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1.
Three cartoons were shown to 87 children at two age levels: 5–6 years, and 9 years. The children's experience was assessed in interviews. The younger children experienced the cartoons in a fragmentary manner and not as a continuous story, understood less of the cartoons, and tended to base their moral judgements of a character's behaviour on whether or not they identified with that character. Six months later, the younger children remembered best those scenes that had made them the most anxious earlier. A subgroup of children with abundant aggressive fantasies had a lower level of moral reasoning than the other children, preferred violent scenes, became less anxious while watching them and tended to give illogical explanations for the behaviour of the cartoon characters. The degree of anxiety provoked by a cartoon depended not on the amount of explicit violence shown but on the way the violence was presented. One cartoon, which contained no explicit violence, was considered the most frightening one due to its sound effects.  相似文献   

2.
This article presents three studies conducted in Canada and Australia that relate theory of mind (ToM) development to mental state discourse. In Study 1, mental state discourse was examined while parents and their 5–7‐year‐old children jointly read a storybook which had a surprise ending about the identity of the main character. Comments specific to the mental states of the story characters and discourse after the book had ended were positively related to children's ToM, and this was due to parent elaborations. Studies 2 and 3 examined children's mental state discourse during story‐telling tasks, and in both, mental state discourse of children during narrative was concurrently related to ToM performance. While research has shown that mental state discourse of parents is related to children's ToM acquisition, the current research indicates that children's spontaneous use of mental state language examined outside of the interactional context is also a strong correlate.  相似文献   

3.
段蕾  莫书亮  范翠英  刘华山 《心理学报》2012,44(12):1607-1617
考察青少年儿童和成人在道德判断中利用心理状态和事件因果关系信息的差异,并验证道德判断双加工过程理论.以道德判断中“行为坏的”程度和“应担负的道德责任程度”作为判断问题类型,共有10~11岁和13~15岁的青少年儿童及大学生各120名,完成道德判断测试任务.结果表明在不同的道德判断问题类型下,事件中他人愿望和信念、因果关系信息的作用模式是不同的,支持道德判断双加工过程理论.10~11岁儿童和13~15岁青少年在判断行为坏的程度时,利用心理状态信息和因果关系信息与成人类似.在判断应担负的道德责任程度时,10~11岁儿童更注重行为结果,并且不能综合应用心理状态信息和事件的因果关系信息.13~15岁青少年的道德判断中心理状态信息和事件因果关系信息的作用与成人的情况类似,但在进行应担负的道德责任程度判断时,还不能融合信念与因果关系信息进行道德判断.研究结果为道德判断双加工过程理论提供了支持,而且表明从儿童青少年到成人,利用心理状态和因果关系信息进行道德判断存在不断发展和成熟的过程.  相似文献   

4.
In comprehending stories, adults create mental models from which they follow the actions of the characters from the characters' different mental vantage points. Using a novel methodology, this study is the first to examine when children attain the narrative ability to track the mental perspective of characters. That is, when do children follow the actions of a story to different locations that a character is thinking about? The results of Study 1 demonstrate that this ability is nascent in 3-year-olds but adult-like by age 5. Study 2 demonstrates that 3-year-olds' difficulty is the result of the mention of the character's mental state per se rather than task complexity. Together, these studies shed new light on the development of narrative cognition in humans.  相似文献   

5.
Abstract

In two experiments, we examined younger and older participants’ appraisals of memory failures in fictitious characters portrayed as younger (in their 20’s to 30’s) or older (in their 60’s to 70’s) adults. Participants read vignettes where forgetful behavior had minor or more severe consequences for the target character (Experiment 1) or for the character and others in the social environment (Experiment 2). Participants rated potential causes of the forgetfulness and opinions concerning the target character’s cognitive health. In Experiment 1, an age-based double standard was observed, where both age groups rated ability as a cause of forgetting more often for older than younger characters. Ratings of forgetfulness as a sign of mental difficulty, need for memory training, and professional evaluation were also higher for older compared to younger characters. In Experiment 2, the Attribution Type by Target Age interaction effect was replicated. Ability and effort contributed to the significance of the interaction, confirming the reliability and generalizability of the age-based double standard. Forgetfulness was rated as a sign of mental difficulty more often for the older than younger characters, replicating Experiment 1. In both experiments, the consequences of the forgetting had a large impact on the attribution and opinion ratings for younger and older forgetful characters. These data suggest that people of all ages evaluate forgetful characters in light of situational outcomes as well as ageist presumptions of cognitive frailty in later life.  相似文献   

6.
To investigate the relationship between Chinese children’s character and word reading, 62 third and 50 fifth grade children in Hong Kong were asked to read single characters and words that were comprised of these characters. Results showed that words helped children to recognize characters for both grades of children. Compared to older children, younger children’s character reading was more likely to rely on the word that the character appeared in as a component; younger children made more errors in confusing the correct character with words related to it. Younger children’s greater rate of meaning-related errors also underscored the role of the word in their character learning. This study confirmed the important role of words in children’s character learning, and provided evidence for a developmental pattern of character and word reading in Chinese.  相似文献   

7.
Two experiments were conducted to test several questions regarding very young children's (6–24 months) learning (i.e., simple action imitation and word learning) from video. Specifically, this study tested the video deficit, which is the tendency for infants and toddlers to learn significantly more effectively from live information than they do when identical information is presented on a screen. First, the video deficit was explored using two different tasks. Overall, the pattern of results was similar for action imitation and word learning. Specifically, the video deficit was present for both simple action imitation and for word learning in the middle cohort, but not present for younger and older children. Second, there was some mitigation of the video deficit from seeing socially meaningful actors for action imitation; however for word learning the effect only approached significance. Third, repetition helped children learn words more effectively, especially for the youngest and oldest cohort; however, repetition did not help for simple task imitation.  相似文献   

8.
Three studies (N = 171) examined preschool children's tendency to use category information to make inferences about ambiguous behavior. Children heard stories in which category information about story characters was manipulated and behavioral information was held constant. Participants were asked to evaluate, explain, and determine the significance of the behavior in question. Children tended to be harsher judges of the same ambiguous behaviors when performed by (a) humans as compared to animals, (b) boys compared to girls, and (c) older children compared to younger children. Results suggest that young children hold differentiated notions of the mental states and dispositions that underlie behavior and that these notions vary as a function of category membership. These findings support the conclusion that even young children can hold and use multiple folk psychologies.  相似文献   

9.
A review of previous studies on children's comprehension of visual formal features did not warrant predictions about children's understanding of the formal features as used in three items from Sesamstraat, the Dutch version of Sesame Street. Therefore, a study was designed in which 45 children in the age range of 4–6 years watched the items and were interviewed. In the first item, a split screen was used to visualize simultaneity of actions. The second item used a subjective camera to suggest the construction of a home video by one of the characters. Version 1 of this item did not show the character while making home video, whereas Version 2 did show the character while filming. The third item contained a dissolve (Version 1) or a cut (Version 2) to indicate the end of a dream. A general conclusion was that although older children (mean AGE=5.9 years) understood the visual formal features better than younger children (mean AGE=4.4 years), the extent to which children in both age groups understood the visual formal features appeared to vary between items and versions. Most children in both age groups understood the split screen in the first item. The younger age group did not understand the subjective camera if the making of the home video was not shown. Both the younger and the older age group understood the version with the cut better than the original version with the dissolve. In the discussion, the question was addressed what the findings of this study and previous studies teach us about children's understanding of visual formal features in general.  相似文献   

10.
This study explored the effects of group norms, intra-group position, and age on the direct and indirect aggressive intentions of 247 children (aged 5.50 to 11.83 years). Participants were assigned to a team, with team norms (aggression vs. helping) and the child's position within the team (prototypical vs. peripheral–prototypical vs. peripheral) manipulated. Results showed that children in the aggressive norm condition reported greater aggressive intentions than those in the helping norm condition, although, when age was considered, this effect remained evident for younger, but not older, children. Similarly, intra-group position influenced the aggressive intentions of younger children only. For these children, when group norms supported aggression, prototypical members and peripheral members who anticipated a future prototypical position reported greater aggressive intentions than peripheral members who were given no information about their future position. The implications of these findings for understanding childhood aggression, and for intervention, are discussed.  相似文献   

11.
The aim of the present study was to investigate the meaning profile of the Turkish term ‘zorbal?k’, which is considered the most similar to the English word ‘bullying’, and of five other terms in Turkish that describe bullying‐like behaviours. We used the cartoon methodology of a previous study, but with an expanded task of 40 stick‐figure cartoons. These cartoons were shown to 124 students (70 girls and 54 boys), in fourth grade (M = 9.3 years) and eighth grade (M = 13.3 years). Our findings indicated four major clusters: neutral or non‐aggressive, physically aggressive, verbally aggressive, and social exclusion, with the physically‐aggressive cluster splitting into two clusters, physical bullying and other physical aggression, in the older students.  相似文献   

12.
Many studies have examined the effect of aging on the ability to regulate negative emotions but less is known about the way the elderly people control their positive affects. Thirty-eight younger and 38 older adults were compared on their affective, expressive, physiological, and behavioral spontaneous responses to and in expressive regulation of mirth elicited by humorous cartoons. Compared to younger adults, older adults were equally amused and aroused but showed lower expressivity in their spontaneous reaction. They were similarly successful in implementing expressive regulation but they had lower physiological activation under amplification condition and more gaze avoidance from the key areas of the cartoons under suppression condition. This indicates that in older, amplification skills are disjointed from the physiological responses and suppression skills seem supplanted by a less costly strategy of attention redeployment. This also suggests that older adults’ behavior is not driven by a greater preference for positive information.  相似文献   

13.
A recent development in video games is that players can design and personalize their own in-game characters. It was predicted that this innovation could lead to elevations in the intensity of the psychological effects of video games. The present study confirmed this hypothesis, revealing that participants who played an aggressive video game using their own, personalized character exhibited higher levels of aggressive behavior than participants who played an aggressive game with a non-personalized character. The aggressive behavior levels of the own-character players also exceeded those of individuals who played a non-aggressive game, regardless of whether or not they used a personalized character. Process analyses revealed that participants playing a violent video game with a personalized game character experienced more arousal and self-activation than they did when playing with an impersonal, default game character, which in turn increased aggressive responses.  相似文献   

14.
This study examined how misleading suggestions from parents influenced children's eyewitness reports. Children (3 to 8 years old) participated in science demonstrations, listened to their parents read a story that described experienced and nonexperienced events, and subsequently discussed the science experience in two follow-up interviews. Many children described fictitious events in response to open-ended prompts, and there were no age differences in suggestibility during this phase of the interview. Accuracy declined markedly in response to direct questions, especially for the younger children. Although the older children retracted many of their false reports after receiving source-monitoring instructions, the younger children did not. Path analyses indicated that acquiescence, free recall, and source monitoring all contribute to mediating patterns of suggestibility across age. Results indicate that judgments about the accuracy of children's testimony must consider the possibility of exposure to misinformation prior to formal interviews.  相似文献   

15.
The tendency for 3- to 5-year-old children to use trait-relevant information about other people when evaluating aggressive responses to ambiguous behavior was examined across two studies (N = 81). Children were more likely to endorse the use of aggression against a "mean" versus a "nice" story character. Additionally, they were more likely to endorse the use of aggression against a story character who feels happy rather than sad when bad things happen to other kids. These findings suggest that, as early as preschool, trait-relevant information about other people can serve as a tool with which children evaluate the appropriateness of aggression in response to ambiguous behavior. Moreover, these findings provide evidence that even before the onset of formal schooling, trait and mental state information can influence social judgments.  相似文献   

16.
This study examined children’s tendency to confuse events that varied in source similarity, which was manipulated using different media of event presentation. In Experiment 1, children in two age groups (3- and 4-year-olds and 5- and 6-year-olds) experienced a live presentation of an event, and another event was either heard from a story (low similarity group) or seen on a video (high similarity group). Immediately afterward, the children were asked to monitor the source of the events. The children in the low similarity group produced higher source discrimination scores than did the children in the high similarity group. Overall, the older children were better at source monitoring than were the younger children. In Experiment 2, the procedure was replicated except that the children’s source monitoring was tested after a 4-day delay. When attributing the source of the story or video events, both 3- and 4-year-olds and 5- and 6-year-olds in the low similarity group produced more accurate story or video attributions than did their age mates in the high similarity group. However, when attributing the source of the live events, only the 3- and 4-year-olds evidenced this effect of source similarity. The 5- and 6-year-olds in both the low and high similarity groups performed at ceiling levels for live discriminations.  相似文献   

17.
An experiment was conducted to determine whether children at different ages (3-5 vs 9-11) differ in their tendency to share the emotion of a television character. Subjects were shown a videotape of either a frightening stimulus alone or a character's fear in response to a threatening stimulus that was suggested rather than shown directly. Contrasting predictions were made based on a cognitive-developmental view of the process of empathy vs an automatic conception. Both self-reported emotional reactions and physiological responses were consistent with the cognitive-developmental approach: The younger children were less emotionally aroused by the character's fear than by the fear-provoking stimulus, while the older children responded emotionally to both versions of the videotape. The younger children's lack of empathy was not due to a failure to recognize the nature of the character's emotion. There was some evidence that the older children exhibited a greater tendency to role take than did the younger children.  相似文献   

18.
Sheryl L. Olson 《Sex roles》1984,10(9-10):817-823
The effects of sex-role taking on children's responses to aggressive conflict situations were investigated in the present study. Subjects were 40 boys and girls aged 8–9, who were asked to take the role of boy and girl story characters involved in the following kinds of aggressive situations: victim of a verbal attack, victim of a physical attack, and witness to an attack upon a friend. A significant interaction effect between type of conflict situation and sex of story character was obtained. Subjects expected boy characters to retaliate more strongly than girl characters when intervening in an attack upon a friend, and girl characters to retaliate more strongly than boy characters when being verbally or physically assaulted. These findings suggest the importance of situational factors in determining children's sex-stereotyped expectations for aggressive retaliation.  相似文献   

19.
The term mixed emotions refers to the presence of two opposite-valence emotions toward a single target. Identifying when children begin to report experiencing and understanding mixed emotions is critical in identifying how skills such as adaptive functioning, coping strategies, environmental understanding, and socioemotional competence emerge. Prior research has shown that children as young as 5 years old can understand and experience mixed emotion, but perhaps appropriately sensitive methodologies can reveal these abilities in younger children. The present study evaluated 57 children between 3 and 5 years old for mixed emotion experience and understanding using an animated video clip in which a character experiences a mixed emotional episode. Ordinal logistic regression was utilized to examine the relation of gender, attention, and understanding of content to experience and understanding of mixed emotion. While only 12% of children reported experiencing mixed emotion while watching the clip, 49% of children—some as young as 3 years old—were able to recognize the mixed emotional experience of the character. Thus, mixed emotion understanding emerges earlier than previously identified and the expression of understanding may develop independently of the ability to report mixed emotion experience. These findings are discussed in relation to cognitive and developmental considerations.  相似文献   

20.
From the ecological perspective of human development the emergence of significant media may affect children's behavior. It has been suggested that the home computer has the potential to affect young children's behavior, but no published data currently exist to support this hypothesis. However, home computer games have features similar to television. In that vein, research on television and aggression lends itself as a paradigm for studying the effects of video games on young children's behavior. From past television research it may be hypothesized that exposure to violent video games will increase children's aggressive behavior. Twenty-eight children, age 4 to 6 years were observed in a free play setting at baseline, after watching a violent cartoon and after playing “Space Invaders”. Results indicated significant differences in aggressive behavior, relative to baseline behaviors, after watching television and after playing video games. There was no difference between the television and video game conditions. It was concluded that violent video games arouse children in much the same way as violent television cartoons.  相似文献   

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