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1.
The effects of modelling on pretend play were studied in children between 2.6 and 3.6 years of age by examining changes both in the action and language-based expressions of pretending. Three modelled scenes were demonstrated with the same realistic toys used by the child in the pre-modelling phase. The results gave support to the idea of the effectiveness of modelling. The effects of the modelled scenes were clearest among children whose pre-modelling play consisted of object-centred actions including few of pretending. The post-modelling play of this subgroup showed better quality of action and language categories and integration measures. Among the decentred players no significant action benefit could be achieved. This might have been an outcome of the contextual limits of the toy material and of the drop of play motivation caused by the model interruption. However, these children expressed verbal pretending revealing significant pre-post effects for inventive utterances.  相似文献   
2.
Childhood fantasy play and creation of imaginary companions are thought to confer socio-emotional benefits in children, but little is known about how they relate to socio-emotional competence in adulthood. A total of 341 adults (81 males) aged 18 and above (M = 31.47, SD = 12.62) completed an online survey examining their fantasy play as a child, their childhood imaginary companion status, and their adult socio-emotional competence. Adults who reported higher levels of childhood fantasy play were found to be significantly more prosocial, empathetic, and emotionally intelligent than their counterparts after controlling for demographic factors. Recall of a childhood imaginary companion, however, was significantly related only to higher scores for perspective-taking and did not explain unique variance in any adult competence measure. Findings suggest that engagement in fantasy play during childhood may be a precursor to later socio-emotional competence, while benefits previously associated with imaginary companions specifically may not extend into adulthood.  相似文献   
3.
Assertive behavior is most often assessed with self-report or role-play measures. The latter modality is preferred because it provides for the sampling of the structure of behavior and for the consideration of the situational context. MacDonald (1978) has developed such an assessment device but it is limited by the length of time for administration and scoring. Two studies were conducted to reconstruct reliable alternate short forms. The first study describes the selection of items and demonstrates the internal consistency of the alternate forms. The second study demonstrates the alternate form and retest reliability and provides normative statistics. We conclude that reliable alternate short forms have been constructed to be used in research in clinical applications.This research was supported by the Marie Wilson Howells Fund.Alternate short forms of the CWAS may be obtained from the first author.  相似文献   
4.
The seminar group can serve as a framework in which to meet the fear generated during training. The group can become a maddening environment, but on occasions when it is experienced by the trainee as good enough, it can act like a playgroup which facilitates development. Experiences in the group can be viewed from the perspectives of group dynamics or of transference phenomena which embody regression. When this regression enables scope for play it can serve in the interests of ego development in the process of discovering the sort of analyst the trainee is becoming as the training unfolds. During play aspects of oneself can merge, then differentiate again. They can have different meanings at the same time. The rational and emotional, the adult and the childlike are all given a place in play.  相似文献   
5.
The study was conducted to determine the extent to which variations in the situational parameters of role-play scenes affect subjects' levels of assertiveness. Thirty-six psychology undergraduate students were randomly assigned to one of three role-play conditions that differed in the situation-setting characteristics presented in the scenes: a Difficult condition, designed to inhibit assertive responding; an Easy condition, designed to facilitate assertive responding; and a Neutral condition. Subjects also completed a self-report assertion inventory. Videotapes of the role-played interactions were rated for a variety of component responses. Results indicate that subjects responded differently in the three conditions. Subjects in the Difficult and Neutral conditions were more compliant, and those in the Easy and Difficult conditions were more fluent. It is suggested that failure to specify the situational parameters of role-play scenes may affect the validity of this assessment procedure.This research was supported in part by NIMH Grant, MH28279 to the third author.  相似文献   
6.
超级英雄游戏是儿童最喜爱的游戏之一,城市儿童的超级英雄游戏由于游戏中的暴力成分、狭窄的游戏场地等原因遭到成人的反对。而成人合理管理和指导儿童的超级英雄游戏能促进儿童积极发展,完全禁止儿童的超级英雄游戏可能会对儿童的发展产生消极的影响。  相似文献   
7.
Study 1 compared the extent to which 8- and 11-year-old girls and boys (N = 86) participated in specific types of rough-and-tumble play. It used an observational methodology. The data were used to test two prominent hypotheses about the evolutionary function of this general category of play behaviour that have been applied to children, especially boys, of this age. One is that rough-and-tumble play provides practice for the development of real fighting skills and the other that it serves as a safe way to establish/display social dominance. Both hypotheses predict that boys will engage in more rough-and-tumble play than girls, especially those types that are used in fighting/dominance contests. Boys were found to engage in significantly more chase initiation activities, more bouts of brief rough-and-tumble play, more bouts of restraining and more bouts of boxing/hitting than girls. These data provide some support for the two hypotheses, although significant sex differences were not found for all types of rough-and-tumble play observed. No significant age differences were obtained, suggesting that the two hypotheses may be applicable throughout the 8- to 11-year-old period and not just at the end of it as previous research had suggested. Study 2 presented observational data concerning the motor patterns used in aggressive fighting. In all but one case, there were no significant differences in the extent to which 8/9- and 10/11-year-old girls and boys employed wrestling, hitting and restraining, supporting the view that the practice fighting hypothesis is relevant throughout the 8-11-year-old period. It was argued that age and sex differences provide a useful means of scrutinising functional hypotheses, and that splitting behavioural categories that contain disparate action patterns facilitates more refined tests of those hypotheses. © 1996 Wiley-Liss, Inc.  相似文献   
8.
Effects of timing of social isolation on play fighting and serious fighting were studied at different ages in male golden hamsters. Litters were isolated at 21, 35, and 65 days of age, and tested in a resident-intruder paradigm. Behaviors were compared within grous and with a fourth group of socially reared conspecifics. The earlier the pups were isolated, the more they engaged in play activities. Later, in adulthood, the aggression level of the same animals was retested using the same paradigm. The three isolated groups showed a high level of aggression, with significant differences among them. When compared with socially reared subjects, a reliable difference in the level of aggression was also found. These results support the view that early social experience is important, suggesting that isolation during early critical periods of socialization has a significant impact on play fighting, whereas short periods of isolation may be enough to trigger adult agonistic behavior. © 1994 Wiley-Liss, Inc.  相似文献   
9.
10.
“孝”是传统伦理的核心。“孝”的意义不仅在于维系家庭,更在于安定社会国家,二者的统一是社会评价的根本标准。作为传统伦理的主干,“五伦”有平行(夫妇)和上下(父子)关系的不同类型,但是,随着孝道的进一步贯彻,却主要体现为父子有亲而夫妻不爱。淡化夫妇而强化父子所引出的,是社会国家迫切需要的维持上下尊卑的“忠”的原则。“孝”与事功和事业相关,忠孝不二是为至善。传统孝道的负面的意义应当予以正视,变上下尊卑为平等相爱。  相似文献   
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