首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   16568篇
  免费   298篇
管理学   2071篇
民族学   73篇
人口学   1438篇
丛书文集   82篇
教育普及   4篇
理论方法论   1539篇
综合类   170篇
社会学   8507篇
统计学   2982篇
  2023年   88篇
  2021年   107篇
  2020年   226篇
  2019年   321篇
  2018年   358篇
  2017年   527篇
  2016年   382篇
  2015年   263篇
  2014年   382篇
  2013年   3111篇
  2012年   456篇
  2011年   453篇
  2010年   345篇
  2009年   322篇
  2008年   379篇
  2007年   355篇
  2006年   397篇
  2005年   330篇
  2004年   303篇
  2003年   247篇
  2002年   284篇
  2001年   400篇
  2000年   371篇
  1999年   389篇
  1998年   266篇
  1997年   244篇
  1996年   300篇
  1995年   280篇
  1994年   276篇
  1993年   308篇
  1992年   310篇
  1991年   309篇
  1990年   316篇
  1989年   281篇
  1988年   263篇
  1987年   240篇
  1986年   229篇
  1985年   249篇
  1984年   230篇
  1983年   192篇
  1982年   167篇
  1981年   140篇
  1980年   151篇
  1979年   159篇
  1978年   141篇
  1977年   116篇
  1976年   112篇
  1975年   118篇
  1974年   94篇
  1973年   80篇
排序方式: 共有10000条查询结果,搜索用时 15 毫秒
41.
This study investigated the relationship between the level of arousal (Heart Rate) and the number of erroneous perceptions among video poker players. Twelve regular and twelve occasional gamblers participated in a gambling session conducted in a natural environment. It was hypothesised that 1) a significant positive correlation would be observed between arousal and the number of erroneous verbalizations, 2) regular players would show a higher level of arousal than occasional players, and 3) they would emit more erroneous verbalizations. Results showed that hypotheses one and three were confirmed. Theoretical and practical implications of these results for the psychology of gambling are discussed.This study was supported by a grant from Loto-Québec.  相似文献   
42.
43.
44.
Children in the child welfare system are dependent upon Medicaid to finance services for their considerable mental health needs. This study examines the effects of Medicaid policies on mental health service use among a national probability sample of children in the child welfare system. Data for this study came from the National Survey of Child and Adolescent Well-Being, the Caring for Children in Child Welfare study, and the Area Resource File. Weighted multivariate logistic regression analyses were conducted to estimate effects of policy variables on children's use of mental health services, controlling for child-level covariates and county-level health resources. Children in counties with behavioral carve-outs under Medicaid managed care had lower odds of inpatient mental health service use. Medicaid managed care enrollment and variations in type of provider reimbursement did not affect use of mental health services. Older age, greater need for mental health services, and higher levels of caregiver education were associated with increased odds of service use. Restrictions on use of inpatient mental healthcare caused by behavioral carve-outs may disproportionately affect children in the child welfare system who have high rates of such use. Careful adoption of carve-outs is necessary to assure appropriate care for these children.  相似文献   
45.
Research has repeatedly demonstrated that parent and child reports of child behavior and emotional functioning often do not agree in terms of symptom severity or even symptom presence. Given the potential clinical impact that discrepant reports may have on the therapeutic process, a significant amount of research has addressed the factors influencing this observed discrepancy. Traditionally, this research has evaluated the impact of demographic factors on mean differences and obtained correlation coefficients between parent and child reports. The current research improves upon previous research in this area in two ways. First, the current research uses parent and child measures with identical rather than similar items as is commonly found in previous research. Second, the current research moves beyond identifying demographic influences on discrepant reports by explaining observed discrepancies in terms of differences in parent and child perceptions of typical child behavior.David Carlston and Benjamin Ogles are affiliated with Department of Psychology, Ohio University, Athens, USA.Funding for this project was provided by the Ohio Department of Mental Health.  相似文献   
46.
47.
The myths of meritocracy and multiracialism ‘explain’ between them both the ‘fairness’ of the Singapore system and the subordinate role of the non-Chinese minority races. They also purport to assure the minorities that they enjoy full status as members of the nation-building project and that their cultural and religious mores are embraced and protected within its framework. Using the Malay minority as its case study, and arguing from archival, oral, official government and secondary sources, this paper argues that the Singapore systems of meritocracy and multiracialism have not been concerned primarily with intercommunal tolerance since the 1970s, but are now programmes of assimilation of the racial minorities into a Chinese-dominated society.  相似文献   
48.
49.
50.
Boundary Spaces     
While shows like The X-Files and 24 have merged conspiracy theories with popular science (fictions), some video games have been pushing the narrative even further. Electronic Art's Majestic game was released in July 2001 and quickly generated media buzz with its unusual multi-modal gameplay. Mixing phone calls, faxes, instant messaging, real and "fake' websites, and email, the game provides a fascinating case of an attempt at new directions for gaming communities. Through story, mode of playing, and use of technology, Majestic highlights the uncertain status of knowledge, community and self in a digital age; at the same time, it allows examination of alternative ways of understanding games' role and purpose in the larger culture. Drawing on intricate storylines involving government conspiracies, techno-bio warfare, murder and global terror, players were asked to solve mysteries in the hopes of preventing a devastating future of domination. Because the game drew in both actual and Majestic-owned/-designed websites, it constantly pushed those playing the game right to borders where simulation collides with " factuality'. Given the wide variety of "legitimate' conspiracy theory, alien encounters and alternative science web pages, users often could not distinguish when they were leaving the game's pages and venturing into " real' World Wide Web sites. Its further use of AOL's instant messenger system, in which gamers spoke not only to bots but to other players, pushed users to evaluate constantly both the status of those they were talking to and the information being provided. Additionally, the game required players to occupy unfamiliar subject positions, ones where agency was attenuated, and which subsequently generated a multi-layered sense of unease among players. This mix of authentic and staged information in conjunction with technologically mediated roles highlights what are often seen as phenomenon endemic to the Internet itself; that is, the destabilization of categories of knowing, relating, and being.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号