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1.
Aims: This exploratory pilot study investigated Mindfulness-based Role-play (MBRP) supervision to find out how therapists would experience the approach, and to what extent they would find it useful, particularly in relation to empathy toward clients. Method: Thirteen therapists participated in a workshop, introducing mindfulness and MBRP supervision, and subsequently had one individual MBRP supervision session. Data collection and analysis: Qualitative data were collected by means of semi-structured interviews and analysed with regard to participants' supervision experiences by means of a modified version of the Consensual Qualitative Research method. Findings: Participants predominantly had positive emotional and cognitive responses to their supervision experiences. The main supervision outcomes were empathy with the client's emotional experience, enhanced awareness of functioning as a therapist, and thoughts about how to proceed in therapy. A subset of participants also reported observed effects in therapy with clients. Conclusions: Even taking into account the methodological limitations of the study, these findings are promising and suggest that further research into the MBRP supervision approach is warranted.  相似文献   

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Rorschach responses of three subjects were used to stimulate the type of role-playing popularized by Fritz Perls' Gestalt therapy. The standard Rorschachs were given first. Afterwards, each subject was presented with certain of his or her own images as a stimulus for the role-playing. The subjects consisted of a 19-year-old female with severe anxiety attacks, an 11-year-old lad diagnosed as having minimal cerebral dysfunction, and a 46-year-old man who had undergone two years of successful psychotherapy. It is proposed that the resulting data are valuable in expanding and clarifying the psychological meaning of the Rorschach images. Further, the procedure can be utilized, if desired, as a spur to therapeutic involvement.  相似文献   

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Role-play generalization of newly acquired assertive behavior was assessed across different response situations in a clinical outpatient sample. Prior to assertive training, subjects completed two paper-and-pencil inventories and a series of role-play situations. Behavioral role-play scenes included four response forms: making requests, expressing affection, standing up for rights, and expressing displeasure. Subjects were randomly assigned to treatment or test-retest conditions and the treatment subjects received six 2-hr sessions of assertion training using modeling, behavior rehearsal, instruction, positive reinforcement, assignedin vivo homework, bibliotherapy, and daily recordings of assertive behavior. Posttreatment, subjects completed the paper-and-pencil measures, trained role-play scenes, and a set of dissimilar untrained scenes requiring different response forms (giving compliments, receiving compliments; refusing unreasonable requests and expressing justified anger). Videotapes were rated blindly and in random order at the conclusion of the study by trained judges. Treatment and test-retest subjects were equivalent prior to training. Posttreatment for the two groups differed in self-report, role-play behavior in trained situations, and role-play behavior in untrained dissimilar situations (allp<.001). MANOVA with repeated measures confirmed that trained and generalization role-play scenes were quantitatively, as well as qualitatively, different, confirmed that treatment and test-retest subjects exhibited different performance levels posttreatment on both trained and generalization scenes, and revealed four significant interactions (allp<.001). Implications of the interactions are discussed. Canonical correlation revealed that subjects displayed significant commonality in their behavioral profiles across different response forms. The findings indicate that complex training resulted in generalization from trained situations to untrained and dissimilar generalization scenes for the clinical outpatient sample.  相似文献   

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A videotape-administered role-play test of children's social skills was developed and its psychometric properties tested. Performance criteria for the test were derived from popular children's ratings of the effectiveness of different role-play responses. The test was administered to 157 fourth- and fifth-grade boys and girls who had been classified as popular, average, neglected, or rejected, on the basis of sociometric testing. The test evidenced good interrater, test-retest, and internal consistency reliabilities. Children's role-play performance correlated significantly with teacher ratings of social competence and with peer-liking ratings. Neglected children performed more poorly on the role-play test than popular children. When differences in intelligence among social status groups were statistically controlled, social status groups did not differ on the role-play test. Results of the discriminant analyses support the conclusion that teacher ratings are better than role-play tests for identifying rejected children, whereas role-play tests and measures of intelligence appear more accurate than teacher ratings for identifying neglected children.  相似文献   

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There is an extensive literature documenting that people with schizophrenia have marked impairments in social role functioning and social skill. One of the most widely employed strategies for assessing social skill has been role-play tests: simulated social interactions that are videotaped for subsequent behavioral coding. There has been considerable discussion of the validity of the approach in the literature, but there has not been adequate consideration of other psychometric characteristics of role-play tests. This paper examines the psychometric characteristics of a representative role-play measure: the Maryland Assessment of Social Competence (MASC). Data from 5 large schizophrenia studies that included the MASC were examined: a study of victimization in women who abuse drugs, a study of health care among people with diabetes, a study of vocational outcomes, a study of social skill among drug abusers, and a clinical trial comparing two antipsychotic medications. Data were examined in terms of five questions: (1) Can role-play scenes be rated reliably? (2) How are role-play ratings distributed across populations? (3) How many and which behaviors should be rated? (4) How many role-play scenes are required? (5) Is role-play behavior temporally stable? Overall, the data suggest that the MASC, and by implication other similar role-play procedures, does have good psychometric properties. However, several things often taken for granted in the literature warrant careful consideration in the design of research using role-play. Implications of the results for design of research are discussed.  相似文献   

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The fakability of two methodologically different role-play tests of assertion was examined, 30 undergraduates low in assertiveness were tested and retested on the Behavioral Assertiveness Test--Revised and the Idiographic Role-play Test. Half of the testees were instructed to fake assertion during the second testing. Analysis indicated that both tests were fakable; however, testees reported more difficulty faking the latter test than the former. The detection of faking may be possible, particularly on role-play tests employing an idiographic methodology.  相似文献   

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Assertive and nonassertive subjects role played responses to interpersonal situations of known response difficulty in which various types of assertions were appropriate to evaluate the interactive effects of demand and difficulty on assertive performance. Subjects responded as they normally would (low demand) and as if they had just finished an extensive assertive training program (high demand). Role-play data, rated for overall assertion, revealed that (a) subjects were more assertive under high than low-demand; (b) assertive performance varied with situational difficulty; and (c) self-reports of assertive ability predicted behavior only when role-play situations were easy or demand low, and high demand had preceded low demand. It was concluded that assertive performance is strongly influenced by situational and cognitive variables, that self-reports predict behavior only in specific assessment circumstances, and that role plays tend to measure maximal, rather than typical, performance. These findings are discussed in terms of their implications concerning the validity of role-play assessment procedures.An earlier version of this paper was presented at the annual convention of the Association for Advancement of Behavior Therapy, Toronto, Canada, November 1981.  相似文献   

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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   

14.
Baby Think It Over: using role-play to prevent teen pregnancy   总被引:1,自引:0,他引:1  
Out JW  Lafreniere KD 《Adolescence》2001,36(143):571-582
This study examined the effectiveness of Baby Think It Over (BTIO; Jurmaine, 1994), an infant simulation program that seeks to modify attitudes toward teen pregnancy and teen parenting. As in the study by Saltz, Perry, and Cabral (1994), the premise was that teens engage in unprotected sex because of a personal fable concerning pregnancy: "It can't happen to me." It was expected that participation in BTIO, a form of role-play, would encourage teens to acknowledge their own personal vulnerability to an unplanned pregnancy, and provide them with some insight into the experience of adolescent parenting. One hundred fourteen eleventh-grade students participated. After two to three days' experience with BTIO, teens in the intervention group were more likely to accurately assess their personal risk for an unplanned pregnancy than were teens in the comparison group. Qualitative analyses revealed that teens in the intervention group were significantly more likely to produce concrete examples of activities and consequences related to child-rearing than were teens in the comparison group. Findings of this study are discussed from the perspective of the health belief model (Rosenstock, 1974), and suggestions for further research with BTIO are made.  相似文献   

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The social validity of a role-play test of children's social skills, the Social Skills Test for Children (SST-C), was evaluated by 63 subjects (33 adults and 30 children) who subjectively judged the quality of three children's role-play performances. The three children were selected as having high, medium, or low social skill based upon their performance on the SST-C. Assessment of the effects of subject characteristics upon judgments of social skill suggested that similarities in age and race between the subjects and the three children tended to diminish perceived differences in social skill among the three children. It was concluded that the social validity of the role-play test was supported only if the persons evaluating social behavior were dissimilar in age and racial characteristics from the persons who were being evaluated.  相似文献   

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Role-play is often used as a pedagogical technique by counsellor educators to help counsellors-in-training (CITs) learn and practise counselling skills. This study used qualitative content analysis to assess the effectiveness of Chat Generative Pre-Trained Transformer (ChatGPT), an artificial intelligence (AI) chatbot, in simulating client role-play to facilitate practising counselling skills. The author used 10 case vignettes to conduct a simulated role-play where ChatGPT was asked to simulate the client and author as counsellor. The results indicated that ChatGPT demonstrated authenticity, consistency, appropriate emotional expression, cultural sensitivity, empathy and self-awareness while portraying the client. However, at times, ChatGPT's responses to the counsellor's questions appeared overly idealised, lacking the authenticity typically observed in real clients. Furthermore, ChatGPT, as a simulated client, lacked non-verbal cues, limiting the overall experience of counselling skill practice. Recommendations for CITs and future research are discussed.  相似文献   

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Role-plays serve a unique purpose in providing practice and feedback for aircrew team development training in the classroom. When compared with other training strategies, role-play provides targeted practice and feedback of specific behaviors at low cost, with the trade-off being the amount of fidelity it provides. This article presents guidelines for designing role-plays to elicit crew resource management (CRM) behaviors and providing feedback to trainees on their performance. Through careful design procedures, a role-play exercise can provide both targeted practice and feedback and serve a useful purpose in the overall training design of a CRM training program.  相似文献   

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This study evaluated the validity of a role-play procedure that uses virtual reality technology to assess women's responses to sexual threat. Forty-eight female undergraduate students were randomly assigned to either a standard, face-to-face role-play (RP) or a virtual role-play (VRP) of a sexually coercive situation. A multimethod assessment strategy was used to evaluate the efficacy of the role-play procedure in creating a realistic and immersive situation. Consistent with our hypotheses, women in the VRP condition exhibited greater negative affect and immersion than women in the RP condition. In addition, the level of assertive refusal in the VRP, but not the RP, condition differentiated between women with and without a prior history of sexual victimization. These findings provide evidence of the validity of a virtual role-play procedure for assessing women's responses in sexually threatening situations.  相似文献   

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A modified role-playing technique was employed to examine the effects of no information, misinformation, and correct information on discomfort during imagined dental treatment. After listening to relaxation instructions, subjects read a scenario in which they were given no expectancy, led to expect a filling replacement (mild threat), or led to expect an extraction (severe threat). Subsequently they were told to imagine the occurrence of either the filling or the extraction treatment. For the mild stressor, different expectancies had no effects. When the actual treatment was an extraction, subjects given an inaccurate expectancy reported more pain and shock than those given accurate information. Compared to no information, inaccurate information resulted in more fear and helplessness. Males rated themselves as less distressed than females. The data compare favorably with findings from studies of actual patients and suggest that misinformation minimizing the severity of treatment increases distress upon receipt of treatment.The author wishes to thank Dr. J. Luginbuhl for preparing the tape recording used in this experiment.  相似文献   

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