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1.
Children's perceptions of parental discipline methods and their perceptions of child gender differences in their parents' choices of discipline methods were assessed. One hundred and seventy 8‐year‐old children (78 boys, 92 girls) in two‐parent families were asked about disciplinary behaviour in five transgression situations. The results pointed to gender differences when the children were talking about themselves. Boys believed that they would receive more physical punishment, milder requests and less induction than girls. Children also indicated that their parents would choose a different response if they (themselves) were of the other sex. Both boys and girls reported that their parents would treat boys more severely than they would girls. The results showed that the responses of those children with a sibling of the other sex did not reveal any gender‐differentiated experience of their parents' discipline strategies. Copyright © 2002 John Wiley & Sons, Ltd.  相似文献   

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Three experiments were conducted to investigate the effects of including illustrations in beginning reading materials. Experiment 1 compared reading materials consisting solely of simple prose passages with materials consisting of the same passages plus informative illustrations depicting the content of each passage. Reading proficiency improved more under the no illustrations condition. Experiment 2 compared the informative illustrations with uninformative illustrations. Reading proficiency improved more using uninformative illustrations. Experiment 3 compared uninformative illustrations with no illustrations and found no significant differences between conditions. These results were interpreted within a cognitive load theory framework. It was concluded that informative illustrations are redundant and so impose an extraneous working memory load that interferes with learning to read. Copyright © 2009 John Wiley & Sons, Ltd. This article was published online on 8th April 2009. An error was subsequently identified. This notice is included in the online and print versions to indicate that both have been corrected [3 July 2009].  相似文献   

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Beverly I. Fagot 《Sex roles》1984,11(7-8):691-702
Seventy children (35 boys and 35 girls) aged 24 to 30 months were observed in play groups consisting of 12–15 2- and 3-year-old children and two teachers. The social interaction was coded using an observation schedule which allowed for coding the children's behaviors and reactions to that behavior by others in the environment. The behavior scores were factor analyzed, using the complete sample of 180 children with six factors (play styles) resulting. Children who were high and low on each factor were examined to see if play style influenced the type of social reaction received. Children who preferred to work at tasks quietly received positive teacher feedback, but there was no change in peer interaction; children who engaged in active motor play received positive peer feedback, but negative teacher reactions. Children who were passive received less peer reaction and played alone significantly more than other children. Sex differences in reactions did not appear except when the child was engaged in male- and female-typical behaviors when examining scores on one factor only. When combinations of factors are examined (e.g., activity level and task performance), then different patterns of responses start to appear for boys and girls. The implications for differing patterns of social reactions to different play styles are discussed.Data analyses were supported by BRSG Grant RR07980 awarded by the Biomedical Research Support Grant Program, Division of Research Resources, National Institutes of Health. The final write-up was completed on a postdoctoral fellowship (Grant No. 1 T32 MH 16955-01) through the Oregon Social Learning Center.  相似文献   

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This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times to gauge how aggression would change with increased video game play. Results showed a significant increase from baseline in hostility and aggression (based on two of the three story stems), which is consistent with the General Aggression Model. This study adds to the existing literature on video games and aggression by showing that increased play of a violent first person shooter video game can significantly increase aggression from baseline.  相似文献   

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李晴  陈安涛 《心理科学》2018,(6):1318-1324
视频游戏是一类需要借助视听设备并基于一定剧情进行操作的游戏。先前研究大多关注暴力视频游戏对攻击等负面行为的影响,但本文着重探讨视频游戏对个体认知能力的积极影响及内在神经基础,以辩证看待视频游戏对个体心理和行为的作用。本文对前人研究归纳梳理发现,视频游戏训练能使个体认知能力得到持久改善,同时论述了视频游戏中脑神经基础和奖赏预期对认知能力的调控作用。未来研究应在规范视频游戏训练技术的基础上,用其干预靶脑区以提升个体特定脑功能。  相似文献   

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The present study explores the links between personality traits and motivations to play online games. We identified the underlying dimensions of motivations to play online games, examined how personality traits predict motivation, and investigated how personality traits predict online gaming behavior (i.e., playing time and preference for game genres). Factor analyses identified five motivational factors: relationships, adventure, escapism, relaxation, and achievement. The regression analyses indicated that two personality traits, extraversion and agreeableness, predicted various motivations; however, personality traits did not affect the playing time and game genre preference.  相似文献   

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Video games constitute a popular form of entertainment that allows millions of people to adopt virtual identities. In our research, we explored the idea that the appeal of games is due in part to their ability to provide players with novel experiences that let them "try on" ideal aspects of their selves that might not find expression in everyday life. We found that video games were most intrinsically motivating and had the greatest influence on emotions when players' experiences of themselves during play were congruent with players' conceptions of their ideal selves. Additionally, we found that high levels of immersion in gaming environments, as well as large discrepancies between players' actual-self and ideal-self characteristics, magnified the link between intrinsic motivation and the experience of ideal-self characteristics during play.  相似文献   

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Violent video games and anger as predictors of aggression   总被引:2,自引:0,他引:2  
Considerable research has demonstrated that playing violent video games can increase aggression. The theoretical framework upon which a good deal of this research has rested is known as the General Aggression Model (GAM; [Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53, 27–51]). The current study tested an assumption of the GAM by examining if the dispositional trait of anger moderated the relation between violent video games and aggression. A total of 167 undergraduate students (79 females, 88 males) first completed a measure of anger and were then randomly assigned to play either a non-violent or violent video game. After the video game play period, participants completed ambiguous story stems in order to assess aggression. Consistent with predictions of the GAM, anger significantly moderated the effect of video game violence on aggression. Specifically, participants who were angry were more affected by violent video games than participants who were not angry.  相似文献   

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The empirical study of spatial learning has been constrained by a range of methodological and technical limitations. Part of these are due to constraints in the stimulus delivery systems for pictorial displays that are available to the researcher. Surrogate travel systems—based on model photography, off-line computer graphics, and on-line computer graphics—provide alternative research settings. Yet none of the systems provides for both detailed displays and ease of subject interaction, both of which prove important in the investigation of spatial learning. Computer-controlled video-disk systems do allow both detail and interaction, therefore providing a research tool in which spatial learning phenomena can be observed carefully. A pilot study of spatial learning using a video-disk system is briefly described to demonstrate the sorts of phenomena observable with such a system.  相似文献   

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This study suggests that fighting against different types of opponents in video games (e.g., human opponents vs. monster opponents) may lead to different emotional responses and moral judgments toward game characters. Based on Bandura's moral disengagement theory, this study proposes that shooting at monster opponents makes game players feel less guilty and judge the player-controlled character as more morally justified. An experiment was conducted in which participants played shooting games with either human opponents or monster opponents. The results show that when playing against monster opponents, participants felt both less ashamed and less guilty, reported enjoying the game more, and judged their character as more justified than participants who played against human opponents.  相似文献   

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The impact of differing play environments, as well as cognitive and social egocentrism factors, on the social play of preschoolers was examined. Fifteen boys and thirteen girls (55 months of age) were allowed free access to two distinctly different environments containing play materials which were aimed at exercising either big or fine muscle coordination. The children's cognitive abilities and social egocentrism were also measured. The results indicate that the play environment strongly influenced the type of social play as well as the size of the play groups. Differences in cognitive level and social egocentrism influenced the children's choice of play environment, suggesting an organism-environment interaction in the children's social play. The results indicate that today's generation of children may not be less social in their play, as Barnes has suggested, but that differences between studies may be a consequence of differing play environments and not generational differences.  相似文献   

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In this paper, links between the concepts of long-term care and lifelong learning are suggested, and notions of care and the author’s construction of the Pedagogic Third will be proposed. The psychoanalysis of children stresses the importance of symbolic play, during which the child uses games to master internal conflicts. Analogous results might emerge from play that engages adult learners. However, where play helps children define roles and accept rule-regulated behaviour, we consider to what extent an adult learner is addressing desires which cannot be satisfied because they are too threatening, or desires which cannot be satisfied in reality and which are represented symbolically in play as an alternative. In order to work through these ideas, we consider a comedic representation of a hospital ward and an extract from the diary of a midwife who was also a long-term patient. The author’s contribution to the conference was a workshop and not the presentation of a paper. As such, this paper has been written in retrospect and is consequently reflective in stance. Much of the work described in this paper is connected to a larger piece of work, a monograph in progress, due to be published in 2019.  相似文献   

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The increasing availability of violent video games and their implication in recent school shootings has raised the volume of public debate on the effects of such games on aggressive behavior and related variables. This article reports an experiment designed to test key hypotheses concerning the short term impact of exposure to violent video games on young women, a population that has received relatively little attention in this research literature. Results were that brief exposure to a violent video game increased aggressive behavior. Mediational analyses suggested that the violent video game effect on aggression was not mediated by instrumental aggressive motivation, but was partially mediated by revenge motivation. Other results suggested that the violent video game effect on aggression might be greater when the game player controls a same‐sex violent game character. Aggr. Behav. 29:423–429, 2003. © 2003 Wiley‐Liss, Inc.  相似文献   

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