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61.
石国兴  王紫微 《心理科学》2013,36(1):235-239
心理和谐是心理要素以及直接影响心理的各要素之间在总体意义上的协调统一、相对稳定的关系,它由个体内部心理和谐、人-事心理和谐、人际心理和谐和身心和谐四个子系统组成,其内涵本质上属于积极心理学的范畴。心理和谐和心理健康、自我和谐、主观幸福感既有显著区别,又存在密切关系。对心理和谐的内涵及其同邻近概念的关系进行全方位的辨析,有助于深化心理和谐的理论研究和实证研究。  相似文献   
62.
为了探讨初中生亲子依恋、同伴依恋对其主观幸福感的影响以及集体自尊和个体自尊在两者之间所起的中介作用,本研究采用问卷调查的方法对两所初中学校的857名初一至初三的学生进行了调查.主要结果如下:(1)总体而言,男生的父子依恋水平、集体自尊水平和生活满意度更高,女生的同伴依恋水平和消极情绪更高;(2)男女生表现出不同的年级发展特点,女生在亲子依恋、集体自尊和消极情绪,男生在集体自尊上表现出明显的初二现象;(3)亲子依恋、同伴依恋水平越高,初中生的集体自尊和个体自尊水平越高,其主观幸福感程度也越强;(4)母子依恋、同伴依恋、个体自尊和父子依恋依次显著正向预测初中生的生活满意度,并依次负向预测初中生的消极情绪;同伴依恋、个体自尊、母子依恋和集体自尊依次显著正向预测初中生的积极情绪;(5)亲子、同伴依恋不仅能直接影响初中生的主观幸福感,而且通过两种途径(依恋→集体自尊→主观幸福感;依恋→集体自尊→个体自尊→主观幸福感)间接对其产生影响.  相似文献   
63.
IntroductionA number of linking mechanisms between work and family domains have been studied, but one key mechanism has received little attention: the cross-domain influence of positive affect on performance.ObjectiveThis study examines the work-family spillover of positive affect at work onto performance in the family and, inversely, of positive affect in the family onto performance at work. Drawing upon the work-family enrichment theory (Greenhaus & Powell, 2006), we hypothesized that work and family identity salience moderate the work-to-family and family-to-work relationships between originating domain positive affect and receiving domain performance.MethodA sample of 124 Canadian workers completed a pre-diary survey and daily surveys during 10 consecutive days.ResultsMultilevel analyses showed an effect of daily positive affect in the family on daily performance at work, but no significant effect of daily positive affect at work on daily performance in the family. Furthermore, family identity salience facilitated the work-to-family and family-to-work spillover, whereas work identity salience had no significant moderating effect.ConclusionThe results extend the happy-productive worker thesis to the work-family interface by highlighting that positive affect contextualized in the family is related to performance at work.  相似文献   
64.
Construal Level Theory (CLT; Trope &; Liberman, 2003) posits that everyday life predictions, evaluations, and choices are influenced by how near or distant in time the event is. However, judgments of Life Satisfaction (LS) are relatively weakly influenced by situational factors and relatively strongly influenced by personality factors. Moreover, the constructive episodic simulation hypothesis ( [Schacter and Addis, 2007] and [Schacter and Addis, 2007] ) implies that memory of past events provides details for simulations of future novel experiences. Undergraduate students (N = 127) were randomly asked for how desirable LS was and for actual judgements of LS in the near- or distant-future. The results show that LS was more desirable in the distant-future. Thus, indicating that LS is abstractly assessed and judgments of LS should therefore be influenced by temporal distance as predicted by CLT. However, no significant differences in actual LS were found between conditions. Implications for theory development are discussed.  相似文献   
65.
This study explores the effects of stress, trauma, coping and growth orientation on subjective well-being. Based on cognitive stress theory, it was hypothesized that adversity may contribute to increased or decreased well-being, depending on the subsequent meaning these experiences are given. Survey data from Norwegian UN/NATO veterans (N= 142) showed that stress and well-being were negatively associated (r=-0.20, p < 0.05) at the level of zero-order correlations. However, a full structural equation model revealed that the effect of stress on well-being was mediated positively through a problem-focused coping process combined with a growth component. Stress was negatively mediated through an avoidant-focused coping process and a distress component. The effect from stress was fully mediated in the model. The hypothesis that stress can produce both increased and decreased subjective well-being was confirmed.  相似文献   
66.
This paper reports an attempt to develop a foundation of a theory of employee well-being (EWB) by borrowing concepts and findings from research in personality-social psychology. The proposed conceptual framework has four central principles: The principle of goal selection based on valence, the principle of goal selection based on expectancy, the goal implementation principle, and the goal attainment principle. These principles have corollaries expanding the logic of the proposed theoretical relationships. Specifically, the principle of goal selection based on valence has nine corollaries: Approach versus avoidance goals, goal meaningfulness, high- versus low-level goals, goals related to cultural norms, goals related to deprived needs, goals related to basic versus growth needs, intrinsic versus extrinsic goals, goals producing flow, and autonomy in goal setting. The principle of goal selection based on expectancy has five corollaries: Goal-motive congruence, goal-cultural value congruence, goal-resources congruence, goal conflict, and adapting goals to changes in circumstances. The principle of goal implementation has two corollaries: Goal concreteness and goal commitment. Finally, the goal attainment principle has three corollaries: Recognition of goal attainment, intensity versus frequency of positive feedback, and progress reports.  相似文献   
67.
Questionnaires concerning attitudes toward use of microcomputers at home, in school, and at video arcades were administered to 879 high school students. Direct observations of adolescent proxemics and sex differences, and of various parameters of video games in 18 video arcades were made. A thorough and representative content analysis of sex bias of microcomputer software advertising brochures was carried out. Results supported previous findings of overrepresentation of masculine culture in the adolescent world of microcomputers, particularly regarding video games. Various types of computer-related activity were not related to socioeconomic class of the parents or to academic grades except for use of home microcomputers, which was mildly positively related to socioeconomic class (r = .124, p < .001). Nearly half the activity in the arcades was strictly solitary. None of the arcade video games allowed for cooperative play. Most allowed only for sequential competition (86%) or simultaneous competition (7%); as many as 7% did not provide a display of the scores for a second player.  相似文献   
68.
A test of productive thinking was taken by 265 university freshmen by mail during the summer prior to their matriculation and by 89 other freshmen, members of a subject pool, during the academic year. Although no time limits were made explicit in either case, the subject pool group reported significantly less time spent on the questionnaire. Apparently implicit time constraints differed for the two groups. Nevertheless, the relationship between ability and productive thinking was not different in the two groups.  相似文献   
69.
70.
The current study aimed to analyze the importance of trait emotional intelligence in life satisfaction and to extend the previous literature by investigating the potential mediating effects of resilience and affect balance in this relationship. To test the study hypotheses, self-report measures of trait emotional intelligence, resilience, positive and negative affect, and life satisfaction were administrated to 263 undergraduates. Correlation analysis indicated that trait emotional intelligence was positively correlated with life satisfaction. Mediational analyses showed that trait emotional intelligence exerted its indirect effect on life satisfaction through the simple mediating effect of affect balance and the three-path mediating effect of resilience–affect balance. In addition, resilience played as a partial mediator between trait emotional intelligence and affect balance. Furthermore, multi-group analyses showed that the mediational model was not moderated by gender. Therefore, this study makes a contribution to the complex nature of the association between trait emotional intelligence and subjective well-being.  相似文献   
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