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1.
This cross-sectional study investigated the differences between young expert soccer players' (n = 55) and novice players' (n = 74) decision-making ability during performance of invasion games (ages: 7-8, 9-10, 11-12, and 13-14 years). Decision-making ability was assessed in invasion games that were appropriately modified for age and expertise. Games were modified to meet the developmental needs and previous learning of the participants, so interference between motor execution and decision making was minimized. Game performance was videotaped, and measures of cognitive components were developed from observational analysis. Decision making was measured at two levels: (a) decision making restricted to the selection of the technical-tactical skills (passing, moving with the ball, getting free, marking, tackling, double teaming, and interception) and (b) decision making in the adaptation to the tactical context of the game. Expert players remained superior in decision-making ability when variation in skill execution was controlled. Decision-making differences between levels of expertise decreased with age with regard to the first level (skill selection) and increased with age in relation to the second level (tactical-context adaptation). Findings are discussed in terms of implications for instructional focus and task design.  相似文献   

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Online game addiction is a new mental disorder. This disorder is difficult to describe because of its comprehensive nature. Many online game players have problems controlling their playing time. They cannot stop playing a game that they enjoy. This research surveyed the past literature on "flow" and time disorder theory. A time distortion experiment was conducted. This research invited 64 children, teenagers, and young adults to investigate player skill and playing time effects on online game break-off. The playing experience and degree of time distortion were measured and analyzed. The results showed that both novice and expert online game players were subject to time distortion. The participants had difficulty breaking off from the game without intrusion by others in the real world. This research also suggests eight questions for self-evaluation for online game addiction.  相似文献   

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This paper studies the anticipatory nature of perception in relation to subjects' expertise in basketball. The two experiments conducted showed that experts encode game situations by automatically building a representation of the next‐likely state of the observed scene. In Experiment 1, subjects had to quickly compare pairs of configurations presented in succession. The results indicated that expert subjects differentiated the second configuration from the first less accurately and more slowly when the second configuration was the next‐likely state of the first, than when it was a possible previous state. In Experiment 2, subjects had to study game configurations and then perform a recognition task. The results showed that experts more often falsely recognized new configurations when they were the next‐likely state of an already‐encoded configuration than when they represented a possible previous state. Based on these results, we discuss the nature of expert knowledge, the integration of anticipatory components in perceptual processes, and the impact of expert knowledge on visual‐scene encoding and memorization.  相似文献   

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Although many studies have looked at the perceptual—cognitive strategies used to make anticipatory judgments in sport, few have examined the informational invariants that our visual system may be attuned to. Using immersive interactive virtual reality to simulate the aerodynamics of the trajectory of a ball with and without sidespin, the present study examined the ability of expert and novice soccer players to make judgments about the ball’s future arrival position. An analysis of their judgment responses showed how participants were strongly influenced by the ball’s trajectory. The changes in trajectory caused by sidespin led to erroneous predictions about the ball’s future arrival position. An analysis of potential informational variables that could explain these results points to the use of a first-order compound variable combining optical expansion and optical displacement.  相似文献   

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Rummage search is the visual and haptic search of complex environments for targets. In this study, rummage search was explored using a novel analytic framework with expert dyads and novice dyads, as well as novice individuals. Participants sought an unknown number of targets placed in four rooms of a residential house. Some targets were plainly visible whereas others were hidden and could only be found through haptic examination. Expert dyads were very good at the task, conducting a slowed, double-checking exhaustive search, while novices both failed to fixate potential target locations and failed to carry out the appropriate action required to search those locations exhaustively. The novice dyads examined more than the novice individuals, but became more superficial in their search. We conclude that effective rummage searching is a skill enhanced by training.  相似文献   

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Reaction time (RT), movement time (MT), total response time (RMT), and accuracy of 3 elite and 3 novice fencers were studied under a dual response paradigm requiring a full lunge. Electromyographic activity (EMG) from selected arm and leg muscles was used to compare response profiles of the two groups. Although the elite subjects had slower MTs, their faster RTs resulted in significantly shorter total response times. The EMG analysis showed that in comparison to the novice subjects, onset of muscle activity was significantly faster for the elite group in five of the six muscles studied. In addition, the elite subjects showed more coherent muscle synergies and more consistent patterns of muscle coordination. Although the requirement to change targets (signalled by the arrival of a second stimulus) led to slightly more target misses for the elite group, the overall frequency was low, which indicates that it did not pose difficulty for either group. The present findings show that measures of response timing and neuromuscular coordination differentiate skill level in the fencing lunge and draw attention to practical implications for skill assessment and training.  相似文献   

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The aim of this study was to examine genetic influences on cognitive ability in adulthood in the context of the relationship between perceptual speed and cognitive aging. Quantitative genetic analysis of data from the Swedish Adoption/Twin Study of Aging allowed for estimation of the contribution of age, genetic, and environmental effects to the variance in a latent cognitive factor and to the covariance between the cognitive factor and perceptual speed. The sample included 292 pairs of monozygotic and dizygotic twins. both reared together and reared apart, ranging in age from 40 to 84 years. Analysis of components of total variance in the cognitive factor indicated that 90% of the age-related variance in the cognitive factor was shared with perceptual speed and 70% of the genetic variance in the cognitive factor was shared with perceptual speed. The correlation between the speed and cognitive factors was primarily genetically mediated.  相似文献   

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It has become fashionable to equate constructs of working memory (WM) and general intelligence (g). Few investigations have provided direct evidence that WM and g measures yield similar ordering of individuals. Correlational investigations have yielded mixed results. The authors assess the construct space for WM and g and demonstrate that WM shares substantial variance with perceptual speed (PS) constructs. Thirty-six ability tests representing verbal, numerical, spatial, and PS abilities; the Raven Advanced Progressive Matrices; and 7 WM tests were administered to 135 adults. A nomological representation for WM is provided through a series of cognitive and PS ability models. Construct overlap between PS and WM is further investigated with attention to complexity, processing differences, and practice effects.  相似文献   

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Multiple regression equations were generated to predict cognitive achievement for 189 young children (ages 57 to 92 mo.) 1 yr. after original administration of a battery of perceptual-motor, perceptual, and cognitive tests. Regression equations generated from maximum R2 improvement techniques indicated that a battery of perceptual and perceptual-motor performances at pre-kindergarten is useful for prediction of cognitive performance 1 yr. later at kindergarten level. This battery included one fine and two gross perceptual-motor tasks, and one visual and two auditory perceptual tasks. Inclusion of original cognitive performances did not improve the optimal prediction equation for this age group. In contrast, cognitive achievement at first grade and, particularly, at second grade levels was best predicted from knowledge of earlier cognitive performances.  相似文献   

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Measures of perceptual speed ability have been shown to be an important part of assessment batteries for predicting performance on tasks and jobs that require a high level of speed and accuracy. However, traditional measures of perceptual speed ability sometimes have limited cost-effectiveness because of the requirements for administration and scoring of paper-and-pencil tests. There have also been concerns about the validity of previous computer approaches to administering perceptual speed tests (e.g., see Mead & Drasgow, 1993). The authors developed two sets of computerized perceptual speed tests, with touch-sensitive monitors, that were designed to parallel several paper-and-pencil tests. The reliability and validity of the tests were explored across three empirical studies (N = 167, 160, and 117, respectively). The final study included two criterion tasks with 4.67 and 10 hours of time-on-task practice, respectively. Results indicated that these new measures provide both high levels of reliability and substantial validity for performance on the two skill-learning tasks. Implications for research and application for computerized perceptual speed tests are discussed.  相似文献   

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This study examines the differences in openness, conscientiousness, and extraversion between online game players and nonplayers using a student sample. The matched sample comprised 130 pairs of students, who are paired in gender and age. The results indicate that online game players reported higher scores in openness, conscientiousness, and extraversion than did nonplayers.  相似文献   

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The relationship between IQ scores and elementary cognitive task (ECT) performance is well established, with variance on each largely reflecting the general factor of intelligence, or g. Also ubiquitous are Black–White mean differences on IQ and measures of academic success, like grade point average (GPA). Given C. Spearman's (Spearman, C. (1927). The Abilities of Man. New York: Macmillan) hypothesis that group differences vary directly with a test's g loading, we explored whether ECT performance could mediate Black–White IQ and GPA differences. Undergraduates (139 White and 40 Black) completed the Wonderlic Personnel Test, followed by inspection time and choice reaction time ECTs. Despite restriction of range, ECT performance completely mediated Black–White differences on IQ (d = .45). Group differences on GPA (d = .73), however, were larger and ECT performance did not mediate them. We discuss findings in light of Spearman's hypothesis.  相似文献   

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We hypothesise on a number of grounds that the personality dimension of Agreeableness may be associated with inter‐individual differences in theory of mind (ToM) functioning. However, it is important to distinguish social‐perceptual from social‐cognitive ToM. Previous findings on ToM in psychopathic individuals, sex differences in ToM and the associations between ToM and social relationships, all suggest that social‐cognitive ToM is more likely than social‐perceptual ToM to relate to Agreeableness. In separate empirical studies, we find that Agreeableness is substantially correlated with social‐cognitive ToM performance, but uncorrelated with social‐perceptual ToM performance. We suggest that the propensity or motivation to attend to the mental states of others may be central to the personality dimension of Agreeableness. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

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The effects of perceptual and cognitive factors on information processing in the visual periphery were studied in 5- and 8-year-old children and in adults. Subjects judged either the similarity (Study 1) or the identity (Study 2) of geometric forms. In both studies, two forms were simultaneously presented for 20 msec at 2, 4, or 6°, with one form on either side of the fovea. Type of form and Axis of presentation were varied. Both studies demonstrated declining performance with increasing distance, poorer performance with open than closed forms, poorest performance along the vertical axis, and no major interaction of these factors with age. Greater “flattening” of the visual field was found in Study 2 than in Study 1 for all age groups. The results indicate that the parafoveal visual field is elliptical and that more difficult tasks accentuate this asymmetry. This effect of task demands on the relative flatness of the effective visual field cannot be interpreted on the basis of anatomical factors. The findings indicated striking developmental similarity in the effect of several variables on parafoveal processing and challenge the idea of greater tunnel vision in preschoolers than in adults. Further, the data suggest that perceptual and cognitive factors influence the size and shape of the effective visual field across the full age range studied.  相似文献   

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Complex systems are pervasive in the world around us. Making sense of a complex system should require that a person construct a network of concepts and principles about some domain that represents key (often dynamic) phenomena and their interrelationships. This raises the question of how expert understanding of complex systems differs from novice understanding. In this study we examined individuals’ representations of an aquatic system from the perspective of structural (elements of a system), behavioral (mechanisms), and functional aspects of a system. Structure-Behavior-Function (SBF) theory was used as a framework for analysis. The study included participants from middle school children to preservice teachers to aquarium experts. Individual interviews were conducted to elicit participants’ mental models of aquaria. Their verbal responses and pictorial representations were analyzed using an SBF-based coding scheme. The results indicated that representations ranged from focusing on structures with minimal understanding of behaviors and functions to representations that included behaviors and functions. Novices’ representations focused on perceptually available, static components of the system, whereas experts integrated structural, functional, and behavioral elements. This study suggests that the SBF framework can be one useful formalism for understanding complex systems.  相似文献   

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