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141.
Four pigeons were trained on a conditional discrimination. The conditional stimuli were compounds of pairs of stimuli from two different dimensions, fast versus slow cycles of red or green stimuli, and short- versus long-duration presentations of these cycles. Across conditions, the probability of reinforcers for correctly responding to each dimension was varied from 0 to 1. Discriminability, measured by log d, for stimuli on a dimension increased as the relative frequency of reinforcers for that dimension increased, replicating the results of Shahan and Podlesnik (2006). Two further conditions showed that discriminability between stimuli on each dimension was unaffected by whether the stimuli on the other dimension varied or were constant. Finally, maximal discriminability was unchanged in a redundant-relevant cues condition in which either of the stimuli comprising a compound signaled the same correct response. Davison and Nevin's (1999) model provided an excellent quantitative account of the effect of relative reinforcer frequency on discriminability, and thus of the way in which divided stimulus control is itself controlled by relative reinforcement.  相似文献   
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This study describes the development of a screening tool for gaming addiction in adolescents – the Gaming Addiction Identification Test (GAIT). Its development was based on the research literature on gaming and addiction. An expert panel comprising professional raters (= 7), experiential adolescent raters (= 10), and parent raters (= 10) estimated the content validity of each item (I‐CVI) as well as of the whole scale (S‐CVI/Ave), and participated in a cognitive interview about the GAIT scale. The mean scores for both I‐CVI and S‐CVI/Ave ranged between 0.97 and 0.99 compared with the lowest recommended I‐CVI value of 0.78 and the S‐CVI/Ave value of 0.90. There were no sex differences and no differences between expert groups regarding ratings in content validity. No differences in the overall evaluation of the scale emerged in the cognitive interviews. Our conclusions were that GAIT showed good content validity in capturing gaming addiction. The GAIT needs further investigation into its psychometric properties of construct validity (convergent and divergent validity) and criterion‐related validity, as well as its reliability in both clinical settings and in community settings with adolescents.  相似文献   
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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   
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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   
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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   
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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   
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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   
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