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911.
912.
Observing responses of college students and children of different ages (4 to 5, 9 to 10, and 13 to 14 years) were studied using two-component schedules of reinforcement. Different frequencies or numbers of points were given in the components and points were backed by either money or instructions about getting points (e.g., “points are for the experimenter's information only”). Stimuli that were either correlated or uncorrelated with the components were contingent on presses on either of two concurrently available levers (observing responses). In each of three experiments, preferences for stimuli were consistent with the conditioned-reinforcement hypothesis of observing but inconsistent with the uncertainty-reduction hypothesis. Stimulus preferences were established, eliminated, or reversed by instructions about the significance of getting points not backed with money. Instructions to in effect ignore points with no monetary value eliminated stimulus preference provided that money was not associated with points in other conditions for the same subjects. Stimulus preferences were otherwise independent of monetary point value. Instructions that described reinforcement contingencies promoted more rapid adjustment to the contingencies than occurred without them, and preferences were less variable across sessions within subjects and were on the average more extreme. Although some results involving absolute rates of observing depended upon the age of subjects, stimulus preferences did not. The data suggest that the conditioned-reinforcement hypothesis of observing has considerable generality for humans in choice procedures in the laboratory. That monetary value of points did not affect preferences in a graded fashion is consistent with versions of the conditioned-reinforcement hypothesis which emphasize reduction in delay to reinforcement over other reinforcement parameters.  相似文献   
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Two studies using a computer-simulated, strategy-formulation game and business students were conducted using simultaneous verbal protocols. It was found that a number of information-processing and information-evaluation thought processes were significantly related to game performance. Consistent with what is known about individual decision making, the present results suggest that, for the task used in this study, individuals who engage in causal analysis perform better than those who do not. But those who focus on negative emotions, blindly repeat previously successful decisions, and engage in illogical through processes perform more poorly than those who do not. Causal replication using real managers within organizational settings, however, is needed before firm conclusions can be drawn from this research.  相似文献   
915.
This paper presents 10 general observations about current software for instruction in psychology and examines selected examples employing four instructional techniques for computer-assisted instruction. We find that although the number of programs employing experimental or data-oriented approaches to psychology as a primary vehicle of instruction is increasing, tutorial drill and practice programs and gaming are not well represented.  相似文献   
916.
A method of constructing digital filters is outlined and illustrated in an application for research uses of EEG feedback. The method is based on least squares estimation with geometric weighting. Old data in the time series are discounted according to age, as new data arrive. Recurrence relations are used, allowing the computations to be performed in real time. A FORTRAN digital filter is formulated that simultaneously estimates (1) the spectral power in a band centered at a target frequency, (2) the total spectral power, and (3) the dominant frequency.  相似文献   
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The synchronous paradigm is a model of families whose members remain uninvolved and disconnected from each other yet somehow maintain relatively unvarying or even rigid patterns of behavior. In the synchronous paradigm, calm agreement and harmonious unity of action are valued above all. The concept of synchronous operation was first formulated by Constantine to solve certain theoretical problems growing out of the work of Kantor and Lehr. The theory has been elaborated upon through linkages established with other clinical and theoretical models of family dysfunction. Clinical experience in treating synchronous families has now contributed more detailed and practical understanding. Clinically, disabled synchronous families may present as bland, boring, or even death-like. They may have considerable difficulty accommodating to necessary developmental changes or to the demands of life crises, employing a variety of strategies to maintain the appearance of synchrony at the expense of adaptation. Their ability to ignore change and to absorb interventions can tax the abilities of even the most creative and energetic therapist. On the other hand, the quiet efficiency of the family and the social sensitivity of its members can be strong assets. Awareness of their strengths and special vulnerabilities can help the family therapist work more effectively with synchronous families.  相似文献   
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