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1.
Whether people compete or cooperate with each other has consequences for their own performance and that of organizations. To explain why people compete or cooperate, previous research has focused on two main factors: situational outcome structures and personality types. Here, we propose that—above and beyond these two factors—situational cues, such as the format in which people receive feedback, strongly affect whether they act competitively, cooperatively, or individualistically. Results of a laboratory experiment support our theorizing: After receiving ranking feedback, both students and experienced managers treated group situations with cooperative outcome structures as competitive and were in consequence willing to forgo guaranteed financial gains to pursue a—financially irrelevant—better rank. Conversely, in dilemma situations, feedback based on the joint group outcome led to more cooperation than ranking feedback. Our study contributes to research on competition, cooperation, interdependence theory, forced ranking, and the design of information environments.  相似文献   
2.
Twelve groups of five subjects each participated in a nonco-operative game in which each member of a group receives the same endowment and must then decide independently and anonymously how much of it to contribute to the group benefit. Regardless of the size of his or her contribution, each member receives the same reward if, and only if, the sum of contributions is equal to or larger than a prespecified provision threshold. The results show that the level of contribution depends on the provision threshold, and that it increases when contributions are not restricted to be all-or-none. We present, discuss, and competitively test two models for this class of social dilemmas, one postulating maximization of expected utility and the other yielding an equitable solution.  相似文献   
3.
Visual context processing was investigated in both action video game players and nonplayers using the Ebbinghaus illusion task (N = 312, 39.4% female) in a cross-sectional study design. When presented in context, players showed markedly poorer target size discrimination accuracy compared with nonplayers in the 6-, 7-, 8-, and 9-years old age groups, but this difference was reduced in 10-years old group and diminished in adults. When presented in isolation (no-context), the two groups displayed similar performance in all age groups. Furthermore, nonplayers (linear) and players (bell curve) showed profoundly different age-related differences in context processing. These findings provide evidence that players might have enhanced perceptual bias to process visual context in the transition from early childhood to early adolescence, and the differences between the two groups start at early ages and continue with distinct developmental profiles.  相似文献   
4.
Compositional semantics for a language of imperfect information   总被引:3,自引:0,他引:3  
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5.
The current investigation examined the degree to which judges' ratings of skill, anxiety, and attractiveness are influenced by the responsivity of the confederate. High-, medium-, and low-skilled subject-pool groupings, as well as self-referred clinical groups, were exposed to either a moderately or a minimally responsive confederate. Results indicated that subjects were rated as more skillful when interacting with a moderately responsive confederate than when interacting with a minimally responsive confederate. Further, there was a groups × condition interaction for anxiety ratings such that both the high- and the medium-skilled groups appeared more anxious under the minimal condition, whereas the low-skilled and self-referred groups did not. Self-referred subjects received significantly lower attractiveness ratings than did the high- or medium-skilled groups. Implications of these results and future directions for research are discussed.This research is based on a M.S. thesis carried out by the first author under direction of the second author.  相似文献   
6.
The purpose of this study was to examine the role of stress in performance on role play tests of social skill. Chronic psychiatric patients were tested in a formal videotape studio or in an informal consulting room setting. Motoric and physiological measures were secured. In addition, one-half of the subjects were retested one week later. In contrast to previous studies, results indicated that the assessment was not stressful. The two groups were not different on any measure, and the mean heart rates ranged from only 80 to 84 b.p.m. The effects of retesting were difficult to interpret. There were reductions in motoric indices of anxiety (speech disruptions) but not on physiological indices. Overall, testretest reliability was quite high. The results raise several questions which affect interpretation of many social skills studies in the literature.  相似文献   
7.
This study was designed as a preliminary step in evaluating the adequacy of a role play of a previous event. Sixty undergraduate males, high or low in social anxiety, interacted with a female assistant. Two groups of subjects then rehearsed this conversation overtly or covertly, while a third group became involved in a distraction task. Finally, all subjects role played the initial interaction with a second female assistant. Individual Pearson product-moment correlations between the initial and the role-play sessions yielded moderate, but significant correlations for most of the rated behaviors. Canonical correlations for the verbal and for the nonverbal ratings showed the two sessions, as a whole, highly related. Two (high-versus low-social anxiety group) × three (overt, covert, or no rehearsal) analyses of variance were performed on four measures. Significant results were found only for the anxiety group effect and rehearsal group effect on one rating, anxiety behaviors. The implications of the modest individual correlations suggest that estimation of specific levels of behavior is not appropriate from a role play of a previous event. However, the use of such a role play to make global distinctions of relative competence may be appropriate. The results of this study are consonant with earlier studies on role-play assessment.This article is based on a master's thesis completed by the first author in partial fulfillment of the requirements for the Master of Science degree at Ohio University.  相似文献   
8.
A community education program, to develop a variety of performance competencies in large numbers of neighborhood residents, requires a technology for preparing learning units administerable by community members themselves. The effects of a writing manual, designed to teach nonprofessionals to prepare such instructional packages, were analyzed in two experiments. Experiment I employed a multiple-baseline design across three university student trainees. The results showed that appropriate program writing increased by 75% after completion of the manual. The results of Experiment II, with two low-income neighborhood residents serving as trainees, showed that packages produced by trained writers resulted in a greater increase in skill activities than sets of training stimuli produced by untrained writers.  相似文献   
9.
A variety of behavioral procedures have been employed in recent years to modify disruptive classroom behavior. Such methods have been developed with the belief that curtailing disruptive behavior would strengthen positive classroom performance. In this study, two procedures, the good behavior game and the teacher-attention method, were compared to determine short-run effectiveness. Four teachers (two fourth-grade and two fifth-grade) implemented both methods in their classrooms over a five-week period. Presentation of methods was alternated in a counterbalanced design to control for order effects. Each of the four classrooms consisted of 25 students. A time-sampling procedure was used to record the presence or absence of disruptive behavior within 15-second intervals. Disruptive behavior was defined as any talking-out or out-of-seat behavior without permission. The results indicated that both procedures were effective in modifying disruptive classroom behavior, but that the good behavior game reduced disruptive behavior significantly better than the teacher-attention method. In addition, all teachers preferred the game to the teacher-attention procedure. This reaction seemed related to the effort involved in initiating the two activities. The good behavior game required less effort on the teacher's part. However, use of the game alone raises certain ethical considerations. One such issue involves abuse of peer pressure. Also, there is a possibility that negative rules may tend to promote resentment. Positively stated rules would ameliorate that problem. Another relates to the possibility that some teachers might be carried away by the ease of the game's implementation to the extent that behavior control becomes the primary objective in the classroom. As a result, one might consider use of the game to maximize short-term change, but then phase out this procedure in favor of another method (e.g., teacher attention) for long-run effects.  相似文献   
10.
人际信任渗透在社会交互的各个方面, 是促进和维持合作的重要基石。以往研究者借助信任博弈范式, 主要探讨了人际信任的理论模型、生物基础和影响因素等方面。近年来, 研究者开始将计算模型应用于信任博弈的数据分析中, 深入挖掘人际信任行为背后的心理机制, 将计算模型与神经影像技术结合, 加深对信任行为背后脑机制的理解。目前将计算模型应用于信任博弈范式中的研究主要针对“信任是如何形成的”这一科学问题, 未来要进一步发展计算模型方法, 结合非侵入性脑刺激技术, 应用于精神疾病人群中, 以深入理解正常和异常信任形成的心理和神经机制。  相似文献   
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