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The study investigated the relation of cognitive impulsivity (Kagan, 1966) to color responding on the Rorschach. Chromatic Rorschach Plates II, III, VII, IX and X were administered to 30 male and 43 female subjects. Subjects were then categorized as Impulsive or Reflective according to performance on the Matching Familiar Figures Test.Impulsive subjects made more C and CF responses than Reflective subjects. They also responded more quickly than Reflectives though that difference did not reach significance. The data supported the hypothesis relating impulsivity to color responding. Implications for theories of emotionality and color shock were discussed.  相似文献   

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An unanswered question in employee development is how reflection can be used for improving performance in organizations. Drawing from research and theory on dual-process models, we develop and test a reflection strategy to stimulate deeper learning after feedback. Results of two studies (N = 640 and N = 488) showed that reflection combined with feedback enhanced performance improvement on a web-based work simulation better than feedback alone. Reflection without feedback did not lead to performance improvement. Further analyses indicated that the proposed reflection strategy was less effective for individuals low in learning goal orientation, low in need for cognition, and low in personal importance as they engaged less in reflection. Together, these findings provide a theoretical basis for the future study of reflection in organizations and suggest a practical and cost-effective strategy for facilitating employee development after feedback in organizations.  相似文献   

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We explored the theoretical underpinnings of a commonly used training strategy by examining issues of training and transfer of skill in the context of a complex video game (Space Fortress, Donchin, 1989). Participants trained using one of two training regimens: Full Emphasis Training (FET) or Variable Priority Training (VPT). Transfer of training was assessed with a large battery of cognitive and psychomotor tasks ranging from basic laboratory paradigms measuring reasoning, memory, and attention to complex real-world simulations. Consistent with previous studies, VPT accelerated learning and maximized task mastery. However, the hypothesis that VPT would result in broader transfer of training received limited support. Rather, transfer was most evident in tasks that were most similar to the Space Fortress game itself. Results are discussed in terms of potential limitations of the VPT approach.  相似文献   

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ObjectivesThe present investigation was designed to test the predictions of a control theory based view of self-regulation on the complex effects of self-efficacy on persistence. Specifically, self-efficacy was predicted to have a positive effect on persistence given unambiguous feedback, but a weak, negative effect given ambiguous feedback. Moreover, the research was designed to replicate an influential set of studies on self-efficacy.DesignA 2 (self-efficacy: low, high) × 2 (feedback ambiguity: low, high) between-groups ANOVA was conducted to examine the interaction between self-efficacy and feedback ambiguity in two trials of an isometric hand-grip competitive endurance task.MethodParticipants (87 females and 67 males) competed on a hand-grip strength task against confederates who claimed to have overworked their hand (high manipulated self-efficacy) or to be tennis players (low manipulated self-efficacy). The competition occurred either in the presence (high feedback ambiguity) or absence (low feedback ambiguity) of a physical barrier between the individuals. Persistence was how long individuals could grip at 50% of their maximum voluntary contraction.ResultsThe interaction was significant and in the predicted direction. Self-efficacy was also found to negatively relate to self-reported effort regardless of condition.ConclusionsThe results from the current study confirm that self-efficacy can foster persistence when one is aware of one's current state of performance. However, consistent with a control theory view of self-regulation, self-efficacy was unrelated to persistence when feedback was ambiguous. The results have implications for understanding the role of self-efficacy in sports and highlight the importance of replications with extensions.  相似文献   

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The present study examined whether the beneficial role of coherently grouped visual motion structures for performing complex (interlimb) coordination patterns can be generalized to synchronization behavior in a visuo-proprioceptive conflict situation. To achieve this goal, 17 participants had to synchronize a self-moved circle, representing the arm movement, with a visual target signal corresponding to five temporally shifted visual feedback conditions (0%, 25%, 50%, 75%, and 100% of the target cycle duration) in three synchronization modes (in-phase, anti-phase, and intermediate). The results showed that the perception of a newly generated perceptual Gestalt between the visual feedback of the arm and the target signal facilitated the synchronization performance in the preferred in-phase synchronization mode in contrast to the less stable anti-phase and intermediate mode. Our findings suggest that the complexity of the synchronization mode defines to what extent the visual and/or proprioceptive information source affects the synchronization performance in the present unimanual synchronization task.  相似文献   

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In several experiments, rats and pigeons were reinforced on a chained schedule which varied in its second component but which always had a variable interval schedule as its first component. Occasionally, the reward which normally followed responding in the second component was omitted. On these frustrative non-reward occasions responding immediately subsequent to non-reward was sometimes elevated and sometimes depressed. The relevance of the elevation and depression effects to behavioural measures of frustration in the double runway was discussed.  相似文献   

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In a previous paper (Fraser, 1950) on the relation between angle of display and performance in a prolonged visual task (Mackworth's Clock Test), it was suggested that the presence or absence of the experimenter might affect performance on vigilance tasks. In Mackworth's original experiments (Mackworth, 1950) the subject was in a closed cabinet by himself, and as far as possible all external noise and stimuli were excluded. In the angle of display experiment, the writer sat in the same room as the subject, out of his sight, and there was no particular attempt to exclude the ordinary external noises, etc. It seemed worth while to follow up the previous experiment with another to test the hypothesis that the presence or absence of the experimenter might influence performance in such a task. A new apparatus was devised for this purpose, which possesses some advantages over the Clock Test.  相似文献   

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Recent research suggests two ways of making decisions: an intuitive and an analytical one. The current study examines whether a secondary executive task interferes with advantageous decision-making in the Game of Dice Task (GDT), a decision-making task with explicit and stable rules that taps executive functioning. One group of participants performed the original GDT solely, two groups performed either the GDT and a 1-back or a 2-back working memory task as a secondary task simultaneously. Results show that the group which performed the GDT and the secondary task with high executive load (2-back) decided less advantageously than the group which did not perform a secondary executive task. These findings give further evidence for the view that decision-making under risky conditions taps into the rational-analytical system which acts in a serial and not parallel way as performance on the GDT is disturbed by a parallel task that also requires executive resources.  相似文献   

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