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1.
This paper identifies issues and techniques useful to psychologists interested in applied research for computer applications. Applied research includes guideline research, product development evaluation, and field trial evaluation. Suggestions for improved guideline research involve screening the problem to determine its potential usefulness and screening the design to make sure it involves sufficiently representative tasks, subjects, and materials for the desired generality. Product development evaluation requires techniques for testing users that are fast, flexible, and inexpensive, such as “user trials” of products in ergonomics and “user edits” for testing documentation. Field trials of office automation or videotex systems lead to decisions about further introduction of those systems. A methodology for planning the research component of field trials, “evaluation assessment,” provides a set of steps to use in deciding which design and measures should be collected.  相似文献   

2.
This study aims to shed light on possible problems of assessment center users and designers when developing and implementing assessment centers. Semi-structured interviews with a representative sample of assessment center users in Flanders revealed that, besides a large variability in assessment center practice, practitioners experience problems with dimension selection and definition, exercise design, line/staff managers as assessors, distinguishing between observation and evaluation, and with the content of assessor training programs. Solutions for these problems are suggested.  相似文献   

3.
一个新的测量过程框架——对引入认知加工模型的再思考   总被引:1,自引:0,他引:1  
孙娟 《心理学探新》2002,22(2):41-45
从认知任务分析出发的测验设计,核心在于从认知加工的角度对项目底层作答机制作出解释。其中,能够刻画任务难度的模型最有可能与心理计量模型相结合。因而,具备成熟难度法则的各种小型理论或通用理论可以进入测量过程,实现从纯粹误差结构控制的测量到内容导引的测量的转变。在这样一个框架之下,理论对任务上作答过程的理解是否恰当,刺激特性变量与任务难度关系的揭示(即难度法则)是否准确,可以在测量的过程中进行证伪。项目反应理论还未及很好回答的效度问题,可望在这一拓展的框架中获得圆满解决。本文为新的测量过程框架提供了一个示意图。  相似文献   

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5.
Although research has demonstrated that workplace fun has important benefits, we have an incomplete understanding of the role of fun in the learning domain, especially informal learning. To address this need, the present study examined the influence of fun activities and manager support for fun on informal learning among 206 managers. Fun activities were significantly related to overall informal learning, but manager support for fun was not. Examination of the dimensions of informal learning found that manager support for fun was significantly related to learning from oneself, while fun activities were significantly related to learning from others and learning from non-interpersonal sources. Furthermore, a negative interaction between core-self evaluations and fun activities in predicting learning from oneself was found, suggesting that fun may not be beneficial for all individuals. The key practical implication is that organizations should consider fun as a viable strategy to promote informal learning beyond traditional learning supports. At the same time, organizations should consider the personality of their learners to ensure fun has its intended impact.  相似文献   

6.
Katrin Froese 《亚洲哲学》2014,24(4):295-312
This article examines the comic portrayal of Confucius in the Analects and the Zhuangzi, maintaining that there is a humorous aspect to the character of Confucius that is often overlooked. Conventional interpretations of the Analects downplay the pranks and mocking comments that are sprinkled throughout them. Many of the humorous words Confucius utters are directed at ritualistic behaviour which has become mechanistic, suggesting that in order to take ritual seriously, we must also be prepared to take it in jest. Furthermore, Confucius’s situation is poked fun at in both the Analects and the Zhuangzi, since he wanders around desperately seeking a position of influence that eludes him. But while the Zhuangzi relentlessly mocks Confucius for his ritualized arrogance, it also signals his respect for him by making him the mouthpiece of the very Dao that it accuses him of straying from.  相似文献   

7.
刘建洲 《心理科学》2005,28(5):1204-1207
在人才测评的理论、方法论以及具体方法的背后,隐含着科学心理学的范式取向。新时期人才测评理论与实践所遭遇的深刻危机,与科学心的理学范式影响有着密切关系。科学主义心理学与人文主义心理学两大范式的张力,与后现代思潮相互激荡,汇集成心理学后现代转向的潮流。心理学的后现代转向对新时期人才测评启发甚多,它召唤人才测评理沦基础、方法论及实践的创新,昭示着新时期人才测评的范式转换。  相似文献   

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9.
Based on a real teaching experience in the classroom, the author reflects on the dynamics of gender, race/ethnicity, power, and privilege in the context of an undergraduate course in Christian sexual ethics. Through this analysis of pedagogical style and process initiated by a challenging moment at the midpoint of the semester, the author develops ten guiding principles for good teaching, using the metaphor that “good teaching is like good sex,” which emphasize the necessary elements and outcomes of a positive learning environment: intimacy, flexibility, creativity, satisfaction, care and attentiveness, vulnerability, fun and playfulness, reciprocity, full engagement, and risk‐taking. This experience provided the foundation for planning and assessment for the author's courses since.  相似文献   

10.
Fun activities are commonly sought and highly desired yet their affective side has received little scrutiny. The present research investigated two features of fun in two daily diary studies and one laboratory experiment. First, we examined the affective state associated with fun experiences. Second, we investigated the social context of fun, considering whether shared fun is more enjoyable than solitary fun. Findings from these studies indicated that fun is associated with both high-activation and low-activation positive affects, and that it is enhanced when experienced with others (especially friends). However, social fun was associated with increases in high-activation but not low-activation positive affect, suggesting that social interaction emphasizes energizing affective experiences. We also found that loneliness moderated the latter effects, such that lonely individuals received a weaker boost from shared compared to solitary fun. These results add to what is known about the impact of social contexts on affective experience.  相似文献   

11.
Software that teaches users to sing in tune and in rhythm while providing real-time pitch tracking was used in a study of struggling middle school readers. The software, Carry-a-Tune (CAT) was originally developed to improve singing; however, since it involves a repeated reading format, we used it to determine its effect on comprehension and reading achievement. Twenty-four students in grades 7 and 8 utilized the software program for 30 minutes, three times a week for 9 weeks. A matched control group of 24 students had a different reading experience during the same time period. The mean pretest instructional reading level for both groups was fourth grade. The mean instructional level scores for the treatment group improved significantly (7 months during the 9-week study). The matched control group students did not experience gains. Sustainability data from assessment 4 months after the study's conclusion indicated treatment students gained another 6 months. This placed them solidly in mid-fifth grade for instructional reading level. The control students, again, evidenced no significant gains.  相似文献   

12.
沈模卫  沈勇  梁君英  乔歆新  陈晶  陈雯  陈硕 《应用心理学》2008,14(3):195-202,207
以大学生即时通讯工具(IM)用户为被试,采用因素分析技术探讨了IM使用体验的结构,并建构了IM使用动机与使用偏好和使用体验的关系模型。结果发现:(1)IM使用体验主要包括功能性体验和情感性体验两个基本维度。其中,前者主要涉及控制感、易用感和卷入感等三个因素,而后者则主要涉及乐趣感、愉悦感和互惠感等三个因素;(2)基于上述模型形成的“IM使用体验问卷”具有较理想的项目区分度、内部一致性信度、构想效度和区分效度;(3)基于人际沟通动机的IM用户更关注IM的易用性、可控制性和卷入程度等功能特性,而基于信息获取动机和休闲娱乐动机的IM用户更关注IM的愉悦性、乐趣性和互惠性等情感特性。  相似文献   

13.
Software ownership allows the owner to restrict the distribution of software and to prevent others from reading the software’s source code and building upon it. However, free software is released to users under software licenses that give them the right to read the source code, modify it, reuse it, and distribute the software to others. Proponents of free software such as Richard M. Stallman and Eben Moglen argue that the social disutility of software ownership is a sufficient justification for prohibiting it. This social disutility includes the social instability of disregarding laws and agreements covering software use and distribution, inequality of software access, and the inability to help others by sharing software with them. Here I consider these and other social disutility claims against withholding specific software rights from users, in particular, the rights to read the source code, duplicate, distribute, modify, imitate, and reuse portions of the software within new programs. I find that generally while withholding these rights from software users does cause some degree of social disutility, only the rights to duplicate, modify and imitate cannot legitimately be denied to users on this basis. The social disutility of withholding the rights to distribute the software, read its source code and reuse portions of it in new programs is insufficient to prohibit software owners from denying them to users. A compromise between the software owner and user can minimise the social disutility of withholding these particular rights from users. However, the social disutility caused by software patents is sufficient for rejecting such patents as they restrict the methods of reducing social disutility possible with other forms of software ownership.  相似文献   

14.
On starting to think about interaction design for low-functioning persons in the autistic spectrum (PAS), especially children, one finds a number of questions that are difficult to answer: Can we typify the PAS user? Can we engage the user in interactive communication without generating frustrating or obsessive situations? What sort of visual stimuli can we provide? Will they prefer representational or abstract visual stimuli? Will they understand three-dimensional (3D) graphic representation? What sort of interfaces will they accept? Can we set ambitious goals such as education or therapy? Unfortunately, most of these questions have no answer yet. Hence, we decided to set an apparently simple goal: to design a "fun application," with no intention to reach the level of education or therapy. The goal was to be attained by giving the users a sense of agency--by providing first a sense of control in the interaction dialogue. Our approach to visual stimuli design has been based on the use of geometric, abstract, two-dimensional (2D), real-time computer graphics in a full-body, non-invasive, interactive space. The results obtained within the European-funded project MultiSensory Environment Design for an Interface between Autistic and Typical Expressiveness (MEDIATE) have been extremely encouraging.  相似文献   

15.
Maximum likelihood factor analysis (MLFA), originally introduced by Lawley (1940), is based on a firm mathematical foundation that allows hypothesis testing when normality is assumed with large sample sizes. MLFA has gained in popularity since Jöreskog (1967) implemented an iterative algorithm to estimate parameters. This article presents a concise program using matrix language SAS/LML with the optimization subroutine NLPQN to obtain MLFA solutions. The program is pedagogically useful because it shows the step-by-step computational processes for MLFA, whereas almost all other statistical packages for MLFA are in “black boxes.” It is also demonstrated that this approach can be extended to other multivariate methods requiring numerical optimizations, such as the widely used structural equation modeling. Researchers may find this program useful in conducting Monte Carlo simulation studies to investigate the properties of multivariate methods that involve numerical optimizations.  相似文献   

16.
ABSTRACT

It is estimated that there have been over 4,000 articles in the literature on the subject of attentional problems, addressing its etiology, epidemiology, assessment, diagnosis, and treatment. This article reviews recent and relevant literature with an eye toward functional conclusions and linkages between assessment and intervention. The article concludes by providing a problem-solving model that integrates parent or teachers' referral concerns, reasons for these concerns, assessment methods, and intervention strategies. In the end, four definitive conclusions are drawn, and the importance of multimodal strategies that collaboratively involve home, school, and community settings is emphasized.  相似文献   

17.
The objective of this research was to design a prosocial and creative play programme, in order to assess its effects on intellectual development. The study used a pretest–intervention–posttest design with control group. The sample was made up of 86 participants aged 10–11 years from two schools in the Basque Country, northern Spain. From the complete sample, 54 participants were assigned at random to the experimental condition, while 32 were assigned to the control condition. With the aim of assessing the effect of the programme, before and after its implementation, in the pretest phase and the posttest phase, two assessment instruments were administered to measure the dependent variables, that is, verbal intelligence, nonverbal intelligence, and verbal associative thinking related to verbal creativity. Subsequently, the experimental participants took part in the psychological intervention programme, which consisted of a weekly 2‐hour play session throughout the academic year. The session was structured with a sequence of two or three recreational activities and their subsequent debates. The games included in the programme stimulate communication, cohesion, confidence, and the development of creativity; underlying all of them is the idea of acceptance, cooperation, and sharing, while playing and inventing together. The games constituting this programme have five structural characteristics: participation, communication, cooperation, fiction‐creation, and fun. Results of the analysis of variance suggest significant impact of the programme on verbal intelligence, on the ability to form concepts or define words, and on the capacity for verbal associative thinking. Also confirmed was a greater effect of the intervention on participants who showed low intelligence levels in the pretest, but no differences were found according to sex. The results indicate a positive effect of interventions that stimulate prosocial play and behaviour on intellectual factors.  相似文献   

18.
Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained.  相似文献   

19.
Some naturalistic conceptions of philosophical methodologies interpret the doctrine that philosophy is continuous with science to mean that philosophical investigations must implement empirical methods and must not depart from the experimental results that the scientific application of those methods reveal. In this paper, I argue that while our answers to philosophical questions are certainly constrained by empirical considerations, this does not imply that the methods by which these questions are correctly settled are wholly captured by empirical methods. Many historical cases of successful answers to philosophical questions involve strategies and methods that allow the divergence from empirically established results. I develop this idea and then illustrate it with Frege's methodology in his Foundations of Arithmetic.  相似文献   

20.
This paper presents empirical research which demonstrates how snacks brands can satisfy certain personal values for female 11–12 year‐old British and Spanish consumers. The qualitative research design uses a means‐end approach, based on a laddering technique, to uncover the links between brand choice and personal values. After reviewing the means‐end model and other relevant theory, the research methodology and design are presented in detail. The findings reveal significant scope for positioning snacks brands using the values of well being and fun and enjoyment (UK and Spain), while the value of friendship and belonging emerges as an extra dimension for the British respondents. Copyright © 2001 Henry Stewart Publications.  相似文献   

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