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In Experiment 1, 30 subjects at each of three age levels were shown pictures of unfamiliar “animals”. They were told two semantic attributes for each animal (e.g., kind and strong) and were asked to learn these sets so that, when shown a picture, the appropriate attributes could be recalled. The results indicated that the dimensional structure of the attributes had a strong effect on new learning for young children. Incongruent pairs of attributes (e.g., kind and ugly) were difficult to learn compared to congruent (e.g., kind and beautiful) or unrelated (e.g., kind and tall) sets. These results indicate: (a) Attribute structure is a factor in new learning; (b) 6-year-olds tend to organize the verbal labels for attributes into bipolar dimensions, rather than into independent clusters of attributes. The latter findings require reexamination of the meaning of previous word-association data which had been interpreted as indicating that 6-year-olds tend not to organize meanings bipolarly. Experiment 2 showed that the disruptive effects of incongruence on new learning disappears by college age.  相似文献   
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This study examines how consuming alcohol differentially affects the communicative behavior and perceptions of high and low social self‐esteem (SSE) women as they engage in a brief interaction with a flirtatious male. Alcohol myopia theory proposes that alcohol affects behavior when it blocks a person's normal inhibitions about enacting a behavior. It was predicted that low SSE women would be more inhibited when talking to a flirtatious male than would high SSE women and, therefore administration of a social self‐esteem measure and random assignment to an alcoholic or nonalcoholic beverage condition, participants (N=50) talked with an attractive, flirtatious male confederate. Low SSE women were less anxious and self‐disclosed more when drinking than when sober, whereas high SSE women were not significantly affected by alcohol consumption. The discussion highlights the complex and often contradictory effects of alcohol consumption on social interaction.  相似文献   
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Violent content video games such as Mortal Kombat and Doom have become very popular among children and adolescents, causing great concern for parents, teachers, and policy makers. This study cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Results suggest there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. This effect is positively associated with type of game violence and negatively related to time spent playing the games. Directions for future programmatic research on video games are outlined.  相似文献   
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