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251.
A reversal (ABABAB) design was used to assess the effects of a verbal prompt on safety belt use of restaurant patrons. A verbal prompt delivered by employees at the exit door resulted in an average increase of 20% in safety belt use by drivers leaving the restaurant. A previous study provided this type of antecedent immediately before supermarket patrons entered their vehicles. This effort demonstrates the effects of a verbal prompt with greater latency between the prompt and target response.  相似文献   
252.
This study investigated the effects of combined audience feedback with video feedback plus cognitive preparation, and cognitive review (enabling deeper processing of feedback) on state anxiety and self-perceptions including perception of performance and perceived probability of negative evaluation in socially anxious individuals during a speech performance. One hundred and forty socially anxious students were randomly assigned to four conditions: Cognitive Preparation + Video Feedback + Audience Feedback + Cognitive Review (CP + VF + AF + CR), Cognitive Preparation + Video Feedback + Cognitive Review (CP + VF + CR), Cognitive Preparation + Video Feedback only (CP + VF), and Control. They were asked to deliver two impromptu speeches that were evaluated by confederates. Participants’ levels of anxiety and self-perceptions pertaining to the speech task were assessed before and after feedback, and after the second speech. Compared to participants in the other conditions, participants in the CP + VF + AF + CR condition reported a significant decrease in their state anxiety and perceived probability of negative evaluation scores, and a significant increase in their positive perception of speech performance from before to after the feedback. These effects generalized to the second speech. Our results suggest that adding audience feedback to video feedback plus cognitive preparation and cognitive review may improve the effects of existing video feedback procedures in reducing anxiety symptoms and distorted self-representations in socially anxious individuals.  相似文献   
253.
电子游戏颇受儿童青睐,其用户日趋低龄化,它对幼儿的影响不容小觑。本实验以双人合作/竞技游戏为载体,考查了短时接触电子游戏对60名4~6岁幼儿的同伴交往与亲社会行为的影响,结果发现:1)幼儿与非好友玩伴共同接触双人电子游戏后会变得更喜欢自己的搭档,将其视为新好友并更希望未来与其交往;2)合作比竞技游戏更能促使幼儿喜爱玩伴,竞技游戏的获胜者比失败者更喜欢其搭档;3)年长比年少幼儿更喜欢与同伴交往;4)与其他非好友同伴相比,幼儿更愿意帮助自己的搭档。这表明短时接触内容适宜的双人电子游戏对幼儿的同伴交往和亲社会行为发展较为有益。  相似文献   
254.
Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents’ willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents’ preferences for violent video games and interact with violent game playing fostering adolescents’ aggressive inclinations. In Study 1, 121 adolescents (aged 10–18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11–16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations.
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255.
Many children with disabilities have feeding problems including, but not limited to, food selectivity and/or food refusal. The purpose of this study was to evaluate the effectiveness of video modeling of contingencies alone and combined with direct exposure to the contingencies in the treatment of food selectivity. Treatment procedures included sequentially introducing videos in which models consumed nonpreferred foods or were exposed to differential reinforcement or differential reinforcement plus escape extinction. In addition, during feeding sessions, participants were exposed to differential reinforcement. Results indicated that video modeling of differential reinforcement plus direct exposure to differential reinforcement may be effective at increasing consumption of some nonpreferred foods, but the results were not replicated across all foods. For one participant, consumption of one food increased with video modeling alone.  相似文献   
256.
短视频顾客灵感(SVCI)是顾客灵感概念在短视频情境下的具象化, 是顾客由营销类短视频中获得的从接受营销引导的想法到转变为对消费相关目标的内在追求的激活状态。短视频顾客灵感的前因包括视频因素、主播因素和个人特质因素; 短视频顾客灵感中的观念式启发和行动式启发两个维度的交叉可以产生短视频顾客灵感状态矩阵, 矩阵中四种灵感状态在一定的条件下可以转化; 短视频顾客灵感通过直接贡献(顾客购买)和间接贡献(顾客推荐、顾客影响力和顾客知识)两条途径对顾客融入产生正向影响; 商品类型和消费者-主播关系强度在短视频顾客灵感对顾客融入的作用中起到调节作用; 短视频顾客灵感有助于揭示短视频营销中顾客灵感的触发机制及其对顾客融入的影响, 可以帮助消费类短视频主播和短视频平台产生更高效的营销内容和策略, 同时可以帮助消费者提升短视频购物的消费体验。  相似文献   
257.
Online video games are social spaces for players from around the world. They use this space to form communities, relationships, and identities. However, gaming communities are not always welcoming, and some are even perceived as being “toxic.” A prevalent issue is online sexual harassment, which is keeping many women from participating in the gaming community. Research on the factors contributing to the problem is limited, though. The present study replicates and expands previous research, using a sample of 856 online gamers. The study supports earlier findings that found hostile sexism and social dominance orientation as predictors of sexual harassment perpetration in online video games. In addition, we expanded the previous research with additional predictors: machiavellianism, psychopathy, and gamer identification predicted higher sexual harassment perpetration. Our results have implications for the gaming community's role in curtailing sexual harassment and making itself a more inclusive community.  相似文献   
258.
Computerized interactive videotapes were used to train college students to use a 10-second partial-interval observational recording system. Students viewed videotapes and scored response occurrences on a computer keyboard. Incorrect scoring resulted in immediate computerized feedback and rescoring.  相似文献   
259.
Reductions in dietary fat have been recommended in the prevention of coronary heart disease. Because entrees contribute substantially to total meal fat content, we evaluated a cafeteria-based intervention for increasing the purchase rate of low-fat entrees (M = 6.83 g) relative to nonlowfat entrees (M = 25.59 g). The intervention included a poster listing the benefits of a LF diet and the daily LF entrees (i.e., broiled or baked chicken and fish dishes). During 6 days per phase, food selections (N = 3,264) were monitored by trained observers. The intervention, which cost $80.00, produced significant increases (i.e., from 20% to 35%) in the purchase rate of LF entrees.  相似文献   
260.
The purposes of our study were: (a) to train a set of observationally determined social behaviors via peer initiation; (b) to determine if effects generalized across classroom settings and to directly intervene if generalization did not occur; and (c) to analyze components of the peer-initiation intervention. After baseline, nonhandicapped preschool children (confederates) were taught to direct social initiations to the three handicapped preschool-aged students. Teachers prompted the confederates to engage the students in social interaction when necessary and rewarded the confederates with tokens. Confederates' initiations to the students resulted in increased frequencies of positive social interaction. There was no generalization to other classroom settings, and the intervention was subsequently implemented in a second and third classroom. Next, the confederates' token reinforcement system was withdrawn, with no apparent deleterious effects on the confederates' or students' social interactions. When teachers substantially reduced their prompts to the confederates, students' social interactions decreased. Finally, reinstatement of teacher prompts resulted in increases in the confederates' social initiations and, consequently, the positive social interactions of the students.  相似文献   
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