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171.
172.
Abstract

The aim of this study was to outline an age-dependent range of posturography measures obtained from healthy children. One hundred and fifty healthy 4–18-year-old children underwent video Head Impulse Test and static posturography testing. Surface, length and power spectra values were compared between each group of pupils and 32 healthy adults. As well as a significant (p?<?0.025) increase in surface and length, when compared to healthy adults, increased values within the low/middle frequency domain and within the high frequency domain were also observed in 4–13 and 4–7-year-old children, respectively. In conclusion, although the nature of postural control development remains largely undetermined, this study represents a first attempt to outline an age-dependent normal range of the relative contribution of inputs in typically developing children.  相似文献   
173.
Individuals diagnosed with autism spectrum disorder (ASD) often respond poorly to novel stimulus combinations and may have difficulty discriminating across critical and noncritical stimulus dimensions without direct teaching. General‐case procedures and multiple‐exemplar training have been effectively used to address this deficit. In the current study, the experimenters outlined general‐case procedures with video modeling, prompting and reinforcement to teach three adolescents with ASD a generalized repertoire of using a chip‐debit card. A multiple‐probe across participants design demonstrated the effectiveness of these procedures. All participants acquired the skill, responding generalized from simulated teaching materials to four novel automatic payment machines, and maintained 4 weeks following teaching. Implications of using these general‐case procedures as a blueprint for future researchers to reference when teaching individuals with ASD a generalized repertoire of any skill are discussed.  相似文献   
174.
The dual‐criteria (DC) and conservative dual‐criteria (CDC) methods allow clinicians and researchers to quantify the occurrence of false‐positive outcomes within single‐case experimental designs. The purpose of the current study was to use these DC and CDC methods to measure the incidence of false positives with simulated data collected via discontinuous interval methods (i.e., momentary time sampling, partial‐interval recording) as a function of data series length. We generated event data to create 316,800 unique simulated data series for analysis. In Experiment 1, we evaluated how changes in relevant parameters (i.e., interval sizes, event durations, IRT‐to‐event‐run ratios) produced false positives with momentary time sampling procedures. We also assessed the degree that the CDC method produced fewer false positives than the DC method with simulated interval data. In Experiment 2, we used similar procedures to quantify the occurrence of false positives with partial‐interval recording data. We successfully replicated outcomes from previous research in the current study, though such results only highlight the generality of the procedures relating to false positive (and not false negative) outcomes. That is, these results indicate MTS and PIR may adequately control for false positives, but our conclusions are limited by a lack of data on power.  相似文献   
175.
Despite numerous studies on how gender differences affect transport mobility choices and perception of safety, there has been little emphasis on the influence of spatial and socio-cultural constructs on it, particularly in the Southeast Asian context. This article investigates this relation through (1) an on-street survey involving 383 participants in eight neighbourhoods in Jakarta and Kuala Lumpur, (2) analysing videos taken with the walking with video approach, and (3) a computational analysis of the street network using space syntax. Findings suggest that a large proportion of women ascribed to negative perceptions of safety as compared to men. Negative perceptions of safety were related to wariness towards motorcycles in Jakarta and absence of other pedestrians and the image of the place in Kuala Lumpur. This difference can be attributed to distinctions in spatial configurations and socio-cultural constructs between both cities. Findings provide practical insights – mode segregation or changes to street design – to address gendered mobility for sustainable urban transport in the region.  相似文献   
176.
Abstract

Social comparisons in a real intergroup context involving Anglophones and Francophones from Quebec, Canada, were examined. Three hypotheses were proposed: A variety of potential comparisons arise in an intergroup context, three different motivations for social comparison in an intergroup situation (reality testing, group enhancement, equity appeal) are associated with predictably different targets for comparison, and social comparisons are linked to feelings and actions. Some support for all three hypotheses was found. We suggest that the major dilemmas confronting social comparison theory could be approached more effectively if researchers studying comparisons at the individual level and those interested in intergroup comparisons worked more in concert.  相似文献   
177.
ABSTRACT

Previous research has assessed links between violent video game playing, aggression, and desensitization in the moral domain, but here we find that frequent violent video game play additionally may be linked with differences in perceptual processing. In an emotion-induced blindness task – wherein graphic images typically outcompete and impair perception of targets – violent video game players suffered less perceptual disruption following aversive images than non-players did, despite no group difference following neutral images. This difference persisted when controlling for sex and other violent media consumption and despite no group differences in trait aggression, disgust propensity, or disgust sensitivity. Importantly, the recruitment method ensured that participants were not aware of links between the experiment and their videogame playing history. Although a causal relationship has yet to be established, the findings suggest that violent video game players might sometimes, literally see the world differently.  相似文献   
178.
There is a significant shortage of clinical psychology services in rural and remote Australia. It is proposed that tele‐web psychology may provide one potential solution to this inequity in health provision. A tele‐web psychology project was developed through a partnership between a university and country health service setting in rural South Australia. Tele‐web psychology was conducted by Provisional Psychologists on their first clinical placement, with patients attending sessions in a community mental health team hub in a regional centre north of Adelaide. This article describes the logistics of setting up a collaborative tele‐web psychology service and makes recommendations on how to expedite the success of this type of venture.  相似文献   
179.
Video games are a growing part of USA and world culture. Gaming may have addictive effects on some gamers and may foster violent thoughts and behaviour in children and adults. Conversely, there are documented positive outcomes from playing video games. Through this growing media, family therapists have a new gateway to better understand the experience of a younger generation of clients. To keep up with a changing client base, family therapists must learn about video games, their contextual impacts, addictive aspects and possible uses in the therapeutic setting while ignoring the myth that all gaming is harmful.  相似文献   
180.
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