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The past fifteen years, in particular, have seen a major increase in the extent to which both adolescents and young adults are engaging in sexual intercourse. While several studies call attention to the increasing incidence among college/university students, the concomitant shifts in the sociopsychological realms of sexuality are also important dimensions which impact upon sexual concerns of youth. Hence, the purposes of this study are to examine the behaviors, attitudes, and concerns of students who have engaged in coitus, as well as any changes they seek in their sex lives. The sample consisted of 123 never-married male and 205 never-married female undergraduate students from a state university. The data were obtained by utilizing an anonymous questionnaire administered to volunteers during regular university classes. Among the coitally active, 67.4% of males were psychologically satisfied after their first sexual experience, but only 28.3% of females. In contrast, 80.9% of males and 28.3% of females reported current psychological satisfaction with their sexual experiences. Significant differences between genders focused on male dissatisfaction with infrequent opportunities for sexual intercourse, lack of variety of sex partners, and insufficient oral-genital stimulation, whereas females expressed concerns relating to lack of stimulation to their breasts, painful sexual intercourse, lack of orgasm during sexual intercourse, and feelings of guilt and fear. An increasing awareness of current sexual behaviors, attitudes, and concerns of university students can help family life educators to meet student needs as they react to changes in interpersonal relationships, families, and society.  相似文献   
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The policies related to COVID-19 pandemic such as stay at home orders and social distancing increased daily stress and associated impairments in mental health. This study examines the association between COVID-related stress and cognitive functioning by examining two different types of daily memory lapses, those related to prospective memory (i.e., memory for future plans) and retrospective memory (i.e., memory for past information) as well as the perceived emotional and functional consequences of daily memory problems. As part of a larger study, 58 adults (18 men; 22 ± 3 years) completed a web-based version of the daily inventory of stressful events including stress related to COVID-19 and positive/negative affect for eight consecutive days between 8 September 2020 and 11 November 2020. Findings showed that prospective lapses were positively correlated with COVID-19 stressors (r = 0.41, p = 0.002). At the within-person level, daily COVID-19 stressors were significantly associated with the number of prospective lapses (b = 0.088, SE = 0.040). COVID-19-related stressors were not significantly related to retrospective lapses (all ps > 0.05). Our findings suggested that more daily COVID-19 stressors were related to greater numbers of prospective lapses in daily life even among healthy younger adults. Thus, future research should address long term relations of COVID-19 stress and cognitive functioning in addition to the specific cognitive impairments related to COVID-19 infection.  相似文献   
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Human subjects performed simple flexion and extension movements about the elbow in a visual step-tracking paradigm. Movements were self-terminated. Subjects were instructed to increase movement velocity while maintaining end-point accuracy during practice. The effects of practice on the pattern and variability of EMG activity of the biceps and triceps muscles were studied. Initial movements were performed using reciprocal phasic activation of agonist and antagonist muscles as indicated by surface EMGs. With practice, increases in movement speed were associated with larger agonist and antagonist bursts and an earlier onset of the antagonist burst. Decreased duration of the premovement antagonist silence was also observed during practice.

Decreases in variability of movements during practice were not accompanied by equivalent decreases in variability of the associated EMGs. Surprisingly, both agonist and antagonist EMGs were more variable in faster, practiced movements. The combined agonist-antagonist EMG variability depended on both movement speed and trajectory variability. Lower variability in movements in the presence of greater variability in the related EMGs occurred because of linked variations in agonist and antagonist muscle activities. Variations in the first agonist burst were often compensated for by associated variations in the antagonist and late agonist bursts. These linked variations maintained the limb trajectory relatively constant in spite of large variations in the first agonist burst. Modifications to impulse-variability models are therefore needed to explain compensations for variability in accelerative impulses (produced by the first agonist burst) by linked variations in impulses for deceleration (produced by the antagonist and late agonist bursts).  相似文献   
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Action video game playing has been experimentally linked to a number of perceptual and cognitive improvements. These benefits are captured through a wide range of psychometric tasks and have led to the proposition that action video game experience may promote the ability to extract statistical evidence from sensory stimuli. Such an advantage could arise from a number of possible mechanisms: improvements in visual sensitivity, enhancements in the capacity or duration for which information is retained in visual memory, or higher-level strategic use of information for decision making. The present study measured the capacity and time course of visual sensory memory using a partial report performance task as a means to distinguish between these three possible mechanisms. Sensitivity measures and parameter estimates that describe sensory memory capacity and the rate of memory decay were compared between individuals who reported high evels and low levels of action video game experience. Our results revealed a uniform increase in partial report accuracy at all stimulus-to-cue delays for action video game players but no difference in the rate or time course of the memory decay. The present findings suggest that action video game playing may be related to enhancements in the initial sensitivity to visual stimuli, but not to a greater retention of information in iconic memory buffers.  相似文献   
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Dewey in Britain     
Dewey’s ideas were slower to be accepted in Britain than elsewhere. Reasons for this are considered under four headings: pedagogical, epistemological, social and political. Of these, only the pedagogical ideas elicited a modicum of support in the first half of the century. Developments after 1960, however, led to widespread implementation of Dewey’s principles mainly in the primary education sector.  相似文献   
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Memory for familiar people is essential to understand their identity and guide social interaction. Nevertheless, we know surprisingly little about the structure of such memory. Previous research has assumed that semantic memory for people has a categorical structure, but recently it was proposed that memory for people consists only of associations and lacks any categorical structure. Four experiments are reported that use a novel approach by adapting the 'release from proactive interference' (RPI) methodology for use with lists of famous names. Proactive interference occurs when items presented on successive trials are drawn from the same category. Recall can improve following a change to a different category. Sets of names were selected relating to aspects previously demonstrated, on the basis of reaction time data, to form a category (occupation) and a property (nationality) of celebrities (Johnston & Bruce, 1990). RPI was observed for a change at both levels of representation but was only present without explicitly cueing the change of set when the stimuli differed at the category level. At the property level, RPI was only evident when change of set was explicitly cued. RPI was absent at the set change in a novel, ad hoc distinction suggesting that the effect reflected the underlying memory structure.  相似文献   
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