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1.
仿真模拟测评技术信度和效度的初步研究   总被引:1,自引:0,他引:1  
陈社育  余嘉元 《心理科学》2000,23(6):669-671
本研究对典型的仿真测评技术——“角色扮演”测评方法的评分者信度、重测信度和效标关联效度进行了初步研究。结果表明:仿真模拟测评技术具有较强的岗位针对性,在相似情境中具有较高的预测效度,在某些要素上具有测评和培训的双重功能。  相似文献   

2.
创造力测评中的评分者效应(rater effects)是指在创造性测评过程中, 由于评分者参与而对测评结果造成的影响.评分者效应本质上源于评分者内在认知加工的不同, 具体体现在其评分结果的差异.本文首先概述了评分者认知的相关研究, 以及评分者,创作者,社会文化因素对测评的影响.其次在评分结果层面梳理了评分者一致性信度的指标及其局限, 以及测验概化理论和多面Rasch模型在量化,控制该效应中的应用.最后基于当前研究仍存在的问题, 指出了未来可能的研究方向, 包括深化评分者认知研究,整合不同层面评分者效应的研究, 以及拓展创造力测评方法和技术等.  相似文献   

3.
戎雷 《社会心理科学》2003,18(3):31-32,86
在干部任用、选拔过程中,心理测评技术的作用是显而易见的。对人事管理而言,它有助于对人力资源状况的普查和了解,同时也具有其现实基础和心理学基础。  相似文献   

4.
本文以一个大学社团的团体协作项目活动的参赛大学生为测评对象,运用多面Rasch模型从参赛选手、评分者和测评内容三个侧面考察团队协作能力测评的有效性。结果发现,参赛选手的团队协作能力大都处于中等水平且彼此间相差不大,4位评分者的评分宽严度较低且不一致,评分者在评分过程中产生了偏差。另外,文章还揭示了团队协作能力的结构,为培养大学生团队协作能力提供了参考依据。  相似文献   

5.
采用项目反应理论(IRT)的多侧面Rasch模型(MFRM),分析评价中心技术中无领导小组讨论(LGD)的测评结果,探讨被试能力水平、评委评分宽严度、评分内部一致性、维度难度和评定等级等问题,进而讨论各种偏差。通过 MFRM 分析人事测评结果,可深入了解被试能力的真实差异、甑别维度难度、探查测评误差源,从而完善测评试题编制、评估或诊断评委合格性、提高测评维度与测评目的匹配性,为拓展项目反应理论在人事测评中的应用提供独特视角。  相似文献   

6.
赵群  曹亦薇 《应用心理学》2006,12(3):258-263
档案袋评价因能充分发挥促进学生发展和教学改进的功能而受到青睐,但不佳的测评信度和效度限制了其在教学评价中的应用。本文对档案袋评分者信度的特点进行实证研究,4位评分者对152份档案袋进行了2次等级评分,运用多种统计方法计算评分者信度。结果表明,档案袋的评分有较高的关联性、中等偏弱的一致性和一定的稳定性,对档案袋整体水平的评分信度最高。本研究中,评分者个数为3时,对档案袋整体水平评分的概化系数和可靠性系数都在0.80以上。  相似文献   

7.
许诺  徐建平  刘茜 《心理科学进展》2012,20(12):2052-2060
应聘者对选拔标准的识别能力(ability to identify criteria, 简写为ATIC)是指个体在参与测评的过程中, 正确识别评价标准的能力, 现有测量选拔标准识别能力变量的主要方式有被试自评和研究者评分两种。众多研究发现, 选拔标准识别能力对应聘者的表现有促进作用, 它可以解释选拔的预测效度并影响其结构效度。当公开选拔标准, 提高透明度, 消除选拔标准识别能力个体差异的影响之后, 选拔的预测效度会降低, 而且对应聘者的成绩和选拔的结构效度也有影响, 但目前有关研究的结果并不统一。未来研究应关注选拔标准识别能力与其他构念的关系、完善测量方法、探索它在其他人事选拔手段中的作用, 并继续考察改变选拔标准识别能力对人事选拔的影响。  相似文献   

8.
护士职业的人格特质研究   总被引:22,自引:1,他引:21  
采用Y-G性格测验问卷,对临床护士和在读护生共390人,进行了心理测评,展开了护士职业的人格特质研究。研究结果表明:优秀护士群体的性格类型和某些人格特质显著地优于一般护士群体;优秀护士与一般护士间所显现出显著差异的人格特质,对于护士角色人格的构成具有决定性影响;Y-G性格测验的A型性格类型评定对于护士职业的心理选拔显现特异性趋势;整个测评研究结果,基本支持"护士个体人格特质与角色人格特质的匹配模式"等理论假设.  相似文献   

9.
不同训练方法对小学生分享行为影响的实验研究   总被引:1,自引:0,他引:1  
廖全明  郑涌 《心理科学》2007,30(6):1351-1355
本研究采用情境讨论、角色扮演和归因训练法对小学生分享行为进行为期两个月的训练,结果表明不同训练方法对培养小学生的分享行为都有明显作用,其中角色扮演法对小学生分享行为影响的效果最好,归因训练法次之,情景讨论法稍差;实验训练对培养小学女生分享行为的效果要明显优于对小学男生的效果,但情景讨论法对女生影响的效果优于男生,角色扮演训练对男生的影响效果要稍优于女生,但差异都不明显,而归因训练法对女生的训练效果明显地优于男生。  相似文献   

10.
城市绿化景观观赏性的心理学研究   总被引:2,自引:0,他引:2  
抽取上海地区具有代表性的公共绿地绿化景观样本,编制测评量表对其观赏性进行评价.通过探索性因素分析鉴别该量表的测评维度并基于理论推断和经验归纳确定评价指标,包括整体美感、正性情绪、色彩知觉、形态知觉、负性感受.120名大学生和研究生对景观样本的评价结果表明.高观赏性组的景观与低观赏性组的景观相比,前者的整体美感、正性情绪、形态知觉、色彩知觉维度评价指标及其所含测项的评分均高于后者,彼此差异达到极显著或非常显著的水平,而负性感受维度评价指标评分则是后者极显著地高于前者,而且其测项评分也显著高于前者.本研究编制的量表能够对城市绿化景观观赏性进行有效测评.  相似文献   

11.
70 undergraduate students, without any prior experience of video games playing, were given a pretest and a posttest on the Space Relations Test of the DAT, Forms A and B being, respectively, administered on the two occasions. The experimental group of 38 had eight sessions of playing the Zaxxon video game, each session including five plays. The control group of 32 received no such treatment. A 2 (sex) by 2 (group) analysis of covariance, using pretest scores as the covariate, yielded a significant effect for group which supports the hypothesis that spatial visualization test scores can be improved by video game playing. Moreover, the sex-related difference in visual-spatial skills frequently reported does not appear on the pretest. Finally, no effect for sex and no interaction of group X sex were found, indicating that both male and female subjects gained equally from playing Zaxxon.  相似文献   

12.
This study examined trait anxiety among students (N=80) participating in a beginning golf activity class. Analysis showed no differences in anxiety scores by sex or playing experience; however, performance differences were noted as students with moderate scores performed better on golf evaluations than did those with high anxiety scores. Research should be directed to assess students' perceptions of anxiety and its effects.  相似文献   

13.
为探究教学微视频播放速度对学习效果和学习满意度的影响,实验1采用行为测试和眼动追踪技术测查了62名大学生在正常播放、1.5倍和2倍播放条件下的学习效果和视觉注意过程。结果表明随着播放速度加快(1)学习者的学习效果和学习满意度会降低;(2)对图片区的注视时间及图文转换次数减少。加速播放视频不利于学习,可能是因为学习时长不同。从现实情境和理论研究两方面考虑,实验2控制了相等的视频学习时长后发现:(1)与正常速度相比1.5倍播放不会抑制学习,2倍播放的学习效果高于1.5倍;(2)但不同速度的学习满意度和眼动结果无显著差异。该研究为短视频播放速度的相关研究提供了新的研究视角,并对教学微视频设计提供了参照。  相似文献   

14.
To test the possibilities that antecedents and consequents of certain levels of intensity of punishment may have far-reaching effects on behavior, a self-report measure of parental intensity of punishment was developed. Consisting of 33 different situations to which parents react, scores from the instrument were found to be reliable over time. Further construct validity was demonstrated with a variety of predicted relationships between punishment intensity and parent and child characteristics. Five samples of subjects were used with over 400 families, high intensity of punishment scores were found to be related to mothers' lack of warmth and to her intrusiveness when playing with her child; children's maladjusted behavior; aggression and impulsivity in boys; withdrawal and inhibition in girls, and uncooperativeness. Inconsistency of parental punishment also was associated with maladjustment. Results were discussed in terms of Rotter's social learning theory.  相似文献   

15.
To test the possibilities that antecedents and consequents of certain levels of intensity of punishment may have far-reaching effects on behavior, a self-report measure of parental intensity of punishment was developed. Consisting of 33 different situations to which parents react, scores from the instrument were found to be reliable over time. Further construct validity was demonstrated with a variety of predicted relationships between punishment intensity and parent and child characteristics. Five samples of subjects were used with over 400 families, high intensity of punishment scores were found to be related to mothers' lack of warmth and to her intrusiveness when playing with her child; children's maladjusted behavior; aggression and impulsivity in boys; withdrawal and inhibition in girls; and uncooperativeness. Inconsistency of parental punishment also was associated with maladjustment. Results Were discussed in terms of Rotter's social learning theory.  相似文献   

16.
Many sports require fine spatiotemporal resolution for optimal performance. Previous studies have compared anticipatory skills and the decision-making process in athletes; however, there is little information on visual skills of elite athletes, particularly hockey players. To assess visual skills of Olympic hockey players and analyze differences by playing position, and to analyze improvement of visual skills after training, 21 Olympic field hockey players were pre- and post-tested on 11 visual tasks following a 10-wk. visual training program consisting of computer-based visual exercises. There were no mean differences at pre-test between players of different positions, suggesting that performance on these visual skills was independent of playing position. However, after training, an improvement was seen in all players (when scores were averaged across all 11 visual tasks) with goalkeepers improving significantly more than any other position. This suggests the possibility of improving visual skills even in an elite population.  相似文献   

17.
围棋活动对小学生智力与学习的影响研究   总被引:3,自引:0,他引:3  
黄和林  孔克勤  胡瑜 《心理科学》2006,29(4):852-856
研究采用瑞文高级推理测验和GITC测验对围棋特色学校小学生进行智力测试并与其他学校相同年级学小生进行比较,同时比较4组高年级被试的语文、数学成绩,结果表明下围棋具有很好的益智作用:从事围棋活动能促进小学生总体智力水平的发展,还能促进学生学习成绩的提高,而对数学成绩的促进尤其明显。  相似文献   

18.
This study assessed the effect of experimentally manipulated emotional arousal on swearing fluency. We hypothesised that swear word generation would be increased with raised emotional arousal. The emotional arousal of 60 participants was manipulated by having them play a first-person shooter video game or, as a control, a golf video game, in a randomised order. A behavioural measure of swearing fluency based on the Controlled Oral Word Association Test was employed. Successful experimental manipulation was indicated by raised State Hostility Questionnaire scores after playing the shooter game. Swearing fluency was significantly greater after playing the shooter game compared with the golf game. Validity of the swearing fluency task was demonstrated via positive correlations with self-reported swearing fluency and daily swearing frequency. In certain instances swearing may represent a form of emotional expression. This finding will inform debates around the acceptability of using taboo language.  相似文献   

19.
An epidemiological study was performed on a representative sample of the Norwegian youth population (12 to 18 years old, N=3,237; response rate 45.2%). The percentage who were frequent players (weekly) of different computer games was 63.3%, and the percentage of infrequent users was 36.7%. A mean of 2.7% (4.2% of the boys, 1.1% of the girls) could be described as exhibiting "pathological playing" according to the criteria in the 1998 Diagnostic Questionnaire for Internet Addiction of Young, and an additional 9.82% (14.5% of the boys, 5.0% of the girls) were considered to be engaging in "at-risk playing." Of the weekly gamblers, 4.2% fulfilled 5 criteria for pathological playing, and an additional 15.5% 3 to 4 criteria, i.e., at-risk playing. This indicated that frequent gaming on computer games without money rewards may be related to problematic playing even though no monetary reward is involved.  相似文献   

20.
In a yoked control design, 4-yr.-olds (N = 39) in a Head Start program played numerous structured games involving either the oddity principle or letter identification and letter sounds. The children's mean age was 53.2 mo.; SD = 4.1 mo. Three were Middle Eastern, 14 were Latino, 7 were East African, and 15 were African American. Children showed better mastery of oddity after playing games directed at this concept, and numeracy scores on the Woodcock-Johnson III were better for children who had played this type of game. Woodcock-Johnson III Letter-Word scores for children who had played the oddity and seriation or letter games were equivalent. These results are consistent with other research indicating that the understanding of oddity relations may be a key transitional thinking which supports quantitative and verbal development at the preschool-kindergarten interface. The standardized test scores indicate that guided play directed at this aspect of cognitive growth or more narrowly directed at early literacy can produce equivalent knowledge of letters.  相似文献   

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