首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
何景明与李梦阳论诗,曾引《周易·系辞》中的“拟议以成其变化”来针砭对方的“尺寸法古”.后来李攀龙将这一易学命题提升为诗文复古的纲领,既标志着复古理论的“成熟”,也标志着复古实践陷入窘境.通过探讨宋明学者如何阐释这一易学命题,可以发现复古论者的思维方式深受经学影响;通过解析复古论者如何运用这一易学命题,可以透视李、何论诗的分歧所在,以及前后七子复古思想的变化.  相似文献   

2.
There is a great deal of plausibility to the standard view that if one is rational and it is clear at the time of action that a certain move, say M1, would serve one’s concerns better than any other available move, then one will, as a rational agent, opt for move M1. Still, this view concerning rationality has been challenged at least in part because it seems to conflict with our considered judgments about what it is rational to do in cases of temptation that share the structure of Warren Quinn’s self-torturer case. I argue that there is a way to accomodate our considered judgments about the relevant cases of temptation without giving up the standard view or dismissing, as in some way rationally defective, the concerns of the agents in the relevant cases. My reasoning relies on the idea that, at least in some cases, whether an action serves one’s concerns well depends on what action(s) or course(s) of action it is part of. In the final section of the paper, I explain how this idea sheds light on an important source of frustration in collective decision-making.  相似文献   

3.
Habermas in the Lab: A Study of Deliberation in an Experimental Setting   总被引:2,自引:0,他引:2  
This study outlines a new paradigm for the investigation of the effects of deliberation on political decisions. Specifically, it uses the ultimatum game as a situation in which the opportunity to deliberate and the placement of this opportunity are experimentally manipulated. Structural factors, such as the players' roles and their ability to vote on the proposal being offered, are also manipulated as a basis for comparison. Two outcomes are examined: the games' allocations, and players' perceptions of fairness. After controlling for structural factors, deliberative opportunity creates a more equitable distribution of money and enhances fairness perceptions. However, these results hold only when such an opportunity occurs before the proposal stage. Deliberative opportunity after the proposal stage has no discernible impact. A survey of participants found that their personal characteristics and political predispositions influence perceptions of fairness for proposers, but not for acceptors. These findings demonstrate the potential benefits of deliberation while highlighting the importance of the nature of its implementation in determining its level of success.  相似文献   

4.
Theoreticians of deliberative democracy have sometimes found it hard to relate to the seemingly contradictory experimental results produced by psychologists and political scientists. We suggest that this problem may be alleviated by inserting a layer of psychological theory between the empirical results and the normative political theory. In particular, we expose the argumentative theory of reasoning that makes the observed pattern of findings more coherent. According to this theory, individual reasoning mechanisms work best when used to produce and evaluate arguments during a public deliberation. It predicts that when diverse opinions are discussed, group reasoning will outperform individual reasoning. It also predicts that individuals have a strong confirmation bias. When people reason either alone or with like‐minded peers, this confirmation bias leads them to reinforce their initial attitudes, explaining individual and group polarization. We suggest that the failures of reasoning are most likely to be remedied at the collective than at the individual level.  相似文献   

5.
Drawing on quasi‐experimental data from participants in structured and moderated deliberations on sexual minority rights in Poland, this study tests the relationship between attitude importance, certainty, intensity, and extremity. This study also examines the antecedents of these attributes and their consequences for several democratically important outcomes (i.e., perceived disagreement, negative affect, attitude polarization, self‐reported polarization, argument repertoire, and political participation). This study further asks whether these attributes exert different effects than a composite attitude strength index. Although factor analysis suggests that these attributes represent one construct, they are differently affected by deliberation and exert differential effects. The analyses further reveal that relying on the composite index obscures substantial information and inaccurately represents strength‐related processes and functions. Theoretical, methodological, and practical implications are discussed.  相似文献   

6.
Ronald W. Duty 《Dialog》2006,45(4):338-355
Abstract : Variety and complementarity characterize the views of six Lutheran theologians regarding the place of the church in the public square: Martin Marty, Ronald Thiemann, Robert Benne, Gary Simpson, Cynthia Moe‐Lobeda, and Patrick Kiefert. This article explicates their thought in with respect to the internal and external life of the church. To think of the church as a “community of moral deliberation” in the public square becomes the preferred model for Lutherans in North America.  相似文献   

7.
文明对话成为当今世界的主题和话语交流的关键词,这是全球化驱动之下的一种必然的文化现象。特别是20世纪90年代以来,发生在东亚—太平洋区域的超越世界近代以降西方中心主义的“回儒对话”值得关注,这种基于文化自觉之上的两大古老文明间的对话意义尤其深远。中国穆斯林学者和国外穆斯林学者对儒教所持的不约而同的文明对话的态度与分析范式又值得研究和借鉴。  相似文献   

8.
In this paper we attempt to identify which peer collaboration characteristics may be accountable for conceptual change through interaction. We focus on different socio-cognitive aspects of the peer dialog and relate these with learning gains on the dyadic as well as the individual level. The scientific topic that was used for this study concerns natural selection, a topic for which students' intuitive conceptions have been shown to be particularly robust. Learning tasks were designed according to the socio-cognitive conflict instructional paradigm. After receiving a short instructional intervention on natural selection, paired students were asked to collaboratively construct explanations for certain evolutionary phenomena while engaging in dialectical argumentation. Two quantitative coding schemes were developed, each with a different granularity. The first assessed discrete dialog moves that pertained to dialectical argumentation and to consensual explanation development. The second scheme characterized the dialog as a whole on a number of socio-cognitive dimensions. Results from analyses on the dyadic as well as the individual level revealed that the engagement in dialectical argumentation predicted conceptual learning gains, whereas consensual explanation development did not. These findings open up new venues for research on the mechanisms of learning in and from peer collaboration.  相似文献   

9.
Communities that are limited by oral traditions find theological truths communicated by missions a challenge to understand. Currently, linguists work in many of these minority language groups in order to create vital written languages and produce various literature titles that include the Scriptures. Development of a writing system requires indigenous language assistants who are adept in drawing meaning from unfamiliar cultural paradigms and accurately articulating them. Empirical studies in cognitive style conducted among the minority language groups of Irian Jaya, Indonesia show a correlation between field independence (a dimension of cognitive style) and the ability to grasp abstract linguistic concepts. The Brantley/Larsen Test was developed to identify language assistants, also known as change agents, in a culturally appropriate manner for Irian Jaya. Furthermore, this study suggests that the church would benefit from community lay counselors who manifest field independence, which indicates comprehension of abstract and complex linguistic notions found in Scriptures.Indonesia as Organizational Consultant;  相似文献   

10.
11.
The present study explored the role of the responding agent in a social context. To do so, we developed a compatibility task with socially relevant but task-irrelevant stimuli (own face, neutral face, and a friend's face). Participants were required to perform naming responses to coloured diamonds, while the faces were presented as irrelevant stimuli. We observed faster responses in face–name compatible than in incompatible conditions. When the task was distributed among two friends, we observed a compatibility effect in a joint go/no-go condition, in which both participants performed their go/no-go tasks together. In contrast, no compatibility effect was obtained in an individual go/no-go condition. Further, the experiment showed that this joint compatibility effect was based on the compatibility between the irrelevant face and the responding agent. This result demonstrates that features of the responding agent play a crucial role in the joint compatibility effect.  相似文献   

12.
Playing computer games has become an increasingly popular leisure time activity amongst adolescents, but concerns have been expressed over possible associated consequences. One research area has investigated reasons for playing, and two prior explanations relate it to the functional concepts of ‘electronic friendship’ and ‘self-esteem’. A questionnaire study was conducted among 120 adolescents to obtain information on a number of measures including gratification of needs and self-esteem. Results showed that playing computer games is equally popular with males and females, but males spend more time on it. Positive correlations between playing and items on the needs scales were obtained. In particular males who were heavy players scored highly on the ‘preference to friends’ need, but interestingly they were also likely to see their friends more often outside school, thus providing no support for the theory that computer games are taking the place of normal social interaction. For females there was evidence of a negative relationship between self-esteem and need gratification through playing computer games. However more adolescents spend much more time watching television than playing computer games. These results are discussed in the context of previous research.  相似文献   

13.
This paper is a case study of what Jon Elster calls "local justice"; particular schemes of justice which, on a relatively autonomous basis, are designed and implemented by institutions and practices to meet particular preferences and goals. The paper suggests an interpretation of the role of justice in sporting games. First, a framework for examinations of schemes of local justice is suggested. Second, norms are suggested that express the requirements that have to be met in order to consider a sporting game as just. The discussion shows that sports are characterized by a particular blend of meritocratic justice in which goods and burdens are distributed according to performance, and a non-meritocratic distribution through which goods and burdens arise as matters of chance. The essay concludes by arguing that the optimal blend of meritocratic justice and chance results in the realization of not merely fair sporting games, but of exciting and good games as well.  相似文献   

14.
Psychologically based rules are important in human behavior and have the potential of explaining equilibrium selection and separatrix crossings to a payoff dominant equilibrium in coordination games. We show how a rule learning theory can easily accommodate behavioral rules such as aspiration-based experimentation and reciprocity-based cooperation and how to test for the significance of additional rules. We confront this enhanced rule learning model with experimental data on games with multiple equilibria and separatrix-crossing behavior. Maximum likelihood results do not support aspiration-based experimentation or anticipated reciprocity as significant explanatory factors, but do support a small propensity for non-aspiration-based experimentation by random belief and non-reciprocity-based cooperation.  相似文献   

15.
16.
Computer game playing is a popular activity among adolescents yet there have been no systematic studies in the U.K. on its prevalence and its demographics. A questionnaire study was undertaken with 387 adolescents (12–16 years of age) to establish the time spent playing computer games, who they first started playing with, the reasons why they first started and why they play now and negative consequences of play. Results revealed that for many adolescents, home computer game playing can take up considerable time with 7% of the sample playing for at least 30 hours a week. Although there were no differences between males and females in who played computer games, it was established that males were found to play significantly more regularly than females.  相似文献   

17.
During times of crisis, do cognitive processes shape leaders’ procurement decisions in predictable ways? Drawing on psychological literature, we propose four factors that may have a substantial influence on how much money leaders engaged in ongoing disputes allocate to their military: (1) striving for superiority versus striving for parity in military resources; (2) uncertainty regarding the characteristics of weapons systems; (3) ambiguity regarding the overall capacities of weapons systems; and (4) the tone of messages that adversaries send to one another. The effects of these factors are investigated using a laboratory simulation that combines both experimental and quasi‐experimental elements. The results indicate that striving for superiority has a significant effect on defense spending, as does the tone of an opponent’s message. By way of contrast, neither uncertainty nor ambiguity exerts a statistically discernable impact on the level of defense spending.  相似文献   

18.
The current study utilized the General Aggression Model, with an emphasis on aggression-related priming, to explore the different effects on hostility, physiological arousal, and state aggression in those who played a violent video game (Mortal Kombat: Deadly Alliance) with differing levels of blood (maximum, medium, low, and off). Simple effects analyses showed that those in the maximum blood and medium blood conditions had a significant increase in hostility and physiological arousal, while those in the low blood and no blood conditions did not have such an increase in arousal and hostility. Further analyses indicated that those in the maximum and medium blood conditions used the character’s weapon significantly more often than those in the low and blood absent conditions. Implications and future research are discussed.  相似文献   

19.
This essay attempts to show why deliberation is not of ends for Aristotle, not only because deliberation is concerned with means, but because ends are grasped by wish. Such wishing, I argue, is a form of rational intuition that is non-discursive and analogous to seeing and therefore not at all like the discursive thought involved in deliberation. Such a reading also helps shed light on the nature of contemplation and therefore on happiness in Aristotle.  相似文献   

20.
We compared the learning from playing a linear number board game of preschoolers from middle-income backgrounds to the learning of preschoolers from low-income backgrounds. Playing this game produced greater learning by both groups than engaging in other numerical activities for the same amount of time. The benefits were present on number line estimation, magnitude comparison, numeral identification, and arithmetic learning. Children with less initial knowledge generally learned more, and children from low-income backgrounds learned at least as much, and on several measures more, than preschoolers from middle-income backgrounds with comparable initial knowledge. The findings suggest a class of intervention that might be especially effective for reducing the gap between low-income and middle-income children's knowledge when they enter school.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号