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141.
钟建军  陈中永 《心理科学》2006,29(1):154-157
虚拟技术和网络技术不仅为感觉通道提供了新的刺激呈现方式,而且也了为心理活动提供了新的活动空间和活动方式。各心理机能与虚拟环境之间形成了不同的主导性心理活动层面,具有不同的心理教育任务和目标。实现虚拟环境下的心理教育目标需要多元方法体系和工程体系的支持。  相似文献   
142.
The study examines how subordinates’ perceptions of justice in Chinese working teams are influenced by the person–team fit (or the misfit) of the supervisor–subordinate guanxi (SSG). We tested our hypotheses on a sample of 1,086 employees from 149 work groups in one state‐owned enterprise; using a combination of cross‐level polynomial regression and response surface analysis. The results showed that subordinates’ perceptions of justice, in terms of procedural, interactional, and distributive justice, were higher when individual SSG was congruent with the average SSG in the team (TSSG) at a high level than when an individual SSG was congruent with TSSG at a low level. Meanwhile, in the misfit situation, subordinates’ perceptions of the three dimensions of justice were higher when the individual SSG relative to TSSG (relative SSG, or RSSG) was surplus (individual SSG exceeded TSSG) versus RSSG deficient (TSSG exceeded individual SSG). Nevertheless, the subordinates’ perceptions of distributive justice were the highest when SSG and TSSG were almost equal in high level, as observed by integrating the fit with the misfit line. These findings highlight the important boundary cultural conditions of the psychological processes of justice and provide useful insights for international managers conducting their business in China.  相似文献   
143.
School refusal (SR) can result in decreased academic achievement, impaired social connections, and family stress. Current interventions for SR include behavioral and cognitive-behavioral treatments that are not always effective. Incorporating multidisciplinary work that includes therapeutic and educational interventions may enhance outcomes for youth displaying SR. The In2School program fosters a working partnership between mental health clinicians and teachers. It was designed to meet the needs of young people missing more than 50% of school in the previous 6 weeks due to mental health disorders, including anxiety or depression. This paper reports on an action research study in which the In2School program was piloted. Over a 14-week period, therapeutic and educational interventions were integrated into the learning environment via a transitional classroom to support youths’ return to school. Outcomes of this program are reported for the first cohort of 7 youth. Of these youth, 6 returned to mainstream schooling with attendance levels being maintained for 6 months after completing the intervention. Progress was observed in mental health recovery, quality of life reports, increased social interactions with peers, and positive experiences at school. The preliminary results presented in this paper suggest that a multidisciplinary, home-school-clinic intervention holds promise for helping school-refusing youth to return to school.  相似文献   
144.
橡胶手错觉是一种健康个体将非肉体的假手视为自己真实身体的一部分的体验, 这种错觉可以通过同时轻刷被试面前可见的橡胶手及其不可见的真手而产生.橡胶手错觉已成为一种研究身体拥有感的重要范式, 其产生机制可以分为“自下而上的认知匹配”与“自上而下的认知匹配”两种加工方式.前者涉及视觉与触觉刺激的同步性; 而后者涉及被试心中预存的身体意象与身体图式(包括真假手之间模态特征,位置空间的相似性).综合上述证据, 身体模型假说与个人边缘空间理论进一步为拥有感产生的复杂机制提供了整合两种加工方式的解释.橡胶手错觉范式已经被用于探索精神分裂症患者等特殊被试病理分析,错觉产生和心理特质之间的关系, 以及神经外科和术后恢复上.未来的研究应该更加重视范式本身的拓展, 应用虚拟现实技术来提高身体模态的仿真效果, 利用橡胶手拥有感的易感性作为筛选与预测身体意象障碍疾病的指标.  相似文献   
145.
The purpose of the current study is to develop an integrated theoretical model based upon social exchange theory focused on the simultaneous interplay of leader–member exchange (LMX) and team–member exchange (TMX) in team-based contexts. We propose a model that extends current theories related to social exchange by integrating currently independent propositions in the literatures on LMX and TMX, showing how these propositions are contingent on the nature of the team in which leaders and followers are embedded. In a sample of 439 employees on 61 teams, the results show that when it comes to predicting individual performance (a) high TMX quality eliminates the otherwise negative effects of low LMX quality, (b) low authority differentiation weakens the otherwise positive effects of LMX, and (c) high skill differentiation weakens the otherwise positive effects of high LMX quality on performance. We discuss how the role of LMX may be changing in contemporary team-based work contexts relative to what was true in the historical literature when the construct was originally developed.  相似文献   
146.
Social media usage has been popular for the last decade. Individuals use their social media environments for various reasons such as to socialize, play games, have fun and share posts. Overuse of these environments may lead to negative psychological and behavioral consequences for individuals. Additionally, it increases the worries about potential addicted/problematic use of social media. In this study, it is aimed to determine the level of problematic social media usage of participants who are active social media users and to analyze the relationships between problematic social media usage and various personal characteristics and social variables. Study in relational screening model is carried out with the participation of 580 volunteers. Partial least squares (PLS) structural equation modeling is used to analyze the data obtained through various scale according to the research model. The structural equation modeling analysis shows that there is a significant relationship between problematic social media usage and the daily time of social media usage, the use of frequency of social media for recognition, publicity, communication/interaction and education, loneliness, and social anxiety. The variable which shows higher correlation between problematic social media usage is social anxiety.  相似文献   
147.
Systems of care (SOC) have relied on the wraparound care process to individualize community‐based services for children and youth with serious emotional and behavioral difficulties. A core element of wraparound care is Child and Family Team meetings (CFTs), which are designed to give youth and families a leadership role in developing and guiding their plan of care. The National Wraparound Initiative (NWI) has identified Practice Standards regarding CFT implementation. This study examined CFT characteristics and the association between those characteristics and youth and family outcomes in a statewide SOC. Participants were 363 youth (Mage = 10.89, SD = 3.72) and their caregivers. Families completed measures of youth and caregiver functioning and symptoms at enrollment and 6‐month follow‐up. Care coordinators completed a survey assessing CFT implementation and characteristics following each meeting. Multiple regression analyses were used to examine the relationship between CFT characteristics and youth and caregiver outcomes. Results indicated that a higher number of CFTs was associated with poorer outcomes, while a higher percentage of natural supports at meetings was associated with better youth outcomes. Number of days to the first CFT was associated with greater caregiver strain. Implications for CFT implementation within wraparound are discussed.  相似文献   
148.
张为威  黄建平  宛小昂 《心理学报》2019,51(11):1219-1228
人们通过整合自身运动信息进行的空间巡航称为路径整合。本研究采用头盔式虚拟现实和分段式虚拟迷宫, 探究个体的预期如何影响其路径整合的准确性。任务要求被试从包含4个或8个路段的外出路径的起点出发, 行经所有路段后到达外出路径的终点, 再从终点直接返回起点。三组被试在实验前接受不同的指导语, 并因此对正确返航距离产生不同的预期。实验结果表明, 个体返回起点的行为反应受到外出路径特点的影响, 而且反应的准确性在实际情形违背预期时比符合预期时更低。这样的研究结果表明, 预期作为一种非感知觉因素而影响人们进行路径整合, 体现了人类路径整合的高度适应性和策略性。  相似文献   
149.
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression.  相似文献   
150.
王雁飞  杨怡 《心理科学进展》2012,20(7):1052-1061
团队学习是指团队成员通过互动不断获取、整合与分享知识, 并在此基础上改善行为、优化团队体系, 提升组织适应性以达到组织目标的过程。在文献研究的基础上, 介绍了团队学习的概念内涵和性质、理论基础、结构与测量, 并且探讨了团队学习的影响因素、影响效应模型及作用机制, 最后指出了团队学习研究应继续理清概念内涵的界定、结构与测量工具的开发、系统模型的构建扩充、影响效应的结果变量和跨文化扩展研究等问题。  相似文献   
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