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1.
A quasi-experiment was conducted to examine the effects of self-categorization in overlapping categories on intergroup differentiation. ‘Old aged women’ was used as the first, ‘sports’ as the additional category. It could be shown that intergroup differentiation was significantly reduced under crossed categorization conditions. Implications for social compensation strategies are discussed.  相似文献   
2.
The present research focused on power processes in a simulated organizational structure consisting of three hierarchical levels occupied by different numbers of mules and females. Subjects were presented with a chart showing the organizational hierarchy of which they were a member placed at the lowest level, and asked to nominate any person for the leader position vacated by the current incumbent. The results of Experiment I (n = 88 Dutch male and female university students) showed that male subjects strongly overnominated themselves, whereas a majority of the female subjects nominated either self or another female. Of the others that were nominated by both males and females, almost all were occupants of positions immediately below the leader position, indicating the normative influence of a bureaucratic rule of leader succession. Experiment 2 was a replicational study carried out in a different culture (n = lOl Polish male and female university students). Polish subjects adhered to the bureaucratic rule more strongly than their Dutch counterparts, and both females and males nominated mostly males. Results are discussed with reference to gender self-stereotypes and cultural differences.  相似文献   
3.
A total of 229 late adolescents (a large majority 15 to 19 years of age) completed a questionnaire that assesses a broad range of videogame-relevant experiences, preferences, and attitudes. Videogame playing was found to be a more popular, and a more highly regarded, activity among males than females. Gender differences were also found in participants' ratings of their motivations for playing videogames, their evaluations of particular characteristics of videogames, and their selection of their “most favorite” videogame. The differences between frequent and infrequent videogame players appeared to be limited to differences in the extent to which videogame playing is pursued and evaluated as a positive leisure activity, rather than reflecting broad differences in interest or personality. Some relations were found between participants' self-reported personality characteristics (i.e., self-esteem, empathy, conscientiousness, and introversion) and their attitudes toward videogames.  相似文献   
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Two experiments are reported which examined whether a prefixed word can be primed by a word sharing only the prefix letters in a masked priming paradigm. In addition the studies examined whether the size of the priming effect is influenced by the consistency with which a prefix letter pattern appears in real prefixed words. The ratio of real prefixed words to all words containing a prefix letter pattern was calculated and used to identify high-consistency prefixes, which are frequently used as prefixes (e.g., UN in UNHAPPY) and rarely appear as pseudoprefixes (e.g., UNCLE), and low-consistency prefixes, which appear in many pseudoprefixed words (e.g., DE in DESERT) but fewer truly prefixed words (e.g., DECODE). In Experiment 1, decision latencies for both types of prefixes were facilitated when real prefixed target words were preceded by real prefixed prime words in a short SOA masked priming paradigm, although the size of the priming effect for low-consistency prefixes was similar in size to that for orthographic controls. In Experiment 2, real prefixed target words were preceded by pseudoprefixed prime words. Facilitation in performance remained for high-consistency prefixes but was absent for low-consistency prefixes. These results support models of morphological processing that are sensitive to the statistical nature of the relationships between orthographic and semantic representations in a language.  相似文献   
6.
The Koala Fear Questionnaire (KFQ) is a standardized self-report scale for assessing fears and fearfulness in children aged between 4 and 12 years. The current article presents six studies which examined the reliability and validity of the KFQ. Study 1 (N=108) demonstrated that the visual fear scales of Koala bears as employed in the KFQ are highly comparable to the standard 3-point scales that are used in other childhood fear measures. Study 2 (N=163) provided support for the convergent validity of the KFQ in a sample of 8- to 14-year-old children. That is, the scale correlated substantially with alternative measures of childhood fear and anxiety. Study 3 (N=189) showed that the KFQ possesses good internal consistency and test-retest stability in a group of 8- to 11-year-old children. The results of Studies 4 (N=129) and 5 (N=176) indicated that the KFQ is suitable for children aged 4 to 6 years and demonstrated that the psychometric properties of the scale in younger children are highly similar to those obtained in older children. Study 6 (N=926) showed that the factor structure of the KFQ was theoretically meaningful: although the data clearly pointed in the direction of one factor of general fearfulness, spurs of the commonly found five-factor solution of childhood fear were found in the KFQ. Altogether, the KFQ seems to be a valuable addition to the instrumentarium of clinicians and researchers who are working with fearful and anxious children.  相似文献   
7.
This study examined the organization of self-knowledge, with special attention to beliefs about physical appearance, in three groups of college-aged women: high body dissatisfaction with symptoms of disordered eating; high body dissatisfaction with no symptoms of disorder; and low body dissatisfaction. In the nondisordered, dissatisfied group, negative beliefs about physical appearance were organized in the self-structure in a way that isolated those beliefs and might minimize their impact and importance. This group also displayed adaptive types of self-concept organization (evaluative integration for those with important negative self-beliefs and compartmentalization for those with important positive beliefs) and effective coping strategies. Features of self-structure that characterize the nondisordered,dissatisfied group may provide a useful model for helping individuals with disordered eating cope with their negative physical appearance beliefs.  相似文献   
8.
Much of human communication and collaboration is predicated on making predictions about others' actions. Humans frequently use predictions about others' action mistakes to correct others and spare them mistakes. Such anticipatory correcting reveals a social motivation for unsolicited helping. Cognitively, it requires forward inferences about others' actions through mental attributions of goal and reality representations. The current study shows that infants spontaneously intervene when an adult is mistaken about the location of an object she is about to retrieve. Infants pointed out a correct location for an adult before she was about to commit a mistake. Infants did not intervene in control conditions when the adult had witnessed the misplacement, or when she did not intend to retrieve the misplaced object. Results suggest that preverbal infants anticipate a person's mistaken action through mental attributions of both her goal and reality representations, and correct her proactively by spontaneously providing unsolicited information.  相似文献   
9.
The impact of goal salience and verbal cues given by the model on 3- to 5-year-olds' reproduction of action components (movement or goal) was investigated in an imitation choice task. Preschoolers watched an experimenter moving a puppet up or down a ramp, terminating at one of two target objects. The target objects were either differently colored plastic bowls (low-salient group) or sociofunctionally relevant objects (high-salient group). While demonstrating the action in several trials, the model verbalized either the movement, the goal, both the movement and the goal, or none of the components. Children imitated the action on a second ramp with reversed positions of the target objects, so they needed to decide whether to reproduce the observed movement or the observed end state. In the high-salient group, preschoolers preferentially imitated the goal component, whereas in the low-salient group, they did not show a preference for one of the components. Across trials, preschoolers preferentially imitated the goal when this component or both components were verbalized, whereas they showed no preference when the movement or none of the components was emphasized. Yet, verbal cues seemed to have stronger effects in the low-salient condition. We conclude that sociofunctional salience of action goals and communicative cues of the model affect young children's representation of observed actions, leading to a selective reproduction of those action components that are relevant to the child.  相似文献   
10.
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