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41.
正Swimmer ye Shiwen waves upon arrival in Incheon,a coastal city in the northwest of the Republic of Korea,on September 16 for the 2014 Asian Games.With its 1,328-member delegation,which includes 33 Olympic champions such as ye,China seeks to top the Games for the ninth straight time since 1982.  相似文献   
42.
《国际相互影响》2012,38(1):1-19
In this essay I examine the intersection of domestic and international politics in the formation and conduct of foreign policy. 1 develop a three‐actor model that allows us to specify the incentives for power sharing under different assumptions about the distribution of preferences and capabilities between a government, a domestic opposition, and a foreign state. The model generates several interesting hypotheses about the interaction of policy goals and the willingness of actors to share power. In particular, I show that under certain conditions there are important asymmetries whereby doves may be more willing to share power than hawks. Importantly, this willingness is endogenous to the model and comes from the alignment of preferences in the policy space, rather than from an a priori value for the democratization of foreign policy making. The model also suggests several hypotheses about the circumstances under which states have incentives to meddle in the foreign policy processes of other states.  相似文献   
43.
跨国销售的增长凸显公共关系战略的重要性   总被引:1,自引:0,他引:1  
经济全球化的发展使企业面对更多的市场机会,企业在进行跨国销售中也遇到了新的困难,通过政府、企业、社会公众层次公关,可以减轻企业所受到的不公正的贸易待遇,从而最终达到企业的经营目标.  相似文献   
44.
公用事业民营化实质上就是公共服务领域内的一场制度变迁,以博弈论作为基本分析工具,探究公用事业民营化过程中存在的多重博弈关系,即公平与效率的博弈、民营化与民营经济的博弈、政府公利性与自利性的博弈、民营化与第三部门的博弈.通过深入分析各自的博弈过程与博弈策略,对可能出现的各种博弈局面甚至是博弈困境,提出相应的引导性对策.  相似文献   
45.
Although territorial disputes have been much studied, the application of “two-level game” analysis in peace research and conflict resolution is still relatively unexplored. In this essay, I seek to use the analytical propositions derived from this “two-level game” bargaining framework to explain the success, failure, or partial resolution of sovereignty negotiations over China’s island claims to the disputed islands of the Diaoyu/Senkaku, Amur/Ussuri rivers, and South China Sea. This essay will focus on the interaction between governments and domestic nationalist groups, the role of institutions, and the strategies of negotiators to explain the development of the territorial disputes. I will evaluate how different political and social preferences, historical memories, economic priorities, side payments, and institutional constraints affect inter-state bargaining behavior and relations between the government and different segments of society. Basically, I am interested in finding out what significant roles national, sub-national and transnational actors can and do play in aggravating, minimizing, terminating or preventing conflicts over island claims involving China. Dr. Chien-peng Chung is an Assistant Professor in the Department of Politics and Sociology of Lingnan University, Hong Kong. He is the author of Domestic Politics, International Bargaining, and China’s Territorial Disputes (London & New York: Routledge, 2004).  相似文献   
46.
This article is about designing and implementing PowerPoint-based interactive simulations for use in International Relations (IR) introductory undergraduate classes based on core pedagogical literature, models of human skill acquisition, and previous research on simulations in IR teaching. We argue that simulations can be usefully employed at the early transition from “novice” to “advanced beginner” in a learning process, where the student begins to leave behind rational rules in favor of an own situational experience. However, currently available IR simulations for teaching purposes are often high-cost/high-tech and especially time-intensive: if they do not require custom-made software packages with difficult interfaces and expensive licensing fees, they are often targeted at course-long or at least day-long activities that demand extensive preparation of both teachers and students, with book-length manuals, intricate rules, integrated assessment tools, and specific secondary literature, and conventionally target more experienced students. This article explains how teachers can create an easily accessible and class-long (50 minutes) interactive experience for undergraduate IR students to encourage theoretical linkage with own in-class experience at a very low cost. We do this by employing PowerPoint, specifically in-built features such as hyperlinks, interactive pathways, or audio or video integration that can be used interactively rather than passively (as in a standard presentation).  相似文献   
47.
Drawing on anthropological theories of play, deep play and games, as well as sociological interaction theories of risk, this paper develops a theory of consequential games. This paper suggests that in the United States much expert or entrepreneurial activity can be seen as a competition over creating the rules of games that others must play. In turn, whatever peril lies in these consequential games is the province of the saps that have to play, and whatever reward or prize comes from the game is captured by the expert or entrepreneur. The perspective that this paper advances, in turn, renders domains of life often seen as discrete (say private equity investing and biotechnological tinkering) comparable and in fact similar types of phenomena, all caught up in the crazy apocalyptic vitality that is contemporary capitalism.  相似文献   
48.
The purpose of this study was to determine whether using the Internet for different activities affects the quality of close adolescent relationships (i.e., best friendships and romantic relationships). In a one-year longitudinal study of 884 adolescents (Mean age = 15, 46% male), we examined whether visiting chat rooms, using ICQ, using the Internet for general entertainment, or participating in online gaming predicted changes in the quality of best friendships and romantic relationships. Multiple regression analyses indicated that Internet activity choice influenced later relationship quality in both best friendships and romantic relationships. Using instant messaging (ICQ) was positively associated with most aspects of romantic relationship and best friendship quality. In contrast, visiting chat rooms was negatively related to best friendship quality. Using the Internet to play games and for general entertainment predicted decreases in relationship quality with best friends and with romantic partners. These findings reflect the important and complex functions of online socialization for the development and maintenance of relationships in adolescence.
Wendy M. CraigEmail:

Julie J. Blais   is a Doctoral Candidate in Clinical Psychology at Queen’s University. Her research interests include bullying, the Internet, and relationship formation and maintenance in adolescence and young adulthood. Wendy M. Craig   is a Professor in the Department of Psychology at Queen’s University. In recognition of her work on bullying and victimization, She won an Investigator Award from the Canadian Institute of Health Research. Dr. Craig has published widely on topics of bullying and victimization, peer processes, sexual harassment and aggression in girls. As a Canadian representative, Dr. Craig works with the World Health Organization and UNICEF conducting research and promoting healthy relationships. Dr. Craig is leading Promoting Relationships and Eliminating Violence Network (PREVNet), a national strategy to stop bullying in Canada. Debra Pepler   is a Distinguished Research Professor in Psychology at York University and a Senior Associate Scientist at The Hospital for Sick Children. Together with Dr. Wendy Craig, Dr. Pepler is leading Promoting Relationships and Eliminating Violence Network (PREVNet), a Networks of Centres of Excellence—New Initiative (). Her major research program examines the prosocial and antisocial behaviour of children and adolescents, particularly in the school and peer contexts. The seminal aspect of this research comprised naturalistic observations of interactions among school-aged peers with remote microphones and video cameras. Her current research in this area examines aggression and victimization among adolescents with a focus on relationship problems and solutions. Jennifer Connolly   is a Professor of Clinical-Developmental Psychology at York University and is the Director of the LaMarsh Centre for Research on Violence and Conflict Resolution. Her research examines social development in adolescence, and especially romantic relationships. Her goals are to identify the attributes of successful relationships as well as those of conflictual or aggressive relationships.  相似文献   
49.
This article presents conceptual and empirical analyses of several of the “best practices” of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with different identities until success is achieved. These educational principles allow for the generation of several testable hypotheses, two of which are tested with samples of 430 elementary school children (mean age 10 years), 607 young adolescents (mean age 14 years), and 1,441 older adolescents (mean age 19 years). Participants were surveyed about their video game habits and their aggressive cognitions and behaviors. The first hypothesis is based on the principle that curricula that teach the same underlying concepts across contexts should have the highest transfer. Therefore, students who play multiple violent video games should be more likely to learn aggressive cognitions and behaviors than those who play fewer. The second hypothesis is based on the principle that long-term learning is improved the more practice is distributed across time. Therefore, students who play violent video games more frequently across time should be more likely to learn aggressive cognitions and behaviors than those who play the same types of games for equivalent amounts of time but less frequently. Both hypotheses were supported. We conclude by describing what educators can learn from the successful instructional and curriculum design features of video games.
J. Ronald GentileEmail:

Douglas A. Gentile   is Assistant Professor of Psychology and Research Fellow at the Institute of Science and Society, Iowa State University; he is also director of research for the National Institute on Media and the Family. He received his Ph.D. from the Institute of Child Development at the University of Minnesota. His major research interests are focused on positive and negative effects of media on children and adults, including effects of advertising, television, video games, and media violence. He is the editor of the book Media Violence and Children: A Complete Guide for Parents and Professionals (2003: Praeger Press), part of the series Advances in Applied Developmental Psychology. He is also coauthor of Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy (2007; Oxford University Press). J. Ronald Gentile   is SUNY Distinguished Teaching Professor Emeritus of Educational Psychology, University at Buffalo, State University of New York. He received his Ph.D. in Educational Psychology from Pennsylvania State University. His major research interests include learning, memory, and instruction; mastery learning; and grading practices. He is the co-author of the textbook Educational Psychology (3rd Ed., 2005; Kendall-Hunt), and of Standards and Mastery Learning: Aligning Teaching and Assessment So All Children Can Learn (2003; Corwin Press).  相似文献   
50.
网络游戏作为一种计算机软件,兼有作品属性和工具属性。网络游戏的工具属性——可玩性是网络游戏的价值所在。根据网络游戏的特征和性质,宜将其视为"以类似摄制电影的方法创作的作品",并承认网络游戏画面属于著作权意义上的作品。对"网络游戏直播"应适用"应当由著作权人享有的其他权利"。"耀宇诉斗鱼案"适用《侵权责任法》,要求侵权者承担民事侵权责任,更具合理性。  相似文献   
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