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1.
Following collaborative remembering, people may adopt their partner's contributions as their own memory. In two studies, we asked people to study partially overlapping lists of words. During collaborative remembering, dyads either worked to include all words no matter who studied them or limited recall to only words studied by both dyad members. This differential focus on source information during collaborative recall impacted performance on a later source memory test. Nonetheless we found frequent source monitoring errors that displayed an egocentric bias. People were more likely to claim their partner's contributions as their own memories than attribute their memories to their partners. In collaborative remembering, people work to construct an agreed upon version of the past that quickly becomes each individual's memory.  相似文献   

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This study assessed students' test performances and metacognitive processes in real classroom settings. Psychology undergraduates were categorised according to their metacognitive skills (high vs. low) and had their test performances and monitoring processes in two different types of tests (multiple-choice and short-answer tests) compared in individual and collaborative test conditions. Students' test preparation practices, attributions, and regulatory processes during test-taking were also compared by using open-ended questions. In the collaborative tests, three types of metacognitive pairings were made (high/high vs. high/low vs. low/low). Results showed that: (1) in individual tests, high-metacognitive students presented better performance and higher confidence levels due to their more effective test preparation practices and regulatory skills; (2) Differences in performance and confidence levels due to metacognitive skills disappear when students take tests collaboratively; (3) Over time, collaborative testing had particular positive effects on the low/low metacognitive pairings. Results are discussed focusing on their educational implications.  相似文献   

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This paper describes a teaching methodology whereby students can gain practical experience of ethical decision-making in the engineering design process. We first argue for the necessity to teach a 'practical' understanding of ethical issues in engineering education along with the usual theoretical or hypothetical approaches. We then show how this practical understanding can be achieved by using a collaborative design game, describing how, for example, the concept of responsibility can be explored from this practical basis. We conclude that the use of games in design education can provide an excellent basis for discussing practical and ethical reasoning during the process of design.  相似文献   

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This paper investigates the nature of transition between stages. The Model of Hierarchical Complexity of tasks leads to a quantal notion of stage, and therefore delineates the nature of stage transition. Piaget's dialectical model of stage change was extended and precisely specified. Transition behavior was shown to consist of alternations in previous-stage behavior. As transition proceeded, the alternations increased in rate until the previous stage behaviors were “smashed” together. Once the smashed-together pieces became coordinated, new-stage behavior could be said to have formed. Because stage transition is quantal, individuals can only change performance by whole stage. We reviewed theories of the specific means by which new-stage behavior may be acquired and the emotions and personalities associated with steps in transition. Contemporary challenges in the society increasingly call for transition to postformal and postconventional responses on the part of both individuals and institutions as the examples illustrate.  相似文献   

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The goal of this study was to determine how ambivalent sexism toward women and men are both associated with rape myth acceptance. The Illinois Rape Myth Acceptance scale, Ambivalent Sexism Inventory, and Ambivalence toward Men Inventory were completed by 409 participants. Hostile sexism toward women positively correlated with rape myth acceptance. For benevolent sexism toward women, complementary gender differentiation was positively associated with rape myth acceptance whereas protective paternalism was negatively associated. Benevolent sexism toward men, but not hostile sexism, positively correlated with rape myth acceptance. Further, for female participants higher maternalism toward men corresponded with higher rape myth acceptance. These findings suggest that sexist beliefs toward both women and men are important for understanding the support of rape myths.  相似文献   

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Generative drawing is a learning strategy in which students draw illustrations while reading a text to depict the content of the lesson. In two experiments, students were asked to generate drawings as they read a scientific text or read the same text on influenza with author‐provided illustrations (Experiment 1) or to generate drawings or write verbal summaries as they read (Experiment 2). An examination of students' eye movements during learning showed that students who engaged in generative drawing displayed more rereadings of words, higher proportion of fixations on the important words, higher rate of transitions between words and workspace, and higher proportion of transitions between important words and workspace than students given a text lesson with author‐generated illustrations (Experiment 1) or students who were asked to write a summary (Experiment 2). These findings contribute new evidence to guide theories for explaining how generative drawing affects learning processes.  相似文献   

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王亚鹏  董奇 《心理科学》2007,30(3):657-660
本文在对区块设计和事件相关设计进行简要回顾的基础上,介绍了当前fMRI研究中一种新的研究范式——区块与事件相关混合设计。这种研究范式能够有效地分离认知加工过程中持久的、状态相关的过程与短暂的、项目相关的过程,并且已经在fMRI研究中得到了初步的应用。文章最后指出了使用这种研究范式时需要注意的一些问题,并且指出了其在认知科学研究中的应用前景。  相似文献   

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A burgeoning policy shift from neo-liberal economics is underway, with leadership by presidential candidate Dennis Kucinich (D-Ohio). His platform positions stem in part from his negative experiences with neo-liberalism when he was Mayor of Cleveland more than 30 years ago. Although his response as Mayor was based on confrontation politics, examples of community-based economies built on collaborative planning, ownership, and management have since become more widely known. We can now show that the successful Grameen Bank and the Mondragon Cooperatives were constructed on principles consistent with Integral Science.  相似文献   

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Researchers have revealed that managers profit most from informal and on-the-job learning. Moreover, research has shown that task characteristics and social support affect informal learning. On the basis of these insights, the authors examined the effects of task characteristics (psychological job demands, job control) and social support from the supervisor and colleagues on informal on-the-job learning among 1,588 managers in the Dutch home-care sector. A regression analysis revealed that high demands, high control, and high colleague and supervisor support were each associated with high levels of informal learning. The authors found no evidence for statistical interactions among the effects of these concepts. They concluded that to promote managers' informal workplace learning, employers should especially increase job control.  相似文献   

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心理实验设计的程序化思路   总被引:5,自引:0,他引:5  
袁登华  王重鸣 《心理科学》2002,25(3):300-302
本研究讨论了在心理实验过程中选择各种设计类型的关键条件,并以流程图的形式将各种设计类型串起来,理出了一条心理实验设计的程序化思路。  相似文献   

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浅析心理统计学教学设计中的统计意识   总被引:9,自引:0,他引:9  
赵小军 《心理科学》2004,27(5):1226-1227
本文从教学设计的视角对下列两方面进行了理性的分析:(1)心理实验设计与心理统计课程的教学应逐步整合起来;(2)由于学科的特殊性,必须对统计再认识。  相似文献   

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艾滋病严重地影响着人类的健康及生活质量,艾滋病相关因素的研究迫在眉睫,其科研中包含着一系列的伦理问题,如艾滋病患者的依从性问题,艾滋病患者进行试验研究的双盲、随机、对照等原则问题及艾滋病患者科研相关质量问题.要深刻地理解和认识这些伦理问题,在艾滋病科研设计中注意理解和尊重受试者,制定出有效而合乎伦理的科研政策,加强交流,从而得到艾滋病患者和家属以及社会的认同,以有利于在不同范围内进行科研合作.  相似文献   

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Evolutionary psychology and intelligent‐design theory both need to be able to account for the empirical world, or the world as it is. This essay is an attempt to clarify the challenges these theories need to meet, if the relevant empirical findings are replicable. There is evidence of change in the biological world and of modularity of mind, and there is a growing body of work that finds evolutionary theory a convincing and fruitful account of the “design” of the mind. Three major empirical findings within evolutionary psychology are presented and discussed. The author claims that Cartesian dualism, as it is usually meant within psychology—a split between body and mind—is false, but that Descartes' original division between body and soul has not been challenged and is not challenged by the evidence that the mind is also a biological entity. The article concludes that the convergence of theology and science is to be found in the onus to discover the truth about the world as it really is, and this calls for an ability on both parts to account for the empirical world.  相似文献   

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Background  In the last 30 years, there has been little innovation in workstations. The desktop metaphor has become the standard user interface, with its pros (e.g., ease of learning) and cons (e.g., interaction constraints for skilled users, lack of context awareness). Objectives  In this paper, we present itsme, an Italian initiative to design the next-generation workstation. Interaction design is the basis of the project, as well as the involvement of a wide community of contributing users. Results  The early design phases of the project led to the definition of a new metaphor for personal computing, based on stories and venues. The metaphor is being adopted for the development of a novel front-end for the Linux operating system, aimed at fulfilling the needs and desires of knowledge workers.
Claudio ModeriniEmail: URL: http://www.itsme.it
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Deterding et al. (Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, USA 15: 9–15, 2011) report a recent rise in popularity of video game inspired software designed to address issues in a variety of areas, including health, energy conservation, education, and business. These applications have been based on the concept of gamification, which involves a process by which nongame activities are designed to be more like a game. We provide examples of how gamification has been used to increase health-related behavior, energy consumption, academic performance, and other socially-significant behavior. We argue that behavior analytic research and practice stands to benefit from incorporating successful elements of game design. Lastly, we provide suggestions for behavior analysts regarding applied and basic research related to gamification.  相似文献   

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随着我国经济飞速发展,医疗技术日新月异,综合医院从国外引进的影像设备越来越先进,而影像技术人员普遍存在学历、职称偏低、知识结构老化等问题,高层次医学影像技术人才出现断层,限制了新技术的高级临床应用和开发。急需培养知识面宽、基础扎实、素质高、能力强的复合型、实用型影像专业技术人才。建议加强高层次医学影像技术人才的培养,以适应新时期综合医院医学发展对影像技术人才的要求。  相似文献   

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ABSTRACT

What is story completion? How come I’ve never heard of it? Can it be useful for me as a qualitative researcher? A relatively unknown method for qualitative data collection, story completion has a long history of use in psychotherapy practice and (quantitative) developmental psychology research. We believe it has untapped, exciting potential as a qualitative technique in and beyond psychology, offering something quite different to many of the popular methods (e.g., interviews, focus groups). In this article, an introduction to an exciting Special Issue that discusses and demonstrates the potential of story completion, we provide a brief history of the development of story completion as a qualitative technique and an overview of design, sampling, and data analysis in story completion research. We finish by highlighting potential pitfalls of story completion, alongside a discussion of the possibilities it offers, and briefly introduce the empirical papers in the Special Issue.  相似文献   

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