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1.
The children's gambling task (CGT [Kerr, A., & Zelazo, P. D. (2004). Development of “Hot” executive function: The children's gambling task. Brain and Cognition, 55, 148–157]) involves integrating information about losses and gains to maximize winnings when selecting cards from two decks. Both cognitive complexity and control (CCC) theory and relational complexity (RC) theory attribute younger children's difficulty to task complexity. In CCC theory, identification of the advantageous deck requires formulation of a higher-order rule so that gains and losses can be considered in contradistinction. According to RC theory, it entails processing the ternary relation linking three variables (deck, magnitude of gain, magnitude of loss). We designed two less complex binary-relational versions in which either loss or gain varied across decks, with the other held constant. The three closely matched versions were administered to 3–5-year-olds. Consistent with complexity explanations, children in all age groups selected cards from the advantageous deck in the binary-relational versions, but only 5-year-olds did so on the ternary-relational CGT.  相似文献   

2.
The current study examined an important aspect of experience--physical activity--that may contribute to children's executive function. The design attempted to tease apart 2 important aspects of children's exercise by examining the separate and combined effects of acute physical activity and cognitive engagement on an aspect of children's executive functioning. In a 2 × 2 within-subject experimental design, children (N = 33, 6 to 10 years old) completed activities that varied systematically in both physical activity (physically active video games versus sedentary video activities) and cognitive engagement (challenging and interactive video games versus repetitive video activities). Cognitive functioning, including executive function, was assessed after each activity by a modified flanker task (Rueda et al., 2004). Whereas cognitive engagement had no effect on any aspect of task performance, physical activity (i.e., exergaming) enhanced children's speed to resolve interference from conflicting visuospatial stimuli. Age comparisons indicated improvements with age in the accuracy of resolving interference and in overall response time. The results extend past research by showing more precisely how physical activity influences executive function and how this effect differs from the improvements that occur with development.  相似文献   

3.
This study examined the development of executive function (EF) in a typically developing sample from middle childhood to adolescence using a range of tasks varying in affective significance. A total of 102 participants between 8 and 15 years of age completed the Iowa Gambling Task, the Color Word Stroop, a Delay Discounting task, and a Digit Span task. Age-related improvements were found on all tasks, but improvements on relatively cool tasks (Color Word Stroop and Backward Digit Span) occurred earlier in this age range, whereas improvements on relatively hot tasks (Iowa Gambling Task and Delay Discounting) were more gradual and occurred later. Exploratory factor analysis indicated that performance on all tasks could be accounted for by a single-factor model. Together, these findings indicate that although similar abilities may underlie both hot and cool EF, hot EF develops relatively slowly, which may have implications for the risky behavior often observed during adolescence. Future work should include additional measures to characterize more intensively the development of both hot and cool EF during the transition to adolescence.  相似文献   

4.
5.
Although labeling improves executive function (EF) performance in children older than 3 years, the results from studies with younger children have been equivocal. In the current study, we assessed performance in a computerized multistep multilocation search task with older 2-year-olds. The correct search location was either (a) not marked by a familiar picture or given a distinct label, (b) marked by a familiar picture but not given a distinct label, (c) marked by a familiar picture and labeled by the experimenter, or (d) marked by a familiar picture and labeled by the participant. The results revealed that accuracy improved across conditions such that children made the fewest errors when they generated the label for the hiding location. These findings support the hierarchical competing systems model, which postulates that improved performance can be explained by more powerful representations that guide search behavior.  相似文献   

6.
《Developmental Review》2014,34(4):378-393
The purpose of this review is to present a new perspective on children's development of transfer of learning. The focus is on transfer of the effectiveness of a skill (i.e., improved performance), rather than just the transfer of the skill (e.g., a strategy) itself. Specifically, we examined the role of strategy utilization deficiencies, along with cognitive capacity, in the transfer of a memory strategy and, especially, strategy effectiveness (increased recall). Executive functions, metacognition, and mindset were considered as mechanisms that can both facilitate and hinder transfer of strategy effectiveness. Implications for theorizing about both transfer and utilization deficiencies were discussed.  相似文献   

7.
Using the modified Dimensional Change Card Sort task, we examined the influence of positive affect on task switching by inspecting various markers for the costs, including restart cost, switch cost and mixing cost. Given that the executive-control processes that underlie switching performance—i.e., inhibition or shifting—are distinct from the component processes that underlie non-switching performance—i.e., stimulus evaluation, resource allocation or response execution—we hypothesised that if positive affect facilitates task switching via executive-control processes, rather than via component processes, positive affect would reduce both switch and restart costs, but not mixing cost, because both switch and restart costs rely on executive processes, while mixing cost imposes only minimal demands on executive processes. We found beneficial effects of positive affect on both restart and switch costs, but not on mixing costs. These results suggest that positive affect improves switching abilities via executive processes rather than via component processes.  相似文献   

8.
9.
It has been suggested that affective states can guide higher level cognitive processes and that such affective guidance may be particularly important when real-life decisions are made under uncertainty. We ask whether affect guides decisions in a laboratory task that models real-life decisions under uncertainty. In the Iowa gambling task (IGT), participants search for monetary payoffs in an uncertain environment. Recent evidence against an affective guidance interpretation of the IGT indicates a need to set a standard for what counts as evidence of affective guidance. We present a novel analysis of IGT, and our results show that participants’ galvanic skin response (GSR) reflects an affective process that precedes and guides cognition. Specifically, prior to participants’ knowledge of the optimal strategy, their GSRs are significantly higher when they are about to select from a bad deck, relative to a good deck, and this difference in GSR is correlated with a behavioral preference for the good deck.  相似文献   

10.
《Cognitive development》2005,20(1):103-120
Measures of private speech and task performance were obtained for a sample of 46 5- and 6-year-olds engaged on a mechanical version of the Tower of London (ToL) task. Two different sets of four puzzles of increasing difficulty were attempted on two occasions. In line with Vygotskian predictions, there was a quadratic relation between private speech and task difficulty, but no evidence of a shift towards self-regulatory sub-types of private speech with increasing task difficulty. Levels of self-regulatory private speech were significantly related to concurrent, but not subsequent, task performance. We discuss the significance of these findings for the Vygotskian view that private speech has an adaptive function in the self-regulation of behaviour.  相似文献   

11.
The present paper explores one of the multiple aspects of working memory, specifically the coordinating function of the central executive with a complex double‐stimuli task. Performance on this task requires coordinating the short‐term maintenance of verbal as well as visuospatial information in preparation for recall. The task involves the single recall of words, the single recall of locations, or the recall of localized words. The study of the double‐stimuli task involves three classical interference tasks (articulatory suppression, Moar box tracking, and standing balance position) and comparing with simple span tasks (word recall and location recall). Word and location recall in this double‐stimuli task involves observing the classical interference effects: articulatory suppression impairs word recall performance without affecting location recall, whereas in visuospatial interference tasks the reverse is true. A second analysis showed that when performance on the double‐stimuli task (implying the simultaneous maintenance of verbal and visuospatial material at the same time) is compared with performances on short‐term memory tasks (classical word span or location span using the same material), a significant decrease in performance is observed. In a third analysis a score specific to the complex task was computed (corrected score). This score takes into account the recall capacity for both words and locations. This score, directly related to the capacities of coordination implied in the task, is sensitive to most attentional requirements of interference tasks. Contrary to what can be observed on location recall, the standing balance position did not significantly decrease performance. These results are consistent with an interpretation of the working memory according to which coordination of the subsystems is a function of the central executive.  相似文献   

12.
The Iowa gambling task in humans is, in principle, suited for the study of the long-term efficiency of behavior in a biologically relevant context. Key features of this task are uncertainty of outcomes and a conflict between the immediate and the long-term payoff options. Animal models allow us to study the underlying neurobiology of decision-making processes and the long-term efficiency of behavior in more detail and at a greater depth than is possible in humans. Therefore, we set out to develop a model of this task in rodents, using the task’s key features. In this article, we describe the results of the first series of experiments with rats and mice. The data thus far suggest that mice and rats behave in a way similar to humans; that is, they tend to choose the option with the best long-term payoff more often as the test progresses.  相似文献   

13.
Executive function (EF) has been implicated in childhood aggression. Understanding of the role of EF in aggression has been hindered, however, by the lack of research taking into account the function and form of aggression and the almost exclusive focus on cool EF. This study examined the role of cool and hot EF in teacher reported aggression, differentiating between reactive and proactive as well as physical and relational aggression. Children (N = 106) completed laboratory tasks measuring cool (inhibition, planning, working memory) and hot EF (affective decision‐making, delay of gratification). Cool, but not hot, EF significantly contributed to understanding of childhood aggression. Inhibition was a central predictor of childhood aggression. Planning and working memory, in contrast, were significant independent predictors of proactive relational aggression only. Added to this, prosocial behaviour moderated the relationship between working memory and reactive relational aggression. This study therefore suggests that cool EF, particularly inhibition, is associated with childhood aggression across the different functions and forms.  相似文献   

14.
The effects of aging on alerting, orienting, and executive function were examined with the use of the Attention Network Task, which combines the Posner spatial cuing task and the Eriksen flanker task into a single procedure. We found that older adults showed significantly less alerting than young adults in response to a warning cue, although there were no age differences in orienting or executive function once processing speed was taken into account. We suggest that age differences in alerting may depend in part upon the presentation duration or persistence of the warning cue.  相似文献   

15.
The Iowa gambling task (IGT; Bechara, Damasio, Damasio, & Anderson, 1994) was developed to simulate real-life decision making under uncertainty. The task has been widely used to examine possible neurocognitive deficits in normal and clinical populations. Busemeyer and Stout (2002) proposed the expectancy-valence (EV) model to explicitly account for individual participants’ repeated choices in the IGT. Parameters of the EV model presumably measure different psychological processes that underlie performance on the task, and their values may be used to differentiate individuals across different populations. In the present article, the EV model is extended to include both fixed effects and subject-specific random effects. The mixed-effects EV model fits the nested structure of observations in the IGT naturally and provides a unified procedure for parameter estimation and comparisons among groups of populations. We illustrate the utility of the mixed-effects approach with an analysis of gender differences using a real data set. A simulation study was conducted to verify the advantages of this approach.  相似文献   

16.
Construction tasks form a major part of children's play and can be linked to achievement in maths and science. However there is a lack of understanding of construction task ability and development. Therefore, there is little foundation for the applied use of construction tasks, such as in teaching or research, as there are no apparent methods for assessing difficulty. This empirical research identifies four construction task characteristics that impact on cognition and predict construction task difficulty in children aged 7–8 and 10–11 years and adults. The results also reveal a developmental trajectory in construction ability. The research provides a method to quantify, predict and control the complexity of construction tasks for future research and to inform applied use. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

17.
The purpose of this experiment is to test whether shift flexibility in kindergarten children is a joint function of rule‐usage and inhibition of attention. Sixty‐six children were given either a distraction or facilitation condition in a computerized version of the dimensional change card sort task. In the distraction condition, the background of the post‐shift matching stimulus was inconsistent with the relevant matching dimension. In the facilitation condition, the background of the post‐shift matching stimulus was consistent with the relevant matching dimension. Results revealed that children made few errors in the standard version of the shift task, thereby supporting Cognitive complexity and control theory's contention that 5‐year‐old children shift easily across dimensions due to their use of higher‐order setting rules to solve contradictions. The proportion of errors increased however in the distraction condition suggesting that attention to the background interfered with children's ability to shift between dimensions. Therefore, these data provide evidence that refocusing attention to dimensions along with rule‐use processes affect shift flexibility and argue for the inclusion of both factors into theoretical accounts of shift performance. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   

18.
19.
"Chasing ones losses" is a key symptom among pathological gamblers (PGs). This study focuses on quantitative differences in episodic chasing (i.e., sequences of disadvantageous decisions within a single gambling session) between PGs and non-pathological gamblers (NPGs). We compared 61 PGs and 39 NPGs on the Iowa Gambling Task (IGT) and the Zuckerman Sensation Seeking Scale (SSS). The PGs showed significantly more chasing and had significantly poorer decision-making strategies than NPGs, particularly among males (F = 4.52, p < 0.05). Random players were significantly less sensation seeking than advantageous and disadvantageous (i.e., chasing) players, but there was no interaction with group or gender. The results suggest that quantifiable within-session gambling behavior holds important implications for detecting underlying vulnerabilities to gambling pathology.  相似文献   

20.
This study of the relationship between theory of mind and executive function examined whether on the false-belief task age differences between 3 and 5 ears of age are related to development of working-memory capacity and inhibitory processes. 72 children completed tasks measuring false belief, working memory, and inhibition. Significant age effects were observed for false-belief and working-memory performance, as well as for the false-alarm and perseveration measures of inhibition. A simultaneous multiple linear regression specified the contribution of age, inhibition, and working memory to the prediction of false-belief performance. This model was significant, explaining a total of 36% of the variance. To examine the independent contributions of the working-memory and inhibition variables, after controlling for age, two hierarchical multiple linear regressions were conducted. These multiple regression analyses indicate that working memory and inhibition make small, overlapping contributions to false-belief performance after accounting for age, but that working memory, as measured in this study, is a somewhat better predictor of false-belief understanding than is inhibition.  相似文献   

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