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1.
We investigated the effects of video modeling on the percentage of correctly implemented problem‐solving steps by staff in a group home for adults with developmental disabilities, using a nonconcurrent multiple baseline design across participants. The treatment consisted of staff watching a video model demonstrating the correct implementation of a problem‐solving intervention (i.e., teaching clients to identify problems, possible solutions, and consequences to each solution, and to choose the best solution). The percentage of correctly implemented problem‐solving steps increased for all participants, and the effect was maintained over time, generalized to novel problems, and generalized from role play with a researcher to actual clients.  相似文献   

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Memory for Movement Sequences in Gymnastics: Effects of Age and Skill Level   总被引:1,自引:0,他引:1  
The authors studied the performances of 8- to 13-year-old skilled (n = 30) and less skilled (n = 30) gymnasts on a gymnastics routine recall task by examining the role of memorization strategies and imagery ability. Subjects had to reproduce 3 movement sequences presented on videotape. The number of trials needed to achieve correct recall, the strategies employed, and the subjects' imagery ability were analyzed. Recall performance improved with age and skill level. Movement labeling was the most prevalent strategy used; its frequency increased with age, although it did not lead to better recall performance. Performance was higher, however, among subjects with better imagery skills. The role of strategy development in the age-related improvement in memory performance was not clearly demonstrated. The effect of skill level is interpreted in terms of knowledge bases and kinesthetic movement encoding.  相似文献   

4.
Differences in eye movements, problem solving, and verbalization were found for three groups of female gymnasts (N=30) differentiated by skill level (elite, intermediate, novice). In the first study, eye fixations to body parts were recorded during slide presentations of six gymnastic sequences. In a second study, time and error scores were recorded in a problem solving task requiring the resequencing of photographs derived from the sequences used in the eye movement study. In the third study, verbal reports identified the photograph in each sequence and body part thought most important to a successful performance. Consistent differences between groups were recorded in fixations to body parts, time and error scores, and verbal reports; relationships between eye movement and time and error scores, and eye movements and verbal reports were also determined. All three studies supported the general hypotheses that gymnasts with different skill levels are attuned to different type of gymnastic information. These differences are discussed within the context of a knowledge structure of gymnastics, which is defined as an internal representation for a physical skill that is developed in concert with the gymnast's motor system. It is suggested that gymnasts, depending upon skill level, are drawn to perceive certain types of gymnastic information while being oblivious to other equally available types of information. Attunement to gymnastic information appears to be linked up to physical skill level in ways not yet understood.  相似文献   

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We investigated whether an advanced training program (ATP) could increase the benefits of feedforward video self modeling (FF-VSM) on competitive performance. Eighteen gymnasts were divided into 2 groups—one that received the ATP and one that did not. Gymnasts viewed FF-VSM at 2 of 4 competitions. Results showed no benefits for the ATP or the FF-VSM on performance or self-regulatory processes. When visual imagery ability was introduced as a moderator, however, only gymnasts with lower visual imagery scores showed benefits in performance in the latter part of the competitive season. Thus, FF-VSM may best serve those with lower imagery ability.  相似文献   

7.
The authors studied the performances of 8- to 13-year-old skilled (n = 30) and less skilled (n = 30) gymnasts on a gymnastics routine recall task by examining the role of memorization strategies and imagery ability. Subjects had to reproduce 3 movement sequences presented on videotape. The number of trials needed to achieve correct recall, the strategies employed, and the subjects' imagery ability were analyzed. Recall performance improved with age and skill level. Movement labeling was the most prevalent strategy used; its frequency increased with age, although it did not lead to better recall performance. Performance was higher, however, among subjects with better imagery skills. The role of strategy development in the age-related improvement in memory performance was not clearly demonstrated. The effect of skill level is interpreted in terms of knowledge bases and kinesthetic movement encoding.  相似文献   

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Several studies have examined the efficacy of behavior analytic coaching strategies in sports to increase performance fluency. Rock climbing is a multifaceted sport requiring mastery of several complex behavior chains in order to successfully navigate climbing surfaces. To date, most investigations have focused on the physiological aspects of rock climbing, as opposed to training specific rock-climbing movements. In this replication and extension, researchers used a multiple baseline design across skills to examine an expert video modeling plus video and verbal feedback training package on foundational rock-climbing skills of novice adult climbers. Results demonstrated that all participants showed an increase in accurate performance for all three skills that were targeted in the intervention.  相似文献   

10.
Three new direct‐service staff participated in a program that used a video model to train target skills needed to conduct a discrete‐trial session. Percentage accuracy in completing a discrete‐trial teaching session was evaluated using a multiple baseline design across participants. During baseline, performances ranged from a mean of 12% to 63% accuracy. During video modeling, there was an immediate increase in accuracy to a mean of 98%, 85%, and 94% for each participant. Performance during maintenance and generalization probes remained at high levels. Results suggest that video modeling can be an effective technique to train staff to conduct discrete‐trial sessions.  相似文献   

11.
When performing a giant circle on high bar a gymnast flexes at the hips in the lower part of the circle, increasing the kinetic energy, and extends in the upper part of the circle, decreasing the kinetic energy. In order to perform a sequence of giant circles at even tempo, any variation in angular velocity at the end of the flexion phase needs to be reduced by the end of the extension phase. The aim of this study was to determine the nature and contribution of such adjustments. A computer simulation model of a gymnast performing giant circles on high bar was used to investigate strategies of (a) fixed timing of the extension phase (feedforward control) and (b) stretched timing in order to extend at the same point of the giant circle (feedforward with additional feedback control). For three elite gymnasts fixed timing reduced the angular velocity variation on average by 36% whereas stretched timing reduced the variation by 63%. The mean reduction for the actual gymnast techniques was 61%. It was concluded that both feedforward and feedback control strategies are used by gymnasts for controlling such movements.  相似文献   

12.
The effects of a multicomponent intervention involving self-regulated strategy development delivered via video self-modeling on the written language performance of 3 students with Asperger syndrome were examined. During intervention sessions, each student watched a video of himself performing strategies for increasing the number of words written and the number of functional essay elements. He then wrote a persuasive essay. The number of words written and number of functional essay elements included in each essay were measured. Each student demonstrated gains in the number of words written and number of functional essay elements. Maintenance of treatment effects at follow-up varied across targets and participants. Implications for future research are suggested.  相似文献   

13.
The present study focuses on two factors that may influence the accuracy and precision of a judge's evaluation of the angular deviation error in "inverted cross" (angle of the arms away from the horizontal axis). 16 Greek judges of competitive gymnastics participated in an evaluation of the magnitude of the error in the skill. Photographs of the performance of 8 gymnasts were shown to the judges in triplicates in random order from three angles of observation (0 degrees, 45 degrees, and 90 degrees) on a computer screen. The precision in the judges' judgments was best at the 45 degrees angle of observation and at angular deviations of 16 degrees to 30 degrees. Accuracy was influenced both by the judge's angle of observation and the gymnast's angular deviation, as well as by the interaction. Overall, judges may need to improve their ability to evaluate performance through training. Training may incorporate a variety of exercises in judging the inverted cross through augmented feedback of knowledge of results.  相似文献   

14.
This study used video feedback to enhance the martial arts performance of capoeira, an Afro‐Brazilian martial art that utilizes acrobatic movements (revesado, au de costa, and macaco). A multiple baseline across behaviors was used for five participants where baseline conditions consisted of standard coaching. The intervention consisted of video feedback, in which the participants were filmed attempting a movement and immediately viewed the video afterwards, while receiving positive and corrective feedback from the instructor. The target behaviors were scored on a 15‐item checklist, resulting in a percentage correct. A second video feedback condition similar to the first was also introduced to some participants, in which participants practiced the movements with live feedback before being filmed again. Results show that the video feedback conditions increased performance over baseline in most cases. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

15.
This study evaluated video scoring and feedback about scoring as a safety intervention among 6 nursing staff. The dependent variable was safety behavior on one‐person transfers. Following baseline, 5 nursing staff participated in an information phase. A video scoring phase was then introduced for all 6. A feedback phase was added for 2 participants. All participants experienced treatment withdrawal. Information resulted in improvements for all 5 participants who received it. Further improvements were observed during video scoring for the 5 participants who improved following information. No improvements were observed for the participant who received only video scoring. Safety feedback further improved safety for the 2 participants who received it. However, participants' behavior returned to video scoring levels during withdrawal.  相似文献   

16.
The effects of a video vignette on the treatment acceptability ratings of four behavioral interventions were evaluated. Two interventions involved positive reinforcement (DRO and DRI) and two negative consequences (contingent physical restraint and contingent electric shock). Seventy-four undergraduate psychology students were randomly assigned into two groups. The experimental group (n=36) viewed a video vignette of a self-abusive individual whereas the control group (n=38) did not. Acceptability ratings prior to the video showed no differences between the experimental and control groups. The post video ratings indicated significant acceptability increases for physical restraint for the experimental group. There also was a significant group by testing effect because the means for the experimental group rose whereas the control group's means were stable. These results replicated and extended Foxx, McHenry and Bremer (in press) who showed that treatment acceptability is alterable through video.  相似文献   

17.

Objective

This qualitative study investigated therapist training experiences, elements of skill acquisition, and barriers and facilitators associated with conducting assessments, and the delivery of low- and high-intensity therapist assistance delivered via video chat technology, adjunctive to a transdiagnostic digital mental health intervention programme for anxiety and depression.

Methodology

In total, 34 semistructured interviews were conducted with 20 therapists. Twenty interviews explored experiences of training to administer a clinical assessment tool, and 14 additional interviews explored training experiences of delivering low- and high-intensity therapist assistance via video chat technology.

Results

Reflexive thematic analysis identified three themes: video chat skill acquisition, competencies transferrable to video chat and video chat service quality. Training and supervision were identified as important to scaffold skill development, and therapists described surprise that their skill set was transferrable to video chat. The most cited barrier to the adoption of video chat was the management of risk and distress, along with environmental suitability. Frequently cited facilitators to the adoption of video chat included stable Internet connection, protocols and resources.

Conclusion

The benefits of video chat technology and digital mental health interventions can be maximised through the expansion and integration of training into existing teaching curricula. If therapists are familiarised and competent to deliver mental health services via the Internet, as well as in person, the future adoption of blended and stepped-care models is likely to be increased.  相似文献   

18.
This study evaluated the use of video modeling and video modeling plus video feedback to enhance four adolescents' performance of a dance movement. Intervention was evaluated in a multiple baseline across participants design. This study found that video modeling enhanced performance from baseline, but the addition of video feedback produced further increases. For one participant, improvement was dependent on the perspective of the video model. Implications of these findings and suggestions for future research are discussed.  相似文献   

19.
动作视频游戏是电子竞技中受众最广、心智挑战最高的游戏项目之一。目前对动作视频游戏专业玩家的能力特征了解尚不清晰。以职业选手和排名较高的玩家为对象,横断研究发现动作视频游戏专业玩家具有更快的注意选择、更稳定的持续注意、更好的注意瞬脱表现、更高的多目标追踪能力和工作记忆容量。专业玩家更好的注意表现主要与更高的P3波幅有关,工作记忆表现与背外侧前额叶和右后顶叶等可塑性变化有关。此外,专业玩家还存在中央执行网络与多个脑网络间的功能连接增强。目前游戏训练对认知的促进程度尚不足以弥补专业玩家和新手的认知差距。基础的认知能力对玩家游戏表现的预测有限。未来可扩展更高级的游戏决策,游戏组块或游戏模式的认知研究。  相似文献   

20.
Video self-modeling (VSM) has been used widely in the literature to teach a range of prosocial behaviors. More recently, VSM has been explored as both a supplement and stand-alone option to teach academic skills, particularly oral reading fluency. However, the literature is relatively sparse pertaining to the effects of video modeling, void of any current literature exploring the effects of video modeling as a component to small group reading interventions. The present study implemented a multiple baseline design across participants, with an alternating treatment design directly comparing a small group reading intervention with and without VSM. Nonoverlap of all pairs was used to measure the effects of the small group intervention with and without VSM relative to baseline, as well as to compare the two intervention packages to one another. Nonoverlap of all pairs scores indicated moderate to strong effects for both interventions across all participants, with little difference between the two interventions.  相似文献   

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