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1.
Out-of-seat and talking-out behaviors were studied in a regular fourth-grade class that included several "problem children". After baseline rates of the inappropriate behaviors were obtained, the class was divided into two teams "to play a game". Each out-of-seat and talking-out response by an individual child resulted in a mark being placed on the chalkboard, which meant a possible loss of privileges by all members of the student's team. In this manner a contingency was arranged for the inappropriate behavior of each child while the consequence (possible loss of privileges) of the child's behavior was shared by all members of this team as a group. The privileges were events which are available in almost every classroom, such as extra recess, first to line up for lunch, time for special projects, stars and name tags, as well as winning the game. The individual contingencies for the group consequences were successfully applied first during math period and then during reading period. The experimental analysis involved elements of both reversal and multiple baseline designs.  相似文献   

2.
This study compared three different methods of teaching five basic algebra rules to college students. All methods used the same procedures to teach the rules and included four 50-question review sessions interspersed among the training of the individual rules. The differences among methods involved the kinds of practice provided during the four review sessions. Participants who received cumulative practice answered 50 questions covering a mix of the rules learned prior to each review session. Participants who received a simple review answered 50 questions on one previously trained rule. Participants who received extra practice answered 50 extra questions on the rule they had just learned. Tests administered after each review included new questions for applying each rule (application items) and problems that required novel combinations of the rules (problem-solving items). On the final test, the cumulative group outscored the other groups on application and problem-solving items. In addition, the cumulative group solved the problem-solving items significantly faster than the other groups. These results suggest that cumulative practice of component skills is an effective method of training problem solving.  相似文献   

3.
A modification of the good behavior game was used to reduce disruptive behaviors during a weekly library period of children in a fourth-grade class. Modifications included student input in designing rules, attempts to state rules in positive terms, observation of class behavior in the experimental (library) setting as well as in a comparison (classroom) setting, and librarian involvement in instituting the game coupled with teacher involvement in delivering reinforcers. Reinforcers consisted of special classroom activities conducted by the teacher with winning team members. Modification of the good behavior game did not detract from its effectiveness in reducing disruptive and off-task behavior.  相似文献   

4.
We examined how the real-life dyadic friendships of 87 children with ADHD and 46 comparison children (76 % boys) aged 7–13 years evolved during a 6-month follow-up period. The methods included friendship quality self-report measures and direct observation of friends’ dyadic behaviors in three structured analogue tasks. At Time 2, the friends of the participants with ADHD reported less positive friendship quality and more conflict with their friends than at Time 1. They were also considerably less satisfied with their friendship than 6 months prior. In contrast, the friends of comparison children reported fewer negative friendship features, more positive friendship features and a slightly greater friendship satisfaction than at Time 1. In sharp contrast with the invited friends’ reports, referred children with ADHD did not report deterioration in their friendship quality over time. Unlike comparison children who significantly reduced violations of game rules between Time 1 and Time 2, children with ADHD broke more game rules during the same period. In negotiating with friends, comparison children, but not children with ADHD, reduced the number of self-centered and insensitive proposals at Time 2. Controlling for Time 1 variance, violations of game rules and a self-centered, insensitive negotiation approach predicted deterioration in friendship quality for children with and without ADHD over time.  相似文献   

5.
本研究借助经典的最后通牒博弈范式(UG)和独裁者博弈范式(DG),将回应者/接受者作为研究对象,考察了不同公平条件、平等条件下社会排斥对社会决策的影响作用。实验结果发现:(1)在面对高不公平性的分配方案时,被排斥组比被接纳组更倾向于拒绝接受该分配方案;(2)被排斥组对高不公平性分配方案的满意度要显著低于被接纳组;(3)被排斥组在不平等的博弈(DG)条件下对分配方案的满意度显著低于平等博弈(UG)条件下对分配方案的满意度。本研究结果说明,社会排斥情境下的被试对公平与平等因素更加敏感:在高不公平条件下,被排斥的个体表现出更少的合作互惠行为,甚至不惜放弃自身经济利益,也要惩罚博弈对方的不公平行为;此外,在不平等的博弈条件下,被排斥的个体产生了更多的消极情绪体验。本文的研究结果提高了社会决策研究的生态效度和传统决策模型的预测效度,有利于更加完整透彻地了解社会决策的影响因素。  相似文献   

6.
The Good Behavior Game (GBG) is a classroom management system that employs an interdependent group contingency, whereby students work as a team to win the game. Although previous anecdotal data have suggested that this arrangement may promote prosocial behavior, teachers may have concerns about its fairness and potential to evoke negative peer interactions (especially toward students who break the rules). We evaluated disruptive behaviors and social interactions during the GBG in a secondary classroom for students with emotional and behavioral disorders, as well as in a primary classroom for students with mild developmental disabilities. Results indicate that the GBG reduced disruptive behaviors; further, negative peer interactions decreased and positive interactions increased when the game was being played. Social validity results indicate that the majority of students thought the interdependent group contingency was fair.  相似文献   

7.
This investigation was undertaken to determine the effects of differing levels of treatment integrity resulting from implementation of varying numbers of intervention components. The self-monitoring program was conducted over 4 weeks and targeted positive and negative classroom behaviors. The independent variable included three levels: 100% integrity, that included reward and graphing of behavior; 83.3% integrity, that included the reward component; and 66.7% integrity, that employed self-monitoring with recording only. Participants included 49 elementary school students, mean age of 10.4 years, 36.7% female, 93.9% Anglo. Results of treatment on teacher and student ratings from the Social Skills Rating System, teacher ratings from the Abbreviated Symptom Questionnaire, ratings of the child-specific target behaviors, and student frequency counts of target behaviors were analyzed using Multivariate Analyses of Variance. The changes in rating measures from pre-test to post-test did not significantly differ between groups. Students in the two more inclusive treatment programs recorded more positive behaviors.  相似文献   

8.
We examined the problem-solving behaviors that 5th, 6th, and 7th graders used to negotiate a novel recreational video game. Students were characterized as frequent or infrequent players and instructed to think aloud during game play for 20 consecutive minutes. Comments were used to make inferences about the students' problem-solving behaviors while playing. These comments were then linked to game performance. Among all students, the greatest number of comments concerned their actions and game events at a given point in game play. Females made greater reference to strategies for game play and process goals whereas males made greater reference to their evaluations of the game and when they reached an impasse. Among 5th graders, reference to impasse and rules for game play was linked to better game performance; among 7th graders, reference to insight about how to enact a specific move or circumvent an impasse was related to better performance.  相似文献   

9.
Participation in youth sports can be very beneficial, but children with Attention Deficit Hyperactivity Disorder (ADHD) may participate less often and less successfully. The current study evaluated functional sports outcomes for children with ADHD who attended an intensive behavioral treatment program that included a sports training component, and it compared outcomes to children with ADHD who did not attend the program. Results suggest that treatment resulted in significant improvements in many aspects of children’s sports functioning, including knowledge of game rules, in vivo game performance, and fundamental skill tasks (motor proficiency, ability to trap a soccer ball appropriately, reduced handball penalties in soccer, and improved ability to catch a baseball). Parents also reported improved sports skills and good sportsmanship in the treatment group. No differences between groups were evident on additional skill tasks evaluating accurately kicking a soccer ball, throwing a baseball, or hitting a baseball off a tee. These results suggest intensive behavioral intervention that includes sports training can significantly improve functional sports outcomes for young children with ADHD.  相似文献   

10.
In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school years and directly assessed the socialization (violent video game play predicts aggression over time) versus selection hypotheses (aggression predicts violent video game play over time). Adolescents (N = 1,492, 50.8% female) were surveyed annually from Grade 9 to Grade 12 about their video game play and aggressive behaviors. Nonviolent video game play, frequency of overall video game play, and a comprehensive set of potential 3rd variables were included as covariates in each analysis. Sustained violent video game play was significantly related to steeper increases in adolescents' trajectory of aggressive behavior over time. Moreover, greater violent video game play predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. In contrast, no support was found for the selection hypothesis. Nonviolent video game play also did not predict higher levels of aggressive behavior over time. Our findings, and the fact that many adolescents play video games for several hours every day, underscore the need for a greater understanding of the long-term relation between violent video games and aggression, as well as the specific game characteristics (e.g., violent content, competition, pace of action) that may be responsible for this association.  相似文献   

11.
The criteria for dependent personality disorder (DPD) in DSM-IV appear to fall into two categories: dependent and attachment behaviors. The relevance of this division was evaluated in a sample of 182 patients admitted to a national Norwegian psychiatric hospital. Principal Components Analysis of all items belonging to the most frequent personality diagnoses revealed six components. The items for DPD formed two components, labeled attachment/abandonment and dependency/incompetence. Two criteria for borderline personality disorder also loaded on the attachment/abandonment component, while six criteria for avoidant personality disorder loaded on the dependency/incompetence component. Early Maladaptive Schemas of abandonment and failure correlated significantly higher with the attachment/abandonment component than with the dependency/incompetence component.  相似文献   

12.
Harrar V  Harris LR 《Perception》2007,36(10):1455-1464
Gestalt rules that describe how visual stimuli are grouped also apply to sounds, but it is unknown if the Gestalt rules also apply to tactile or uniquely multimodal stimuli. To investigate these rules, we used lights, touches, and a combination of lights and touches, arranged in a classic Ternus configuration. Three stimuli (A, B, C) were arranged in a row across three fingers. A and B were presented for 50 ms and, after a delay, B and C were presented for 50 ms. Subjects were asked whether they perceived AB moving to BC (group motion) or A moving to C (element motion). For all three types of stimuli, at short delays, A to C dominated, while at longer delays AB to BC dominated. The critical delay, where perception changed from group to element motion, was significantly different for the visual Ternus (3 lights, 162 ms) and the tactile Ternus (3 touches, 195 ms). The critical delay for the multimodal Ternus (3 light-touch pairs, 161 ms) was not different from the visual or tactile Ternus effects. In a second experiment, subjects were exposed to 2.5 min of visual group motion (stimulus onset asynchrony = 300 ms). The exposure caused a shift in the critical delay of the visual Ternus, a trend in the same direction for the multimodal Ternus, but no shift in the tactile Ternus. These results suggest separate but similar grouping rules for visual, tactile, and multimodal stimuli.  相似文献   

13.
Four pigeons responded on multiple schedules arranged on a “main” key in a two-key experimental chamber. A constant schedule component was alternated with another component that was varied over conditions. On an extra response key, conjoint schedules of reinforcement that operated in both components were arranged concurrently with the multiple schedule on the main key. On the main key, changes in reinforcement rate in the varied component were inversely related to changes in response rates in the constant component (behavioral contrast). On the extra key, some reinforcers were reallocated between components, depending on the schedules in effect on the main key in the varied component. In the varied component, the obtained rates of reinforcement on the extra key were inversely related to main-key reinforcement rate. In the constant component, extra-key reinforcer rates were positively related to main-key reinforcer rates obtained in the varied component, and were not a function of response rates on the extra key. In two comparisons, the rate at which components alternated and the value of the main-key schedule in the constant component were varied. Consistent with earlier work, long components reduced the extent of contrast. Reductions in contrast as a function of component duration were accompanied by similar reductions in the extent of reinforcer reallocation on the extra key. In the second comparison, lowering the rate of reinforcement in the constant component increased the rate at which extra-key reinforcers were obtained, reduced the extent of reinforcer reallocation, and reduced contrast. Overall, the results are consistent with the suggestion that some contrast effects are due to the changes in extraneous reinforcement during the constant component, and that manipulations of component duration, and manipulations of the rate of reinforcement in the constant component, affect contrast because they influence the extent of extraneous reinforcer real-location.  相似文献   

14.
The effects of the response–reinforcer dependency on resistance to change were studied in three experiments with rats. In Experiment 1, lever pressing produced reinforcers at similar rates after variable interreinforcer intervals in each component of a two‐component multiple schedule. Across conditions, in the fixed component, all reinforcers were response‐dependent; in the alternative component, the percentage of response‐dependent reinforcers was 100, 50 (i.e., 50% response‐dependent and 50% response‐independent) or 10% (i.e., 10% response‐dependent and 90% response‐independent). Resistance to extinction was greater in the alternative than in the fixed component when the dependency in the former was 10%, but was similar between components when this dependency was 100 or 50%. In Experiment 2, a three‐component multiple schedule was used. The dependency was 100% in one component and 10% in the other two. The 10% components differed on how reinforcers were programmed. In one component, as in Experiment 1, a reinforcer had to be collected before the scheduling of other response‐dependent or independent reinforcers. In the other component, response‐dependent and ‐independent reinforcers were programmed by superimposing a variable‐time schedule on an independent variable‐interval schedule. Regardless of the procedure used to program the dependency, resistance to extinction was greater in the 10% components than in the 100% component. These results were replicated in Experiment 3 in which, instead of extinction, VT schedules replaced the baseline schedules in each multiple‐schedule component during the test. We argue that the relative change in dependency from Baseline to Test, which is greater when baseline dependencies are high rather than low, could account for the differential resistance to change in the present experiments. The inconsistencies in results across the present and previous experiments suggest that the effects of dependency on resistance to change are not well understood. Additional systematic analyses are important to further understand the effects of the response–reinforcer relation on resistance to change and to the development of a more comprehensive theory of behavioral persistence.  相似文献   

15.
Children should engage in at least 60 min of physical activity daily to develop or maintain healthy habits (Centers for Disease Control and Prevention, 2021a). Previous research suggests that contingent attention is a powerful tool for increasing moderate to vigorous physical activity. In this study, the researchers examined the effects of a group game on steps per minute at recess in an inclusive classroom with preschoolers. The researcher taught the game called the T-Rex game in which the game rules (chasing students who were moving) involved contingencies for natural attention to follow moderate to vigorous physical activity. The results showed a functional relation between step count and the group game in which students engaged in higher step counts when the group game was in place than during baseline. These findings extend other work by demonstrating that contingent attention embedded in group games can increase step count.  相似文献   

16.
This study examined the frequency of observed prosocial and antisocial behaviors in soccer teams, age differences in observed behaviors and motivational variables, and whether motivational variables account for age differences in observed behaviors. Participants were 313 adolescent soccer players, recruited from three age groups: under 13, under 15, and under 17. Each age group was represented by eight teams. Players were filmed during a game and completed questionnaires after the game. Videotaped games were analyzed by two observers, who recorded behaviors for each team rather than each individual player; therefore, all data were analyzed only at the group level. Observed antisocial behaviors were more frequent than prosocial ones. Significant differences were also identified among the three age groups with the oldest group displaying more frequent antisocial and less frequent prosocial behaviors and perceiving a stronger performance climate and a weaker mastery climate in their team compared to the two younger groups. A series of ANCOVAs using motivational variables as covariates indicated that mastery climate followed by performance climate accounted for the largest decrease in the variance of both prosocial and antisocial behaviors attributed to the age group factor. The findings are discussed in terms of their implications for promoting fair play in sport.  相似文献   

17.
Economic and biological influences on a pigeon's key peck   总被引:4,自引:4,他引:0       下载免费PDF全文
Pigeons were studied in a two-component multiple schedule. In the first phase of the experiment, key pecks were reinforced on a variable-interval 2-min schedule in both components and free food was delivered additionally during one component. When components alternated every 8 sec, all pigeons pecked at a much higher rate during the component with free food than during the other component. At a component duration of 16 min, the reverse was true: all pigeons pecked at a higher rate during the component without free food. In the second phase, the additional food during one component was made contingent on pecking. Responding during the component without the extra food remained essentially unchanged, as expected, since rate of reinforcement remained identical to that in the previous phase. However, rate of responding during the component with the extra food (now contingent on pecking) was elevated, compared to the rate in the first phase, and did not show the marked decline as component duration was increased.  相似文献   

18.
This component analysis used meta-analytic techniques to synthesize the results of 77 published evaluations of parent training programs (i.e., programs that included the active acquisition of parenting skills) to enhance behavior and adjustment in children aged 0-7. Characteristics of program content and delivery method were used to predict effect sizes on measures of parenting behaviors and children's externalizing behavior. After controlling for differences attributable to research design, program components consistently associated with larger effects included increasing positive parent-child interactions and emotional communication skills, teaching parents to use time out and the importance of parenting consistency, and requiring parents to practice new skills with their children during parent training sessions. Program components consistently associated with smaller effects included teaching parents problem solving; teaching parents to promote children's cognitive, academic, or social skills; and providing other, additional services. The results have implications for selection and strengthening of existing parent training programs.  相似文献   

19.
This study assessed the effectiveness of the Utah State University Self-Concept Protocol Modules in changing teacher behaviors presumed to be related to pupil self-concept. This research focused on teachers and handicapped pupils in mainstreamed intermediate grade classrooms. The modules cover specific teacher behaviors including ways of expressing anger, listening skills and nonjudgemental messages, praising and giving instructions, and ways of fostering positive self-perception statements by pupils. The experimental group contained 15 teachers; 18 teachers were in the control group. Seven hundred and fifteen pupils (251 of which were in the experimental group) from the classrooms of the participating teachers were included. Observational data were collected on the teacher behaviors. The intermediate form of the Piers-Harris Children's Self-Concept Scale was administered before and after teachers were trained. Analyses of covariance (with prescores as the covariates) in which the experimental treatment was the independent variable and the postscores for the teacher behaviors were the dependent variables revealed a significant difference between the experimental and control group teachers. The experimental group had more favorable postscores than the control group on four of the teacher behaviors. For children's self-concept postscores, a significant treatment X pupil classification interaction was found indicating that experimental group handicapped pupils scored significantly higher (p<.05) than the control group handicapped pupils. Enhancement was not obtained for either the nonhandicapped nonminority or minority group pupils.  相似文献   

20.
Participation in college classrooms remains low, despite evidence that increased participation contributes to better grades. Incorporating active student educational strategies may help combat poor participation. The Good Behavior Game is a tool for improving various behaviors of children and adolescents in schools. However, strategies similar to the Good Behavior Game have not yet been assessed with young adults in college classrooms. We used an alternating treatments design to evaluate effects of a modified version of the Good Behavior Game on participation across three introductory psychology courses at a public university. We collected baseline data on class participation and then compared two variations of the Good Behavior Game—one included delivering a preferred reward to individuals on the winning team and one did not include a reward. Incorporating components of the Good Behavior Game increased class participation with and without a preferred reward, relative to baseline. Students reported preferring the game with a reward relative to the game with no reward and not playing the game. Because class participation has been correlated with better course grades, incorporating features of the Good Behavior Game may be a feasible approach for improving college students’ education.  相似文献   

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