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1.
Four misconceptions about the requirements for proper use of analysis of covariance (ANCOVA) are examined by means of Monte Carlo simulation. Conclusions are that ANCOVA does not require covariates to be measured without error, that ANCOVA can be used effectively to adjust for initial group differences that result from nonrandom assignment which is dependent on observed covariate scores, that ANCOVA does not provide unbiased estimates of true treatment effects where initial group differences are due to nonrandom assignment which is dependent on the true latent covariable if the covariate contains measurement error, and that ANCOVA requires no assumption concerning the equality of within-groups and between-groups regression. Where treatments actually influence covariate scores, the hypothesis tested by ANCOVA concerns a weighted combination of effects on covariate and dependent variables.  相似文献   

2.
We investigated the impact of performance expectancies and self-focused attention on social performance in a mixed-sex dyad. A group of 48 undergraduate men with self-reported moderate social anxiety were divided into two groups on the basis of their high or low performance expectancies. Subjects were asked to respond to several self-report questionnaires before and after making a 4-5-min phone call to a female confederate for the purpose of getting acquainted. Half of the subjects in each expectancy group performed in the presence of a self-focusing stimulus (video camera). When anxiety level was controlled for, focus of attention alone had a very limited effect on performance. Expectancy had a significant influence on social performance, but only if subjects were self-focused. Thus confident subjects were rated by judges as more socially skilled than were doubtful subjects, but only when the camera was present. The interaction between these variables parallels previous research and supports the self-regulation model of Carver and Scheier.  相似文献   

3.
Although performance expectancies have been shown to be important mediators of achievement behavior, few specific determinants of personal expectancies have been identified, the ecological validity of previous results is limited, and factors influencing group performance expectancies have not been determined. Therefore, the purpose of this field study involving 11- and 12-year-old male soccer players was twofold. First, we examined specific intrapersonal and situational factors influencing players' pregame personal and team performance expectancies. Second, we investigated the effects of winning and losing a competitive soccer game on players' postgame team expectancies involving a hypothetical rematch with the identical opponent. The pregame findings revealed that (a) the intrapersonal factors of ability and self-esteem were related to personal performance expectancies while competitive trait anxiety was not, and (b) the situational factors of past win-loss record and a prior game win or loss against the same opponent influenced team performance expectancies. The postgame findings revealed that future expectancies were affected by the interactive effects of game win-loss and self-esteem.  相似文献   

4.
Subsequent to success or failure experience, 48 subjects attempted a psychomotor task in order to escape or avoid an aversive stimulus (tone). Their attempts at solving the task over 24 trials were made in the presence of subject-experimenters each of whom had expectancies instilled regarding the solution to the task. The job of the subject-experimenters was to “offer information” on every third trials as the subjects attempted to solve the task. It was hypothesized that the expectancies of the subject-experimenters would be communicated to the subjects via periodic comments, that these expectancies would differentially affect the subjects' performance on the task, and that prior experience on a similar task would differentially affect subjects' performances on the task. The results demonstrated that the expectancies instilled in the subject-experimenters were communicated and influenced the performances of subjects as predicted. It appears that consistency with respect to the expectancies communicated played a major role in producing significant effects. Prior experience failed to produce significant differences on task performance, a finding conflicting with that of D.S. Hiroto (Journal of Experimental Psychology, 1974, 102, 187–193). The results are discussed from the perspective of using the overt, explicit communication of expectancies as a means for exploring the illusive phenomenon of the experimenter expectancy effect.  相似文献   

5.
This study analyzes the correlation between video game usage and academic performance. Scholastic Aptitude Test (SAT) and grade-point average (GPA) scores were used to gauge academic performance. The amount of time a student spends playing video games has a negative correlation with students' GPA and SAT scores. As video game usage increases, GPA and SAT scores decrease. A chi-squared analysis found a p value for video game usage and GPA was greater than a 95% confidence level (0.005 < p < 0.01). This finding suggests that dependence exists. SAT score and video game usage also returned a p value that was significant (0.01 < p < 0.05). Chi-squared results were not significant when comparing time spent studying and an individual's SAT score. This research suggests that video games may have a detrimental effect on an individual's GPA and possibly on SAT scores. Although these results show statistical dependence, proving cause and effect remains difficult, since SAT scores represent a single test on a given day. The effects of video games maybe be cumulative; however, drawing a conclusion is difficult because SAT scores represent a measure of general knowledge. GPA versus video games is more reliable because both involve a continuous measurement of engaged activity and performance. The connection remains difficult because of the complex nature of student life and academic performance. Also, video game usage may simply be a function of specific personality types and characteristics.  相似文献   

6.
虚拟化身是个体在虚拟环境中的自我呈现,化身形象是与特定刻板印象相联系的虚拟化身的外在表象。虚拟化身与攻击性的关系已得到证实,但还有一些问题尚需探讨。本研究通过2个实验,采用线索启动的方法,考察了化身形象、游戏暴力性和玩家性别对化身认同和攻击性的影响,以及化身认同和攻击性之间的关系。实验1结果表明:化身形象与游戏暴力性交互影响化身认同和攻击性。在暴力游戏中,化身形象对化身认同和攻击性有显著影响;在非暴力游戏中,化身形象对化身认同的影响边缘显著,但对攻击性无显著影响。对不同化身形象的认同会诱发不同的攻击性,但受游戏暴力性的影响。实验2结果表明:在暴力游戏中,化身形象与玩家性别交互影响化身认同和攻击性。女性在化身认同方面比男性更易受化身形象影响;男性在攻击性方面比女性更易受化身形象影响。对不同化身形象的认同会导致不同的攻击性,但受性别的影响。  相似文献   

7.
70 undergraduate students, without any prior experience of video games playing, were given a pretest and a posttest on the Space Relations Test of the DAT, Forms A and B being, respectively, administered on the two occasions. The experimental group of 38 had eight sessions of playing the Zaxxon video game, each session including five plays. The control group of 32 received no such treatment. A 2 (sex) by 2 (group) analysis of covariance, using pretest scores as the covariate, yielded a significant effect for group which supports the hypothesis that spatial visualization test scores can be improved by video game playing. Moreover, the sex-related difference in visual-spatial skills frequently reported does not appear on the pretest. Finally, no effect for sex and no interaction of group X sex were found, indicating that both male and female subjects gained equally from playing Zaxxon.  相似文献   

8.
Summary

Two experiments indicated a decreased effect of discontinued performance expectancies (a) when nonvalued performance scores were given to subjects, and (b) when the modeling effects of the experimenter were reduced. According to the dependence interpretation advanced, the traditional use of valued performance scores increased the subjects' dependencies on the experimenter and, consequently, the likelihood of their imitating a change in his behavior; that is, disconfirmed performance expectancies may lead to dependence reduction and not necessarily to dissonance reduction.  相似文献   

9.
This study examined the relationships among generalized expectancy for internal or external control, situational expectancy of control over aversive stimuli, trait anxiety level, and state anxiety reactivity. Seventy-two male subjects, selected from the upper and lower halves of the distributions of scores from the I-E and STAI A-Trait Scales, were randomly assigned to one of three conditions of expectancy of control over electric shock. Repeated measures of state anxiety were taken at three points in the experiment, and subjects were asked to rate the degree of control they expected to have in avoiding shocks. Results, based upon analyses of variance, were interpreted as strongly supportive of the use of the interactionist model in understanding the manner in which personality trait and situational variables interact in the determination of subject expectancies of control and anxiety reactivity.  相似文献   

10.
In this study, we investigated gender differences in problem solving as a function of problem context and expectations for success. Subjects were 90 women and 56 men from introductory psychology classes who were administered a set of mathematical problems varying in gender context under male-expectancy, female-expectancy, and neutral-expectancy conditions. No significant gender differences or interaction of gender with problem context were found. However, significant effects of problem context and expectancy were found. Both male and female subjects made higher scores on female-context problems and lower scores in the female-expectancy condition. When mathematics aptitude was used as a covariate, an interaction of gender with expectancy was found. Men in the female-expectancy condition made significantly lower scores than either men or women in the male-expectancy condition.  相似文献   

11.
It is well established that an emphasis on gender differences may have a negative effect on women's math performance in USA, Germany and the Netherlands. It has further been found that an individual's identification with the stereotyped group may moderate effects of negative stereotypes. The present study investigated how gender-based expectancies affected the math performance of women and men in Sweden, a nation with a smaller gender gap than in other countries, and a strong cultural emphasis on gender equality. Participants, 112 female and 74 male undergraduate math students from Swedish universities, completed a difficult math test in which their gender was either linked to their test performance or not. Men performed better than women when gender was made relevant among participants who did not see their gender as an important aspect of their identity, while participants high in gender identification were unaffected by gender identity relevance. Moreover, the gender relevance manipulation affected men's performance more than women's. The results deviate from findings on US samples, indicating that the role of group identification as a moderator of stereotype-based expectancy effects is complex, and that factors in the cultural context may interact with individual differences in identification to determine the impact of negative stereotypes.  相似文献   

12.
This article focuses on teenage YouTube uploaders' networked public expectancies when posting a video. These expectancies allow uploaders to cope temporarily with the uncertainty of who exactly will view their video. The results indicate that teenage uploaders strongly expect viewers that are situated close to them in both geographic and socio-demographic terms. Furthermore, we discuss the uncertainty-reducing properties of online feedback. We propose that different types of online feedback are preferred to verify the prior networked public expectancies. An effect of the identified online public expectancy (viewers with a similar interest/activity) is found for the importance of feedback both on the platform (e.g., views, comments) and off the platform (e.g., interaction on a social-network site). The identified offline public expectancy (friends/family) affects the importance attributed to off-platform feedback. Surprisingly, no effect of the unidentified online public expectancy (the general public) was found on on-platform feedback. This finding, in conjunction with the low expectancy of this group, raises the question of whether teenagers either cannot conceive this ambiguous mass public, or, if their expectancies are accurate, whether they are aware of the fact that only a small fraction of the videos on YouTube reach notable popularity. Therefore, in a second study, we test the accuracy of the online networked public expectancies by testing their effects on the longitudinal growth of actual feedback (views, comments, and rates). The results provide modest evidence that teenage uploaders have accurate online public expectancies.  相似文献   

13.
Female undergraduates (N = 240) assessed for fear of success (FS) and fear of failure (FF) competed against a male, female, or no opponent (norms) on an alpha-numeric substitution task. After completing one set of trials, subjects arbitrarily received success or failure feedback, then performed again. While there were no significant effects when subject's FS classification was based on total scores from the entire set of four cues used, performance effects were found for Horner's original cue: FS-absent females performed better against a male than a female opponent, whereas the reverse was true for the FS-present subjects. Two of the other FS cues interacted with FF: at low levels of FF, FS-absent subjects performed better than FS-present subjects; for high levels of FF, there were no differences between FS groups. A number of postperformance affect ratings were consistent with theoretical expectations that FS-present females would experience more negative effect over success in achievement contexts than would FS-absent females.  相似文献   

14.
Abstract

Although numerous studies have investigated Weiner's (Weiner et al., 1971) attribution theory, little of this work has been conducted outside the West. Thus, the cultural boundaries of the theory have not been well established. In the present research, the basic tenets of the theory were tested in a conservative Asian Indian setting by examining the patterns of causal attributions, task evaluations, affective responses, and predictions for future performance among Asian Indian students when task outcomes were similar or discrepant with initial expectancies. Patterns of sex differences were also examined. The results showed that high expectancy individuals attributed their success more than their failure to ability and were less outcome contingent in their affective and cognitive reactions to their performance than lower expectancy groups. Indian women held slightly lower generalized expectancies than Indian men and attributed outcomes less to ability if initial performance expectancies were not high. The general pattern of results showed that Weiner's theoretical model was quite generalizable to the non-Western Asian setting.  相似文献   

15.
Previous research on computer games has tended to concentrate on their more negative effects (e.g., addiction, increased aggression). This study departs from the traditional clinical and social learning explanations for these behavioral phenomena and examines the effect of personality, in-game reinforcement characteristics, gender, and skill on the emotional state of the game-player. Results demonstrated that in-game reinforcement characteristics and skill significantly effect a number of affective measures (most notably excitement and frustration). The implications of the impact of game-play on affect are discussed with reference to the concepts of "addiction" and "aggression."  相似文献   

16.
Questionnaires concerning attitudes toward use of microcomputers at home, in school, and at video arcades were administered to 879 high school students. Direct observations of adolescent proxemics and sex differences, and of various parameters of video games in 18 video arcades were made. A thorough and representative content analysis of sex bias of microcomputer software advertising brochures was carried out. Results supported previous findings of overrepresentation of masculine culture in the adolescent world of microcomputers, particularly regarding video games. Various types of computer-related activity were not related to socioeconomic class of the parents or to academic grades except for use of home microcomputers, which was mildly positively related to socioeconomic class (r = .124, p < .001). Nearly half the activity in the arcades was strictly solitary. None of the arcade video games allowed for cooperative play. Most allowed only for sequential competition (86%) or simultaneous competition (7%); as many as 7% did not provide a display of the scores for a second player.  相似文献   

17.
Differences in ratings of initial expectancy of success, perceived scholastic ability, and causal attributions were assessed for male and female high school students for a simulated academic test. Subjects were also differentiated on their achievement level (i.e., under- and overachievement) and the traditionality of their career aspirations. As predicted, higher expectancies were found for high performance achievers and nontraditional females. Males generally made more attributions to lack of effort for failure, as did low performance achievers. Females and high performance achievers attributed success more to effort. Hypotheses concerning differential usage of luck and ability attributions were not supported. Although there was an overall trend for females to be more external, traditionality also mediated causal attributions for females.  相似文献   

18.
The importance of performance expectancies for the prediction of regulation of behavior and actual performance has long been established. Building on theories from the field of social cognition, we suggest that the level of performance expectancies, as well as the certainty of the expectancy, have a joint influence on an individual’s beliefs and behavior. In two studies (one cross sectional using a sample of secondary school students and one longitudinal using a sample of university students) we found that expectancies more strongly predicted persistence, and subsequent performance, the more certain the expectancy was. This pattern was found even if prior performance was controlled, as in Study 2. The data give an indication that it may be useful to include certainty as an additional variable in expectancy models.  相似文献   

19.
Adding depth and breadth to the general aggression model, this paper presents three experiments that test the relationships among user and opponent gender representation, opponent type, presence, and aggressive thoughts from violent video game play. Studies 1 and 2 suggest that females experience greater presence and more aggressive thoughts from game play when a gender match between self and game character exists. Studies 2 and 3 indicate that playing against a human opponent (rather than a computer) increases aggressive thoughts. Finally, although Studies 1, 2, and 3 indicate that playing as a female against a male opponent increases aggressive thoughts, Studies 1 and 2 suggest that playing as a male against a female opponent consistently and significantly decreases aggressive thoughts.  相似文献   

20.
We conducted an initial screening session in which hypnosis was presented as a "test of imagination" and administered with other imagination measures. In a second session, we instructed high- and low-hypnotizable subjects to imagine along with suggestions but to resist responding to motoric suggestions. Subjects received either instructions to use goal-directed fantasies (GDFs) or no facilitative instructions. Sizable individual difference effects were secured. Hypnotizable subjects exhibited more suggestion-related movements and reported greater involuntariness than did low-hypnotizable subjects. With GDF instructions, low- and high-hypnotizable subjects reported equivalent GDF absorption and frequencies. However, hypnotizable subjects exhibited greater responsiveness and reported greater involuntariness than did those low in hypnotizability, even when their GDFs were equivalent. Thus, no support was generated for the hypotheses that sustained, elaborated suggestion-related imagery mediates response to suggestion (Arnold, 1946) or that absorption in suggestions is of particular importance for low-hypnotizable subjects (Zamansky & Clark, 1986). Our finding that measures of response expectancy paralelled responding and reports of nonvolition support the hypothesis that expectancies mediate the relation between imagination, involuntariness, and responding (Kirsch, 1985; Spanos, 1982). Hypnotizable imagining subjects in the study discussed here exhibited greater responsiveness than a comparable sample of subjects did in a previous countersuggestion study (Lynn, Nash, Rhue, Frauman, & Stanley, 1983) in which no attempt was made to foster an association between imagining and involuntary responding in the initial screening session.  相似文献   

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