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Despite the rapid growth of research on neighborhood influences on children, little of this research may be useful to prevention scientists. Most studies have ignored processes by which neighborhood conditions influence individual outcomes. To encourage neighborhood research that can better guide the development of preventive interventions, we propose a model that focuses attention on mediating and moderating processes, is appropriate for studies interested in individual differences in outcomes, acknowledges the transactions between residents and neighborhoods, and is sensitive to how neighborhood influences may differ for children at different developmental stages. Furthermore, we argue that greater attention to several methodological issues also can make neighborhood research more useful for the next generation of prevention programs to help low-income urban families and children cope successfully with the challenges posed by their neighborhoods.  相似文献   

3.
In their analysis of numerical competence, Creeno, Riley, and Gelman 1984 distinguish between conceptual, procedural, and utilization competence. Principled knowledge about a domain, for example, counting, serves as the basis of conceptual competence. Conceptual competence does not provide recipes for procedures but does set constraints on the class of procedures that procedural competence can generate. The ability to assess a task correctly (utilization competence) influences performance because it, too, sets constraints on procedure generation. These distinctions allow one to classify the source of erroneous or variable performances on different number tasks. Our hypothesis that early counting behavior is guided by counting principles, despite the child's limited skill, is tested in four experiments with children ranging in age from 3 to 5 years old. The experiments focus on knowledge of the order-irrelevance and cardinal count principles; children either discriminate between erroneous and correct counting efforts of a puppet, assess the effect of counting the same array in different orders, or solve a counting task that has a constraint. The results of these studies allow us to reinterpret evidence others cite against the principle-first hypothesis, and conclude that much development takes place in the name of procedural and utilization competence.  相似文献   

4.
Playing prosocial video games increases empathy and decreases schadenfreude   总被引:1,自引:0,他引:1  
Past research provided abundant evidence that exposure to violent video games increases aggressive tendencies and decreases prosocial tendencies. In contrast, research on the effects of exposure to prosocial video games has been relatively sparse. The present research found support for the hypothesis that exposure to prosocial video games is positively related to prosocial affect and negatively related to antisocial affect. More specifically, two studies revealed that playing a prosocial (relative to a neutral) video game increased interpersonal empathy and decreased reported pleasure at another's misfortune (i.e., schadenfreude). These results lend further credence to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of media exposure on social tendencies.  相似文献   

5.
Past research has provided abundant evidence that playing violent video games increases aggressive tendencies. In contrast, evidence on possible positive effects of video game exposure on prosocial tendencies has been relatively sparse. The present research tested and found support for the hypothesis that exposure to prosocial video games increases the accessibility of prosocial thoughts. These results provide support to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of exposure to prosocial media on social tendencies. Thus, depending on the content of the video game, playing video games can harm but may also benefit social relations.  相似文献   

6.
We applied overlapping waves theory and microgenetic methods to examine how children improve their estimation proficiency, and in particular how they shift from reliance on immature to mature representations of numerical magnitude. We also tested the theoretical prediction that feedback on problems on which the discrepancy between two representations is greatest will cause the greatest representational change. Second graders who initially were assessed as relying on an immature representation were presented feedback that varied in degree of discrepancy between the predictions of the mature and immature representations. The most discrepant feedback produced the greatest representational change. The change was strikingly abrupt, often occurring after a single feedback trial, and impressively broad, affecting estimates over the entire range of numbers from 0 to 1000. The findings indicated that cognitive change can occur at the level of an entire representation, rather than always involving a sequence of local repairs.  相似文献   

7.
Longitudinal data for 167 low-income children were analyzed to examine associations between family educational involvement during kindergarten, children's feelings about literacy, and children's literacy achievement from kindergarten through fifth grade. The promotive effect of family educational involvement for feelings about literacy and literacy achievement was moderated by maternal education such that involvement was more positively associated with literacy outcomes for children whose mothers were less educated compared with children whose mothers were more educated. In addition, children's feelings about literacy mediated associations between family educational involvement and literacy achievement. Implications for intervention efforts are discussed.  相似文献   

8.
Experimental data from the Moving to Opportunity for Fair Housing Demonstration were used to examine (a) if moving from high- to low-poverty neighborhoods (via randomization) was associated with low-income minority children's achievement, grade retention, and suspensions/expulsions; (b) if moving minimized gender differences in these outcomes; and (c) potential mediators of observed program effects. Data on school-age children (mean age = 11.79 years, SD = 3.26) were obtained from standardized assessments and parent and adolescent interviews during the New York City site's 3-year follow-up evaluation (N = 588). Moving to low-poverty neighborhoods had positive effects on 11-18-year-old boys' achievement scores compared with those of their peers in high-poverty neighborhoods. These male adolescents' scores were comparable to females' scores, whereas male adolescents in high-poverty neighborhoods scored 10 points lower than female peers. Homework time and school safety partially accounted for program effects. From a policy perspective, the program benefited disadvantaged male adolescents at high risk for dropping out of school.  相似文献   

9.
10.
We investigated preschoolers’ selective learning from models that had previously appeared to be reliable or unreliable. Replicating previous research, children from 4 years selectively learned novel words from reliable over unreliable speakers. Extending previous research, children also selectively learned other kinds of acts – novel games – from reliable actors. More important, – and novel to this study, this selective learning was not just based on a preference for one model or one kind of act, but had a normative dimension to it. Children understood the way a reliable actor demonstrated an act not only as the better one, but as the normatively appropriate or correct one, as indicated in both their explicit verbal comments and their spontaneous normative interventions (e.g., protest, critique) in response to third-party acts deviating from the one demonstrated. These findings are discussed in the broader context of the development of children's social cognition and cultural learning.  相似文献   

11.
Using a cutoff design (J. Bisanz, F. J. Morrison, & M. Dunn, 1995) to separate school-related influences from those that are age related, the study investigated the development of number concepts and addition skills in Japanese children. Three groups of kindergarten and 1st grade children who differed in age and/or school experiences completed tasks on their numerical competencies 1 and 6 months after school entrance. Children's use of addition strategies, rather than their solution accuracy, changed primarily as a function of schooling, not age. Children's Base 10 number concepts improved with the amount of schooling, as well as with other social and age-related factors. Results suggest that schooling is an important determinant in developing Japanese-speaking children's numerical competencies, which were not explained solely by their language characteristics or by age-related factors.  相似文献   

12.
Two studies are presented on expressive happy and sad drawings made by British 4‐ to 12‐year‐olds (n = 80 and 160, respectively) in which the drawings were assessed individually for the quantity and quality of expressive devices. Quantity was measured in the number of appropriate expressive content themes and formal properties evident in each drawing. Quality was rated on a Likert scale on the extent to which the drawing expressed the intended mood. Both the quantity and quality of expressive happy and sad drawings of predetermined and free topics increased with age. Improvements in content expression, but much less so with expressive formal properties, accounted for the development of quantity. A slower period of development between 6 and 9 years for both measures was consistently found, with a significant improvement often shown among the 12‐year‐olds. The finding that happy drawings were scored higher than sad drawings is explained in respect of adult and child expectations of pictures. Correlations between expressive scores and performance on a visual realism drawing task tentatively indicated that expressive and realism skills in drawing are only weakly related. The development of expressive drawing is considered in the context of the delivery of art education in schools.  相似文献   

13.
ABSTRACT

Recent studies have found that digital games can be used to improve the players’ mood, especially after emotionally unpleasant experiences. We introduce competence repair as an extension of previous work on mood repair. To investigate the effects of digital games on both mood and competence repair, we conducted 3 studies using quiz games. In the quasi-experimental Study 1 (N = 143), we manipulated the necessity for repair via a false feedback task (positive vs. negative), and looked at the impact of in-game success (victory vs. defeat). In the experimental Studies 2 (N = 91) and 3 (N = 109), we aimed at conceptually replicating and extending the findings on the impact of in-game success by varying participants’ success over a series of 4 matches (Study 2: close game outcomes, Study 3: clear victory/defeat). The results of these studies indicate that the efficacy of digital games for mood repair, as well as competence repair, depends on the necessity for repair, as well as success in the game. However, competence repair occurred even after participants were defeated repeatedly in a series of close matches. These results are discussed in light of the potential of digital games for fulfilling (previously thwarted) psychological needs.  相似文献   

14.
In two studies, the authors investigated 2- and 3-year-old children's awareness of the normative structure of conventional games. In the target conditions, an experimenter showed a child how to play a simple rule game. After the child and the experimenter had played for a while, a puppet came (controlled by a 2nd experimenter), asked to join in, and then performed an action that constituted a mistake in the game. In control conditions, the puppet performed the exact same action as in the experimental conditions, but the context was different such that this act did not constitute a mistake. Children's normative responses to the puppet's acts (e.g., protest, critique, or teaching) were scored. Both age groups performed more normative responses in the target than in the control conditions, but the 3-year-olds did so on a more explicit level. These studies demonstrate in a particularly strong way that even very young children have some grasp of the normative structure of conventional activities.  相似文献   

15.
Mathematical tools, such as static and dynamic optimization theory and game theory, are used to axiomatize developmental theory and to model the interaction between parents, their infant children and siblings. Parents allocate their time between parenting and other activities. They respond to their children's demand for attention. Children signal attention seeking by “crying”. Jealous siblings vie for their parents' attention. Parents, children and siblings are assumed to pursue their goals efficiently. The model solves for the equilibrium amount of crying by siblings, the allocation of parents' time between themselves and their children, and the sub-allocation of attention between rival siblings. Parents have an enlightened self-interest in promoting their children's independence, which they do by setting limits. In this they tread a fine line between spoiling and depriving their child. The model is dynamized to solve the optimal development policy of parents and to formalize the separation process of children from parents.  相似文献   

16.
Children apply various strategies to mentally solve multi-digit subtraction problems and the efficient use of some of them may depend more or less on numerical magnitude processing. For example, the indirect addition strategy (solving 72–67 as “how much do I have to add up to 67 to get 72?”), which is particularly efficient when the two given numbers are close to each other, requires to determine the proximity of these two numbers, a process that may depend on numerical magnitude processing. In the present study, children completed a numerical magnitude comparison task and a number line estimation task, both in a symbolic and nonsymbolic format, to measure their numerical magnitude processing. We administered a multi-digit subtraction task, in which half of the items were specifically designed to elicit indirect addition. Partial correlational analyses, controlling for intellectual ability and motor speed, revealed significant associations between numerical magnitude processing and mental multi-digit subtraction. Additional analyses indicated that numerical magnitude processing was particularly important for those items for which the use of indirect addition is expected to be most efficient. Although this association was observed for both symbolic and nonsymbolic tasks, the strongest associations were found for the symbolic format, and they seemed to be more prominent on numerical magnitude comparison than on number line estimation.  相似文献   

17.
Two studies were conducted to examine the Japanese children's false belief understanding. Study 1, a small-scale meta-analysis that included 21 Japanese false belief studies yielding 60 data points, revealed that the Japanese children's false belief understanding develops with age (effect size = 2.48 in odds ratio for 1 year), the Japanese children's performance exceeds the chance level at the age of 64 months, and question type (think vs look-for) produced no statistically significant difference. An experiment (Study 2) employing a change-of-locations task was conducted to confirm these findings, manipulating question type as a within-participant factor. Participants were 43 Japanese kindergartners (24 boys and 19 girls; 3 yr. 4 mo. to 6 yr. 1 mo.). The results showed that Japanese children's false belief performance developed with age. Their performance level exceeded the chance level at the age of 5 years, and question type did not affect their performance.  相似文献   

18.
Previous research found that children first experience regret at 5 years and relief at 7. In two experiments, we explored three possibilities for this lag: (1) relief genuinely develops later than regret; (2) tests of relief have previously been artefactually difficult; or (3) evidence for regret resulted from false positives. In Experiment 1 (N=162 4- to 7-year-olds) children chose one of two cards that led to winning or losing tokens. Children rated their happiness then saw a better (regret) or worse (relief) alternative. Children re-rated their happiness. Regret after winning was first experienced at 4, regret after losing and relief after winning were experienced at 5 years and relief after losing at 7 years. Experiment 2 (N=297 5- to 8-year-olds) used a similar task but manipulated children's responsibility for the outcome. Greater responsibility for the outcome resulted in a greater likelihood of an experience of regret and relief. Results support that previous tests of relief were artefactually difficult and regret and relief are experienced earlier than previously thought.  相似文献   

19.
Father absence and children's cognitive development.   总被引:1,自引:0,他引:1  
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20.
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