全文获取类型
收费全文 | 252篇 |
免费 | 46篇 |
国内免费 | 15篇 |
专业分类
313篇 |
出版年
2025年 | 1篇 |
2024年 | 10篇 |
2023年 | 14篇 |
2022年 | 12篇 |
2021年 | 13篇 |
2020年 | 22篇 |
2019年 | 21篇 |
2018年 | 17篇 |
2017年 | 6篇 |
2016年 | 10篇 |
2015年 | 15篇 |
2014年 | 16篇 |
2013年 | 22篇 |
2012年 | 9篇 |
2011年 | 12篇 |
2010年 | 9篇 |
2009年 | 12篇 |
2008年 | 3篇 |
2007年 | 11篇 |
2006年 | 7篇 |
2005年 | 5篇 |
2004年 | 4篇 |
2003年 | 3篇 |
2002年 | 2篇 |
2001年 | 1篇 |
2000年 | 1篇 |
1999年 | 1篇 |
1998年 | 2篇 |
1996年 | 2篇 |
1995年 | 3篇 |
1994年 | 5篇 |
1993年 | 4篇 |
1992年 | 2篇 |
1990年 | 1篇 |
1989年 | 1篇 |
1988年 | 2篇 |
1987年 | 2篇 |
1986年 | 1篇 |
1984年 | 1篇 |
1983年 | 2篇 |
1982年 | 3篇 |
1981年 | 2篇 |
1980年 | 1篇 |
1979年 | 2篇 |
1978年 | 2篇 |
1977年 | 9篇 |
1976年 | 5篇 |
1975年 | 2篇 |
排序方式: 共有313条查询结果,搜索用时 15 毫秒
41.
Tobias Greitemeyer 《Aggressive behavior》2019,45(6):635-642
Meta-analyses have shown that violent video game play increases aggression in the player. The present research suggests that violent video game play also affects individuals with whom the player is connected. A longitudinal study (N = 980) asked participants to report on their amount of violent video game play and level of aggression as well as how they perceive their friends and examined the association between the participant's aggression and their friends’ amount of violent video game play. As hypothesized, friends’ amount of violent video game play at Time 1 was associated with the participant's aggression at Time 2 even when controlling for the impact of the participant's aggression at Time 1. Mediation analyses showed that friends’ aggression at Time 1 accounted for the impact of friends’ amount of violent video game play at Time 1 on the participant's aggression at Time 2. These findings suggest that increased aggression in video game players has an impact on the player's social network. 相似文献
42.
Hemali Maher Miriam Archana Simon Christine N. Winston 《Journal of Creativity in Mental Health》2018,13(2):159-168
Within-group differences amongst gamers must be considered when studying the psychological correlates of gameplay. A conceptual framework, whereby gaming may be treated as a means to other ends—such as coping with boredom or bonding with friends—or as an end in itself, was the basis upon which the Gaming Styles Questionnaire was developed. Factor analysis and criterion-group validity, based on data obtained from a heterogeneous sample of gamers, offered support to a continuum of gamers, ranging from those for whom gaming is a means to other ends to those for whom gaming is an end in itself. Although age did not correlate with gaming style, men’s endorsement of gaming as an end in itself was stronger than women’s. 相似文献
43.
Kimberly Lebak 《Reflective Practice》2017,18(1):94-111
This article reports upon the findings of research that explored change in teachers’ reflective thought and practice on a core set of complex teaching practices after the teachers participated in video-supported reflection model. Five 4th–7th grade teachers participated in the model that paired video-supported collaborative reflection with a research-based observation instrument, Classroom Assessment Scoring System (CLASS). Classroom observation data was collected by video and scored to determine change in teaching practice. All video-supported collaborative dialogue sessions between peers were videotaped and transcribed. Findings point to the developmental process necessary when learning to critically reflect upon and enact complex instructional practices that are not already prominent in practice. Individual development of practice progressed as the collaborative dialogue group expanded their capacity for describing, understanding, and evaluating practice based upon a new schema of effective practice, intentionally enacting change resulting in significant increases in teacher performance. 相似文献
44.
The current study evaluated whether a computer‐based training program could improve observers' accuracy in scoring discrete instances of problem behavior at 5x normal speed using a multiple‐baseline design across subjects. During pretraining and posttraining, observers attempted to score multiple examples of problem behavior at 5.0x without feedback. During training, participants scored multiple examples of problem behavior at 5.0x with automated feedback. Researchers measured omission (missing problem behavior) and commission (scoring other behavior as problem behavior) errors and the total duration of scoring time to determine the observers' accuracy and efficiency, respectively. After training, all participants scored instances of problem behavior with less than 11% error using 5.0x. The time required to score the videos across 90‐min observations was reduced by 66%. Results extend previous evaluations of fast forwarding by demonstrating that the training program could be used to teach observers to accurately score problem behavior using a speed faster than 3.5x. 相似文献
45.
46.
47.
48.
49.
Claire Lawrence Joanna Rees Eamonn Ferguson 《Journal of community & applied social psychology》2010,20(5):377-389
Although extreme violence to teachers is rare, the fact remains that in the UK, 29% of teachers report having been physically assaulted by a pupil (ATL, 2008a ). The ways in which responsibility for such assaults are attributed can have legal, educational and managerial implications. In the current study, teachers (N = 66), pupils (N = 68) and parents (N = 64) from a large secondary school in the UK read an incident report form outlining an incident depicting a pupil physically assaulting a teacher. The incident report was manipulated such that, prior to being assaulted, the teacher had either separated the assailant pupil from another pupil using a physical or non‐physical intervention. Results revealed that participating parents' and teachers' evaluations of the assailant's parents and the teacher differed from those of pupils in several ways. The results are discussed in terms of group‐based responsibility for deviant behaviour and implications for teacher behaviour in response to pupil on teacher violence. Copyright © 2010 John Wiley & Sons, Ltd. 相似文献
50.
Carrie M. Dempsey Brian A. Iwata Jennifer N. Fritz Natalie U. Rolider 《Journal of applied behavior analysis》2012,45(4):827-832
We compared the effects of 2 observer‐training procedures. In vivo training involved practice during actual treatment sessions. Video training involved practice while watching progressively more complex simulations. Fifty‐nine undergraduate students entered 1 of the 2 training conditions sequentially according to an ABABAB design. Results showed that the 2 training methods produced almost identical scores on a posttraining observational test; however, the video method required fewer training sessions to complete. 相似文献