in objectively identifying mind wandering. Future research is needed to determine if these findings can extend to other instructional formats.  相似文献   
243.
为考察父母忽视与青少年短视频过度使用的关系,并探索正念与自我控制的多重中介机制,选取1015名青少年为研究对象,进行父母忽视、自我控制、正念和短视频过度使用的测量。结果表明:(1)父母忽视与短视频过度使用呈显著正相关。(2)自我控制在父母忽视与短视频过度使用间起中介作用,且正念和自我控制还在两者间起链式中介作用。  相似文献   
244.
This article deals with the microworld of the classroom, i.e., the imbedded, largely unconscious, close to invisible, and to an extent suppressed social processes in teaching. It includes some afterthoughts about a research project with the aim of understanding how the teacher–pupil relation is constructed in classroom interaction. Thomas Scheff’s social psychological framework constituted the theoretical basis for the project. The main data were collected by means of video documentation and consist of a number of closely analysed episodes. The result indicates that nonverbal behaviour in classrooms, to a great extent, is constituted by an informal system of rules in which emotions play a crucial part. But it also reveals the existence of two dimensions in classroom interaction – one surface dimension and one micro dimension – that in significant measure stand in opposition to each other.  相似文献   
245.
The study of visual attention in infants has used presentation of single simple stimuli, multi-dimensional stimuli, and complex dynamic video presentations. There are both continuities and discontinuities in the findings on attention and attentiveness to stimulus complexity. A continuity is a pattern of looking that is found in the early part of infancy that remains throughout adulthood. A discontinuity is an emerging sensitivity to the content of the information in the stimulus presentations and alterations in patterns of attention based upon stimulus comprehensibility. The current paper reviews some of these findings with particular application to complex video presentations.  相似文献   
246.
Infants are frequently exposed to music during daily activities, including free play, and while viewing infant‐directed videotapes that contain instrumental music soundtracks. In Experiment 1, an instrumental music soundtrack was played during a live or televised demonstration to examine its effects on deferred imitation by 6‐, 12‐, and 18‐month‐old infants. Transfer of information was indexed via deferred imitation of the target actions following a 24‐h delay. For half the infants, the music context was also reinstated at the time of test. Performance by experimental groups was compared to that of a baseline control group that participated in the test session without prior exposure to the demonstration. Imitation performance was above baseline for the live groups but not for the video groups regardless of age or the music context at test. In Experiment 2, we added matched sound effects to the video demonstration and infants performed above baseline. We conclude that the music track creates additional cognitive load, disrupts selective attention to the target actions and inhibits transfer of learning from television of the imitation task. Music may impair an infant's ability to translate information from a two‐dimensional to three‐dimensional world even if the auditory context remains the same. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   
247.
This study compared no-no prompting procedures to simultaneous prompting procedures for 3 children with autism. Using a parallel treatments design, researchers taught rote math skills, receptive labels, or answers to "wh-" questions with both prompting systems. Results indicated that no-no prompting was effective in teaching all skills. By contrast, simultaneous prompting was effective in teaching only one pair of skills to 1 participant in the same amount of teaching time and trials. Researchers conducted a preference assessment to determine which of the two prompting procedures the 3 participants preferred. The participants showed mixed preferences for the two procedures.  相似文献   
248.
We assessed preference for video or in vivo modeling using a concurrent-chains arrangement with 3 children with autism. The two modeling conditions produced similar acquisition rates and no differential selection (i.e., preference) for all 3 participants.  相似文献   
249.
We present a review of the existing research on instructive feedback. Instructive feedback is a method of presenting extra, non-target stimuli in the consequent events of instructional trials (e.g., during praise statements). Students are not required to respond to those additional stimuli and are not reinforced if they do. The research is reviewed in terms of the characteristics of participants involved, the settings and instructional variables used, and the findings that emerged. The findings indicate that a wide range of students by age and disability were included and that most studies occurred in special education contexts. When used with response prompting procedures in a variety of direct instructional arrangements, students acquire and maintain some of the instructive feedback stimuli. Thus, teachers are encouraged to use instructive feedback in their direct instructional activities. Areas of future research include using instructive feedback in new contexts and examining methods for presenting instructive feedback. In addition, the use of instructive feedback to influence future learning and stimulus class formation should be investigated.  相似文献   
250.
Multipurpose senior centers are expanding their services to meet the demands of a growing population. Unfortunately, federal agencies have not matched this expansion with monetary support. Many senior centers hold fund-raisers to supplement their budgets, but the impact of these projects is rarely evaluated. This study assessed the effectiveness of a public posting strategy designed to increase donations to an ongoing fund-raiser for a multipurpose senior center. The fund-raiser, "Coupons for Caring," consisted of senior volunteers clipping grocery coupons from newspapers, sorting them, and attaching them to their respective products in local grocery stores. Grocery store customers were given the option of donating the coupons to the senior center or redeeming them when they purchased the products to which the coupons were attached. In the experimental condition, signs were posted that included visual and written instructions, feedback on the value of coupons donated by customers the previous week, and feedback on the overall amount of money donated to the senior center. The signs were posted near each cashier stand and at the front entrances of the grocery stores in a multiple baseline across grocery stores. The percentage of coupons donated to the senior center increased at each store after the signs were posted.  相似文献   
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