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1.
李泉  宋亚男  廉彬  冯廷勇 《心理学报》2019,51(3):324-336
正念训练是指个体将注意力集中于当下体验的一种心理干预方法。先前研究表明正念训练可以促进其注意力、执行功能、情绪调节等的发展, 而正念训练对幼儿心理发展的作用机制并不清楚。因此, 为了考察正念训练对3~4岁幼儿注意力和执行功能的影响。采用前后测设计, 对正念组进行每周2次, 每次20~30分钟, 共12次的正念训练; 对照组不进行任何训练。结果发现:(1) 在注意力方面, 正念组与对照组前测差异不显著, 训练后正念组幼儿持续性注意力得分显著高于对照组。(2) 在执行功能方面, 正念组和实验组在抑制控制、认知灵活性以及工作记忆上前测得分差异不显著, 训练后正念组幼儿抑制控制和认知灵活性得分显著优于对照组, 而两组幼儿工作记忆差异不显著。研究表明, 正念训练促进了3~4岁幼儿注意力和执行功能的发展, 且在执行功能方面主要表现为对抑制控制和认知灵活性的提升。  相似文献   

2.
盖笑松  许洁  闫艳  王元  谢笑春 《心理学报》2021,53(5):505-514
为了考察体感游戏促进儿童执行功能的作用机制, 采用2(运动强度:高/低) × 2(认知参与:高/低) × 3(测量时间:前测、一次性训练后测、长期训练后测)的三因素混合实验设计, 对122名4~6岁儿童进行6周(每周3次)的体感游戏训练。结果发现:在一次性训练中, 体感游戏中的运动强度而不是认知参与显著促进儿童执行功能, 尤其是工作记忆; 在长期干预中, 体感游戏中的运动强度和认知参与都显著促进儿童执行功能, 且认知参与的作用大于运动强度。这一结果不但验证了体感游戏对儿童执行功能的益处, 并且阐明了体感游戏中的哪些特征能对儿童执行功能具有短期的和长期的效果。  相似文献   

3.
研究考察幼儿气质与母子互动质量对执行功能的作用。160名2~3岁幼儿及其母亲(主要抚养者)完成了亲子互动任务,然后幼儿完成工作记忆、认知灵活性与抑制控制的测查任务。结果发现母子互动质量对幼儿认知灵活性有显著预测作用,幼儿努力控制负向调节母子互动与认知灵活性的关系,即幼儿努力控制维度得分越高,母子互动对幼儿认知灵活性的作用越小。研究表明幼儿气质与亲子互动质量的交互作用解释幼儿执行功能的发展水平。  相似文献   

4.
近年来大量研究发现音乐训练对认知能力的具有积极影响,一些理论认为音乐训练的广泛迁移效应是通过执行功能起中介作用,但音乐训练与执行功能的关系至今仍存争议。研究将执行功能分为抑制控制、工作记忆和认知灵活性三个子成分,并将抑制控制进一步细分为注意抑制和反应抑制,同时区分工作记忆中主动性控制和反应性控制两种认知过程。通过对比音乐组和控制组在执行功能各任务(Go/No-go, Stroop, AX-CPT, Task-switching)上的行为表现来系统考察音乐训练与执行功能的关系。结果表明音乐训练对执行功能不同子成分的影响具有差异性,其促进效应主要体现在抑制控制中的注意抑制和工作记忆中的主动性控制,对抑制控制中的反应抑制、工作记忆中的反应性控制和认知灵活性影响较小。  相似文献   

5.
彭君  莫雷  黄平  周莹  王靖  昂晨 《心理学报》2014,46(10):1498-1508
目前已有许多研究证据表明, 工作记忆训练能提高成人、儿童的流体智力成绩, 然而这种训练是否能够提高幼儿的流体智力表现, 更为重要的是, 如果训练确有成效, 那么这种训练效果能否长期保持?为此, 本研究选择了幼儿园4~5岁幼儿进行工作记忆训练任务, 考察工作记忆训练对流体智力的提升及保持效应。实验中设立3个组:实验组、控制1组和控制2组。实验组采用单个空间n-back的工作记忆游戏程序进行训练, 控制1组采用“水果忍者”的游戏程序进行训练, 两组进行游戏训练的时间均为14天, 每天15 min; 控制2组不进行任何训练。结果发现, 训练后实验组幼儿被试的流体智力成绩明显优于两个控制组, 在6个月后再进行测试, 这种优势仍然保持。本研究结果表明, n-back工作记忆训练可以提高幼儿的流体智力成绩, 并且这种训练效果具有持续的稳定性。  相似文献   

6.
执行功能是对目标指向活动进行信息整合和控制调节的一系列认知能力,在学前期发展迅速。研究使用执行功能任务组软件考察了210名3~6岁儿童(6组,组间年龄跨度6个月)执行功能各子成分(工作记忆、抑制控制和认知灵活性)的发展特征。结果表明:(1)随年龄增长,3~6岁儿童执行功能呈上升趋势发展,4岁左右为抑制控制与认知灵活性的高速发展期;(2)执行功能各子成分发展不同步,抑制控制最快,工作记忆最慢;(3)各子成分间呈中度正相关。结论:3~6岁执行功能能力发展迅速,但各子成分的发展进程并不一致;幼儿阶段执行功能测试的年龄分组最好精确到6个月。  相似文献   

7.
传递生物体运动信息的生物运动在工作记忆中有着独立于一般视觉客体的存储空间。尽管研究发现电子游戏训练可提高工作记忆(如一般视觉客体)容量,但尚未有研究探讨游戏训练对生物运动工作记忆容量的影响。本研究采用Kinect体感游戏训练,首次对该问题进行探讨。实验中控制组被试与实验组被试均先后做两次生物运动记忆实验,但实验组在第一次实验后进行为期14天的体感游戏训练。结果发现,尽管生物运动工作记忆绩效在后测时较前测有显著上升,但是游戏训练并未显著提高实验组的记忆绩效,说明生物运动工作记忆并不受体感交互游戏训练影响。  相似文献   

8.
游戏是激发幼儿兴趣的有效载体,已有研究表明游戏可以提高幼儿自我控制的外显行为表现,但未考察是否能够引起幼儿自我控制相关的电生理变化。本研究将幼儿按班级随机分为实验组和对照组,实验组的幼儿接受一学期的游戏训练,对照组不参加训练,进行自由活动,训练前后所有幼儿完成Go/No Go任务的ERP测试,评定自我控制能力。结果发现:实验组后测中No Go任务的N2和P3成分(分别表示为No Go-N2和No Go-P3)平均波幅均显著小于前测,而对照组前后测波幅无变化;同时,后测实验组中No Go-N2平均波幅显著小于对照组。结果表明,游戏训练可促进幼儿自我控制相关大脑系统的发展,为自我控制游戏训练的效果提供了电生理证据。。  相似文献   

9.
采用对照组和干预组前测、后测设计,对80名脑瘫儿童的综合功能和生活质量进行了测量,分析了心理干预对脑瘫儿童康复疗效的影响。结果表明:(1)四组脑瘫儿童后测综合功能评定效果存在显著差异。(2)生活质量问卷中,在使用特殊器具感觉维度上,四个组别间的追踪水平逐级显著递增;在对疼痛和困扰感觉维度上,四个组别间的后测水平、追踪水平均逐级显著递减;在其它四个维度上,四个组别间的后测水平、追踪水平均逐级显著递增。(3)在使用特殊器具感觉维度上,三个干预组内的追踪水平显著高于前测和后测水平;在对疼痛和困扰感觉维度上,三个干预组内的前测、后测和追踪水平均呈逐级显著递减趋势;在其它四个维度上,三个干预组内的前测、后测和追踪水平均逐级显著递增。干预组比对照组能显著提升脑瘫患儿的综合功能和生活质量。  相似文献   

10.
运用追踪设计检验了学前儿童执行功能特定成分和问题行为跨情境和性别的关系。选取101名学前儿童(48名男孩)为研究对象,采用实验任务测量儿童的执行功能,一年后采用母亲和教师报告分别收集儿童在家庭和学校情境的问题行为。结果发现,控制儿童年龄后:(1)在男孩中,抑制控制、认知灵活性和工作记忆负向预测一年后家庭情境的外化问题,认知灵活性负向预测一年后学校情境的外化问题,抑制控制正向预测一年后学校情境的内化问题;(2)在女孩中,执行功能三个成分均不能显著预测家庭情境的问题行为,认知灵活性正向预测一年后学校情境的外化问题。执行功能三个成分与问题行为间存在不同效应模式,且存在跨情境和性别的特异性。  相似文献   

11.
王元  李柯  盖笑松 《心理科学》2019,(4):820-826
视频游戏训练是一种正处于探索阶段的执行功能训练方案,其对工作记忆和认知灵活性能产生迁移效应,对抑制的迁移结论尚不明确,这一结果不同无法通过考察迁移发生的泛化还是具体化机制得到解决,差异更有可能来自游戏训练本身。虽然真实游戏经验能产生迁移,但训练不一定能模拟经验对执行功能的迁移。这一方面受训练游戏类型的影响,另一方面与训练剂量有关。建议从丰富迁移机制等角度提高迁移效应。  相似文献   

12.
The aim of this study is to evaluate the acute effect of playing games on executive function and motor ability in Parkinson's disease (PD). Consecutive cases with PD were studied with the Unified Parkinson Disease Rating Scale (UPDRS), Mini-Mental State examination (MMSE), Beck Depression Inventory (BDI), Stroop test, finger tapping and 14-meter walk test. After randomization, patients performed a game of dominoes and were tested before and after experiment being further categorized as control, winners or non-winners. Forty patients, 27 male (67.5%), aged 48 to 84 years (63.2 ± 8.5), Hoehn & Yahr I to III were included. Twenty-eight (70%) presented depressive symptoms (BDI > 10). Groups (Control N = 13; Winners = 14 and Non-winners = 13) were not different regarding age, disease duration, age at onset, BMI, MMSE scores, depressive symptoms, levodopa dose, and previous practice of games. Winners presented significantly better results on executive function (Stroop test, p = 0.002) and on motor activity (Finger tapping, p = 0.01). Non-winners showed a trend of better performance in the 14-meter-walk test. This study shows that the practice of a non-reward game acutely improved memory and motor skills in PD. Our results suggest a role for the reward system in the modulation of the dopaminergic function of the basal ganglia in these patients.  相似文献   

13.
李晴  陈安涛 《心理科学》2018,(6):1318-1324
视频游戏是一类需要借助视听设备并基于一定剧情进行操作的游戏。先前研究大多关注暴力视频游戏对攻击等负面行为的影响,但本文着重探讨视频游戏对个体认知能力的积极影响及内在神经基础,以辩证看待视频游戏对个体心理和行为的作用。本文对前人研究归纳梳理发现,视频游戏训练能使个体认知能力得到持久改善,同时论述了视频游戏中脑神经基础和奖赏预期对认知能力的调控作用。未来研究应在规范视频游戏训练技术的基础上,用其干预靶脑区以提升个体特定脑功能。  相似文献   

14.
In this research, we examined children's awareness of inconsistencies in messages that are meaningful for children, instructions for games. In the first experiment, kindergarten (n = 25) and second- (n = 25) and fourth-grade (n = 26) children were individually read the instructions for two games, each of which included two inconsistent statements. Chi-square analyses yielded a significant effect for grade for one game (p < .05) and a marginally significant effect for a second game (p < .10). In a second experiment, second- (n = 40), fourth- (n = 40), and sixth-grade (n = 40) children were read the instructions for two games, each of which included two statements that were inconsistent. An analysis of variance demonstrated that with an increase in grade, there was a significant increase (p < .001) in awareness that a message contained an inconsistency. The analysis also indicated that the subjects were more willing (p < .08) to question an adult than they were to question a child about an inconsistency. Moreover, a regression analysis indicated that awareness of inconsistencies in the rules for games was significantly related to memory (p < .001) and to one's ability to note inconsistencies in shorter, simpler messages (p < .001).  相似文献   

15.
The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors developed an active video game training program using a pretest-training-posttest design comparing an experimental group (24 × 1 hr of training) with a control group without treatment. Participants completed a battery of neuropsychological tests, assessing executive control, visuospatial functions, and processing speed, to measure the cognitive impact of the program. They were also given a battery of functional fitness tests to measure the physical impact of the program. The trainees improved significantly in measures of game performance. They also improved significantly more than the control participants in measures of physical function and cognitive measures of executive control and processing speed, but not on visuospatial measures. It was encouraging to observe that, engagement in physically simulated sport games yielded benefits to cognitive and physical skills that are directly involved in functional abilities older adults need in everyday living (e.g., Hultsch, Hertzog, Small, & Dixon, 1999).  相似文献   

16.
Executive functions, including working memory and inhibition, are of central importance to much of human behavior. Interventions intended to improve executive functions might therefore serve an important purpose. Previous studies show that working memory can be improved by training, but it is unknown if this also holds for inhibition, and whether it is possible to train executive functions in preschoolers. In the present study, preschool children received computerized training of either visuo‐spatial working memory or inhibition for 5 weeks. An active control group played commercially available computer games, and a passive control group took part in only pre‐ and posttesting. Children trained on working memory improved significantly on trained tasks; they showed training effects on non‐trained tests of spatial and verbal working memory, as well as transfer effects to attention. Children trained on inhibition showed a significant improvement over time on two out of three trained task paradigms, but no significant improvements relative to the control groups on tasks measuring working memory or attention. In neither of the two interventions were there effects on non‐trained inhibitory tasks. The results suggest that working memory training can have significant effects also among preschool children. The finding that inhibition could not be improved by either one of the two training programs might be due to the particular training program used in the present study or possibly indicate that executive functions differ in how easily they can be improved by training, which in turn might relate to differences in their underlying psychological and neural processes.  相似文献   

17.
不同维度的执行功能与早期心理理论的关系   总被引:13,自引:0,他引:13  
采用意外地点任务、意外内容任务和三种不同类型的执行功能任务来探究执行功能与心理理论之间的关系。共60名被试,3岁和4岁被试各30名,男女各半。区分自己心理状态和他人心理状态能力与执行功能的关系主要体现在混合成分执行功能与这一能力的密切联系上;在错误信念发展的早期,执行功能与错误信念理解能力的关系主要集中在“混合成分的执行功能与对自己错误信念理解能力,工作记忆的执行功能与对他人错误信念理解能力”这两对联系上  相似文献   

18.
The stepping-stone variant of the hidden pathway maze learning (HPML) task paradigm has been extensively used to investigate cognitive functions in neuropsychology and neuropharmacology. Previous studies have used total error across trials, as well as rule-break errors and learning errors, to define spatial memory and/or executive function in healthy and impaired adults and children. However, the construct validity of performance measures on HPML tasks has not been established in healthy children. To assess the construct validity of measures of exploratory and rule-break errors on the Groton Maze Learning Task (GMLT) measures of spatial sequence memory (Corsi Blocks Task) and spatial error monitoring (Continuous Paired Associate Learning; CPAL) were used. The results indicate that Corsi span predicted GMLT spatial sequence memory and CPAL accuracy predicted GMLT spatial error monitoring. The construct validity of the GMLT as a measure of spatial memory and executive function are discussed with regard to prior research using HPML tasks in neuropsychological contexts.  相似文献   

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