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41.
[目的]探讨对骨科住院患儿采用治疗性游戏后其治疗依从性的影响。[方法]按随机抽样法将符合样本标准的120例住院患儿分为对照组和干预组各60例,对照组按骨科护理常规进行护理,干预组在常规治疗前将患儿带到我科游戏间进行20 min的治疗性游戏(对于不能下床患儿可在床边进行)。观察并比较两组患儿配合临床治疗的情况。[结果]两组患儿配合临床治疗情况比较,差异有统计学意义(P<0.05)。[结论]在对患儿常规治疗前进行治疗性游戏可以显著降低患儿的恐惧心理,有助于患儿配合临床治疗。  相似文献   
42.
《Social neuroscience》2013,8(1):11-27
Abstract

Self-regulation of intention formation is pivotal for achieving behavior change. Fantasy realization theory (Oettingen, 2000) assumes that mentally contrasting a desired positive future with present negative reality turns high expectations of success into strong intentions to realize the desired future, while indulging in the positive future fails to do so. The present study tests the theory's process assumption that mental contrasting is a cognitively demanding, purposeful problem-solving strategy involving working and episodic memory, whereas indulging is a mindless daydreaming strategy involving the free flow of thought, by investigating the neural correlates of the two strategies via continuous magnetoencephalographic (MEG) activity. We observed greater activity during mental contrasting (but not indulging) compared to resting in prefrontal, frontal, parietal, and temporal areas, indicating that mental contrasting involves strong intention formation, working memory, and episodic memory. In addition, heightened activity of occipital areas was observed during mental contrasting compared to resting and indulging, suggesting that mental contrasting, more than indulging and resting, entails purposefully creating mental images. Taken together, these findings indicate that mental contrasting is indeed a purposeful problem-solving strategy based on past performance history, whereas indulging is a purposeless daydreaming strategy that is oblivious to past experiences.  相似文献   
43.
Gillian Blakely  rn  bsc  pgce  Heather Skirton  rgn  rgc  dipcouns  phd  Simon Cooper  rn  med  phd  Peter Allum  pgd  ip  Pam Nelmes  rn  bsc  msc 《Nursing & health sciences》2010,12(1):27-32
Educational games have been shown to be effective in supporting learning, especially to reinforce knowledge, and students are generally positive about the use of games. The aim of this mixed-methods study that was conducted in the UK was to explore educators' views towards the use of educational games in the health sciences. The data were collected via semistructured interviews with 13 health educators and an online survey that was completed by 97 health educators. Three factors influence the use of classroom games: reflective practice, the impact of games on students, and the impact of logistical factors. Educators assess their own performance and the impact of the games on students when planning their use; however, large classes and the need for preparation time have a negative impact on educators' willingness to use games. Similar constraints might restrict the use of active learning strategies, such as simulation, that are crucial for enabling health professionals to develop competence. These issues require consideration when planning educational methods.  相似文献   
44.
Evolutionary theory reveals that punishment is effective in promoting cooperation and maintaining social norms. Although it is accepted that emotions are connected to punishment decisions, there remains substantial debate over why humans use costly punishment. Here we show experimentally that constraints on emotion expression can increase the use of costly punishment. We report data from ultimatum games, where a proposer offers a division of a sum of money and a responder decides whether to accept the split, or reject and leave both players with nothing. Compared with the treatment in which expressing emotions directly to proposers is prohibited, rejection of unfair offers is significantly less frequent when responders can convey their feelings to the proposer concurrently with their decisions. These data support the view that costly punishment might itself be used to express negative emotions and suggest that future studies will benefit by recognizing that human demand for emotion expression can have significant behavioral consequences in social environments, including families, courts, companies, and markets.  相似文献   
45.
Punishment of free-riding has been implicated in the evolution of cooperation in humans, and yet mechanisms for punishment avoidance remain largely uninvestigated. Individual variation in these mechanisms may stem from variation in the serotonergic system, which modulates processing of aversive stimuli. Functional serotonin gene variants have been associated with variation in the processing of aversive stimuli and widely studied as risk factors for psychiatric disorders. We show that variants at the serotonin transporter gene (SLC6A4) and serotonin 2A receptor gene (HTR2A) predict contributions to the public good in economic games, dependent upon whether contribution behavior can be punished. Participants with a variant at the serotonin transporter gene contribute more, leading to group-level differences in cooperation, but this effect dissipates in the presence of punishment. When contribution behavior can be punished, those with a variant at the serotonin 2A receptor gene contribute more than those without it. This variant also predicts a more stressful experience of the games. The diversity of institutions (including norms) that govern cooperation and punishment may create selective pressures for punishment avoidance that change rapidly across time and space. Variant-specific epigenetic regulation of these genes, as well as population-level variation in the frequencies of these variants, may facilitate adaptation to local norms of cooperation and punishment.  相似文献   
46.
本文采用文献资料法、实验法、观察法、数理统计法对幼儿游泳教学效果进行了研究分析。结果表明:采用游戏教学法的实验组教学效果明显优于采用传统教学法的对照组。可见,游戏教学法在幼儿游泳教学中值得推广。  相似文献   
47.
The low rate of understanding and the limited domain of attention are two important and distinctive characteristics of mental retardation. One of the important strategies to provide effective education for these subjects is to lessen the backgrounds and impacts of these affective factors. The aim of this research was to find the effect of computer games program on the amount of mentally retarded persons' attention. Sixty educable male mentally retarded subjects were selected from two 24-h care centres in Tehran. The Toulouse-Pieron Scale was used to determinate the subjects' attention at pre-post test. Members of the experimental group were subjected to 35 sets of computer games. After use of the sets of computer games, the attention scores of the subjects were assessed immediately after the intervention and 5 weeks later. The results showed that exactly after the intervention the average attention scores of the experimental group were significantly higher than those of the control group. But, 5 weeks after the intervention, there was actually no significant difference.  相似文献   
48.

Introduction

The advent of consoles that deliver both interactive games and therapy may augment rehabilitation options in burn patients. The Jintronix software combines therapy-specific software and interactive gaming as a form of coaching and records patient performance on the Kinect® platform. Our objective was to determine the feasibility of a set of Jintronix games and therapy modules in hospitalized adult burn patients.

Methods

We conducted a prospective single center feasibility study from August through October 2016. The study enrolled subjects to conduct 1 supervised session with 6 Jintronix modules targeting their burned areas of the body, with an acceptability survey and a safety analysis. We also performed qualitative analysis to detect major themes from free-text responses.

Results

We enrolled 20 participants. Eleven (55%) completed all the modules; reasons for incompletion included baseline shoulder abduction pain and poor balance. Participants responded that the activity was comfortable (90%), safe (100%), easy to understand (95%), and improved strength/range of motion (100%). Mean module completion time was 43 ± 10 min. Mean pain score was 3.8 ± 2.8 (out of 10) and localized to burned areas. The wall climbing module had 4 episodes of temporary imbalance. Eight (40%) participants recorded fatigue at completion and noted “sweating” or “feeling stretched”. Qualitative analysis highlighted that the activity was “fun/cool” and a “good challenge”. Negative themes included “inaccurate depth” sensing and “too lengthy” on a specific module.

Conclusions

A Jintronix-based therapy demonstrated good acceptability and safety in hospitalized burn patients. Feedback from this study led to software modifications implemented by the Jintronix company. This feasibility study has informed the design of a prospective randomized controlled trial to determine whether a virtual-environment home rehabilitation strategy improves functional outcomes after burn injury.  相似文献   
49.
Schizophrenia is a severe, chronic, and strongly disabling neuropsychiatric disorder, characterized by cognitive decline, positive and negative symptoms. Positive symptoms respond well to antipsychotic medication and psycho-social interventions, in contrast to negative symptoms and neurocognitive impairments. Cognitive deficits have been linked to a poorer outcome and hence specific cognitive remediation therapies have been proposed. Their effectiveness is nowadays approved and neurobiological correlates have been reconfirmed by brain imaging studies. Interestingly, recent MRI work showed that commercial video games modified similar brain areas as these specialized training programs. If gray matter increases and functional brain modulations would translate in better cognitive and every day functioning, commercial video game training could be an enjoyable and economically interesting treatment option for patients with neuropsychiatric disorders. This systematic review summarizes advances in the area with emphasis on imaging studies dealing with brain changes upon video game training and contrasts them to conventional cognitive remediation. Moreover, we discuss potential challenges therapeutic video game development and research would have to face in future treatment of schizophrenia.  相似文献   
50.
Pharmaceutical spending in the United States, Canada, and the EU is growing. Public payers cover a large portion of these costs and have responded by instituting various pricing and access policies to limit their expenditure. One challenge that public payers face is additional demand induced by a manufacturer's marketing effort. We use a game theoretic approach to study the impact of pharmaceutical marketing on six practical pricing and access policies: negotiated pricing, open pricing, controlled pricing, a listing process, a risk‐sharing arrangement, and a value‐based pricing with risk‐sharing arrangement. We find that all non‐value‐based policies result in either restricted access or suboptimal treatment coverage. We find that marketing is the highest in the first‐best setting where all decisions are made by a social planner. We also find that the value‐based pricing with risk‐sharing arrangement is preferred by the manufacturer and from a societal perspective whereas no policy is universally preferred by a health care payer. A value‐based pricing with risk‐sharing arrangement always results in zero net monetary benefit for a health care payer. Therefore, considering non‐value‐based arrangements, we find that a negotiated pricing policy, a controlled pricing policy, or a risk‐sharing arrangement may be socially preferred.  相似文献   
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