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1.
迫选(forced-choice,FC)测验由于可以控制传统李克特方法带来的反应偏差,被广泛应用于非认知测验中,而迫选测验的传统计分方式会产生自模式数据,这种数据由于不适合于个体间的比较,一直备受批评。近年来,多种迫选IRT模型的发展使研究者能够从迫选测验中获得接近常模性的数据,再次引起了研究者与实践人员对迫选IRT模型的兴趣。首先,依据所采纳的决策模型和题目反应模型对6种较为主流的迫选IRT模型进行分类和介绍。然后,从模型构建思路、参数估计方法两个角度对各模型进行比较与总结。其次,从参数不变性检验、计算机化自适应测验(computerized adaptive testing, CAT)和效度研究3个应用研究方面进行述评。最后提出未来研究可以在模型拓展、参数不变性检验、迫选CAT测验和效度研究4个方向深入。  相似文献   

2.
This study applied the generalized matching equation (GME) to pitch selection in professional baseball. The GME was fitted to the relation between pitch selection and hitter outcomes for five professional baseball pitchers during the 2014 Major League Baseball season. The GME described pitch selection well. Pitch allocation varied across different game contexts such as inning, count, and number of outs in a manner consistent with the GME. Finally, within games, bias decreased for four of the five pitchers and the sensitivity parameter increased for three of the five pitchers. The results extend the generality of the GME to multialternative natural sporting contexts, and demonstrate the influence of context on behavior in natural environments.  相似文献   

3.
高阶因子模型本质上是一种特殊的双因子模型, 应用中却常被当做双因子模型的竞争模型。已有研究以满足比例约束的双因子模型(此时等价于一个高阶因子模型)为真实测量模型产生模拟数据, 比较了用双因子模型和高阶因子模型作为测量模型的预测效果。本文使用不满足比例约束的双因子模型(此时不与任何高阶因子模型等价)为真实测量模型产生模拟数据进行比较, 所得结果与满足比例约束的双因子模型的结果有很大差别, 双因子模型结构系数的相对偏差较小、检验力较高, 但第Ⅰ类错误率略高。结论是, 在比例约束条件成立时可以使用高阶因子模型, 否则, 从统计角度看, 一般情况下使用双因子模型进行预测比较好。  相似文献   

4.
In the standard one-shot Prisoner’s Dilemma game, participants often choose to cooperate, when the optimal strategy is to defect. This puzzling finding has attracted considerable interest both in terms of possible computational frameworks for modeling human judgment, but also regarding the more general debate of human altruism. In this research, we ask how much of human behavior in this task can be explained by a putative bias for cooperative behavior and whether this, in turn, is influenced by personality. We compared performance on the standard task with performance on a matched neutral one; we manipulated the optimal strategy (defect or cooperate); and we manipulated the amount of payoff for responding optimally. Results revealed little evidence for a bias for cooperative behavior, but significant associations with the personality factors of Behavioural Activation System (BAS) Reward Responsivity and Agreeableness were found. These findings are discussed in terms of the attempt to explain judgment in one-shot, Prisoner’s Dilemma tasks with statistical or probabilistic models.  相似文献   

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6.
Detecting cooperative partners in situations that have financial stakes is crucial to successful social exchange. The authors tested whether humans are sensitive to subtle facial dynamics of counterparts when deciding whether to trust and cooperate. Participants played a 2-person trust game before which the facial dynamics of the other player were manipulated using brief (<6 s) but highly realistic facial animations. Results showed that facial dynamics significantly influenced participants' (a) choice of with whom to play the game and (b) decisions to cooperate. It was also found that inferences about the other player's trustworthiness mediated these effects of facial dynamics on cooperative behavior.  相似文献   

7.
It has consistently been shown that agents judge the intervals between their actions and outcomes as compressed in time, an effect named intentional binding. In the present work, we investigated whether this effect is result of prior bias volunteers have about the timing of the consequences of their actions, or if it is due to learning that occurs during the experimental session. Volunteers made temporal estimates of the interval between their action and target onset (Action conditions), or between two events (No-Action conditions). Our results show that temporal estimates become shorter throughout each experimental block in both conditions. Moreover, we found that observers judged intervals between action and outcomes as shorter even in very early trials of each block. To quantify the decrease of temporal judgments in experimental blocks, exponential functions were fitted to participants’ temporal judgments. The fitted parameters suggest that observers had different prior biases as to intervals between events in which action was involved. These findings suggest that prior bias might play a more important role in this effect than calibration-type learning processes.  相似文献   

8.
There is scant research on the validity of personality assessment games in selection situations. Therefore, in two experimental simulated selection studies, the construct validity of an assessment game developed to assess honesty-humility was tested. Both studies found no differences between a control condition and a simulated selection condition on honesty-humility game scores. Moreover, convergent and discriminant validity with self-reported personality were not affected by the manipulation. We obtained mixed evidence that individual differences in dispositional insight and the ability to identify criteria influenced the validity of the game. As the validity of the personality assessment game was not significantly affected in the simulated selection context, our findings may imply that well-designed personality assessment games can be used for high-stakes selection assessments.  相似文献   

9.
Control by action representation and input selection (CARIS) is a modeling framework for task-switching experiments, which considers action-related effects as critical constraints. It assumes that control operates by choosing control parameter values, representing input selection and action representation. Competing CARIS models differ in whether (a) control parameters are determined by current instructions or represent a perseveration, (b) current instructions apply to the input selection and/or to action representation. According to the chosen model (a) task execution results in a default bias in favor of the executed task thus creating perseverative tendencies; (b) control counteracts these tendencies by applying a transient momentary bias whose locus (input selection or action representation) changes as a function of task preparation time; (c) this happens because the task-cue (e.g., SHAPE) initially attracts attention to the immediately available cue-information (e.g., target shape) and then attracts it to inferred or retrieved information (e.g., "circle" is related to the right key press).  相似文献   

10.
11.
Vocational counseling of adolescents is difficult because it requires their evaluation of situations that are unfamiliar and unimportant to many of them. Games with simulated environments are presented as one means of overcoming the discrepancy between the adolescent and the adult world. An example of such a game, in which students plan the life of a fictitious student and receive “feedback” on the possible consequences of their decisions is described. Field testing with the game indicates that it can arouse student interest, communicate factual information about career decision-making, and give young people a realistic, if vicarious, experience of certain aspects of adult life.  相似文献   

12.
Previous research suggests that desired end-states (i.e., goals) initiate a set of motivational processes supporting goal-attainment. For example, motivational intensity (e.g., effort investment) increases as distance to the goal decreases. The present studies investigate whether this goal-gradient can also be observed in chance determined situations, situations in which there is a desired end-state (i.e., winning) but in which increased effort investment does not support goal-attainment. Three studies provide consistent evidence for the goal-gradient in chance determined situations. We show that participants (in the lab and in a TV game show) invest more effort into goal-directed behavior the closer they get to the end of the game. The moderation of expectancy and value was, however, modest. Interestingly, participants’ self-reports suggest that their dynamic changes in behavior were unintentional and perceived as non-instrumental. Findings are related to theories of goal pursuit and illusory control, and contrasted to the principle of resource conservation, according to which such behavior should not occur.  相似文献   

13.
ObjectivesContextual factors can influence the way sports officials apply unambiguous rules. The aim of this study was to better understand the leg-before-wicket (LBW) decision-making behaviour of elite cricket umpires and determine whether their behaviour changes according to the format of the game in which they are adjudicating.MethodsLBW decisions (n = 5578) from actual elite level cricket matches in Australia between 2009 and 2016 were analysed using a signal detection paradigm. Umpire sensitivity (A) and response bias (B) were compared to chance performance in three formats of the game: Four-day, One-day, and T20. Mixed effects models assessed sensitivity and response bias differences between match types.ResultsUmpires were able to differentiate between “out” and “not out” appeals to a high standard but were conservative and had a bias to respond “not out” in all formats of the game. Umpires were less accurate in the shorter formats of the game, particularly T20 cricket and were also significantly more conservative in T20 compared to Four-day Matches.ConclusionsCricket umpires are conservative and are highly accurate LBW decision makers. However, differences in their judgments were associated with different match formats. The unique task goals and contextual pressures afforded by the shorter formats of the game, particularly T20, may account for the observed performance differences we see here.  相似文献   

14.
The Centipede game is an abstract model of reciprocal relationships in which two individuals alternate in helping each other at relatively small personal cost. Whereas mutual cooperation can benefit both individuals in the long run, a paradoxical but logically compelling backward induction argument suggests that cooperation is irrational. Empirical studies have reported reliable deviations from the non‐cooperative backward induction solution, but their exclusively quantitative methods allow only a limited range of predefined motives to be explored. Our study uses verbal (‘think aloud’) protocols and qualitative data analysis to identify motives for cooperation in the Centipede game. The results provide little evidence for sophisticated backward induction reasoning. Instead, a wide range of motives emerged, their relative saliences varying according to the stage of the game. Activity bias affected decisions mainly at the beginning of the game, whereas cooperative and altruistic social value orientations most frequently accounted for cooperation towards its natural end.  相似文献   

15.
Instructional and probability manipulations of bias in multiletter matching   总被引:1,自引:0,他引:1  
Ratcliff (1985) performed fits of his diffusion model to the results of multiletter-matching experiments conducted by Ratcliff and Hacker (1981) and Proctor, Rao, and Hurst (1984), in which bias to respond "same" or "different" was manipulated by instructions and probabilities, respectively. The fits showed that both bias manipulations affected settings of a goodness-of-match criterion, whereas instructions also affected sensitivity. Evaluations of the experimental procedures and of Ratcliff's model-fitting procedures were performed in the present study. Three experiments showed that instructions and probabilities had similar effects, regardless of whether the different pairs were blocked or randomized according to the number of mismatching positions. The most salient feature of the results--that "same" reaction times were traded off more than were "different" reaction times, with no corresponding asymmetry in the error rates--was evident in all situations. The evaluation of Ratcliff's model-fitting procedures indicated that the apparent influence of instructions on sensitivity likely is an artifact of unequal variance for the sets of same and different pairs. Moreover, the effects of bias can be explained in terms of settings of response criteria, rather than of the goodness-of-match criterion, as in Ratcliff's fits.  相似文献   

16.
Prior to a three-way component analysis of a three-way data set, it is customary to preprocess the data by centering and/or rescaling them. Harshman and Lundy (1984) considered that three-way data actually consist of a three-way model part, which in fact pertains to ratio scale measurements, as well as additive “offset” terms that turn the ratio scale measurements into interval scale measurements. They mentioned that such offset terms might be estimated by incorporating additional components in the model, but discarded this idea in favor of an approach to remove such terms from the model by means of centering. Then estimates for the three-way component model parameters are obtained by analyzing the centered data. In the present paper, the possibility of actually estimating the offset terms is taken up again. First, it is mentioned in which cases such offset terms can be estimated uniquely. Next, procedures are offered for estimating model parameters and offset parameters simultaneously, as well as successively (i.e., providing offset term estimates after the three-way model parameters have been estimated in the traditional way on the basis of the centered data). These procedures are provided for both the CANDECOMP/PARAFAC model and the Tucker3 model extended with offset terms. The successive and the simultaneous approaches for estimating model and offset parameters have been compared on the basis of simulated data. It was found that both procedures perform well when the fitted model captures at least all offset terms actually underlying the data. The simultaneous procedures performed slightly better than the successive procedures. If fewer offset terms are fitted than there are underlying the model, the results are considerably poorer, but in these cases the successive procedures performed better than the simultaneous ones. All in all, it can be concluded that the traditional approach for estimating model parameters can hardly be improved upon, and that offset terms can sufficiently well be estimated by the proposed successive approach, which is a simple extension of the traditional approach. The author is obliged to Jos M.F. ten Berge and Marieke Timmerman for helpful comments on an earlier version of this paper. The author is obliged to Iven van Mechelen for making available the data set used in Section 6.  相似文献   

17.
A complete quantitative account of P. Wason's (1966) abstract selection task is proposed. The account takes the form of a mathematical model. It is assumed that some response patterns are caused by inferential reasoning, whereas other responses reflect cognitive processes that affect each card selection separately and independently of other card selections. The model parameters assess the contributions of different interpretational, inferential, and heuristic factors that jointly determine performance in the selection task. The interpretation of most of the model parameters in terms of these different factors is validated experimentally. This model of the selection task is the first to account for the observed frequencies of all 16 possible response patterns that can arise.  相似文献   

18.
The Motivational Pull of Video Games: A Self-Determination Theory Approach   总被引:1,自引:0,他引:1  
Four studies apply self-determination theory (SDT; Ryan & Deci, 2000) in investigating motivation for computer game play, and the effects of game play on well-being. Studies 1–3 examine individuals playing 1, 2 and 4 games, respectively and show that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in well-being pre- to post-play. Competence and autonomy perceptions are also related to the intuitive nature of game controls, and the sense of presence or immersion in participants’ game play experiences. Study 4 surveys an on-line community with experience in multi-player games. Results show that SDT’s theorized needs for autonomy, competence, and relatedness independently predict enjoyment and future game play. The SDT model is also compared with Yee’s (2005) motivation taxonomy of game play motivations. Results are discussed in terms of the relatively unexplored landscape of human motivation within virtual worlds.  相似文献   

19.
ABSTRACT In this special issue, a third generation of research is represented which recognizes and demonstrates that individual differences in personality play an important role in the coping process. Although progress is apparent, there are several unresolved issues, including the best way to measure coping and whether "type of coping" matters in naturalistic settings. Three potentially important parameters of coping—range, patterning, and competence—are described, but only the first has received systematic empirical attention. The study of coping might also be advanced by researchers giving more attention to the differences between problem situations in which traits are more easily expressed ("weak" situations) versus those where normative criteria and constraints are explicit ("strong" situations).  相似文献   

20.
Calibrating reach distance to visual targets   总被引:1,自引:0,他引:1  
The authors investigated the calibration of reach distance by gradually distorting the haptic feedback obtained when participants grasped visible target objects. The authors found that the modified relationship between visually specified distance and reach distance could be captured by a straight-line mapping function. Thus, the relation could be described using 2 parameters: bias and slope. The authors investigated whether calibration generalized across reach space with respect to changes in bias and slope. In Experiment 1, the authors showed that both bias and slope recalibrate. In Experiment 2, they tested the symmetries of reach space with respect to changes in bias. They discovered that reach space is asymmetric, with the bias shifting inward more readily than outward. The authors measured how rapidly the system calibrated and the stability of calibration once feedback was removed. In Experiment 3, they showed that bias and slope can be calibrated independently of one another. In Experiment 4, the authors showed that these calibration effects are not cognitively penetrable.  相似文献   

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