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We have gathered protocols of subjects in their first 30 hours of learning LISP. The processes by which subjects write LISP functions to meet problem specifications has been modeled in a simulation program called GRAPES (Goal Restricted Production System). The GRAPES system embodies the goal-restricted architecture for production systems as specified in the ACT* theory (Anderson, 1983). We compare our simulation to human protocols on a number of problems. GRAPES simulates the top-down, depth-first flow of control exhibited by subjects and produces code very similar to subject code. Special attention is given to modeling student solutions by analogy, how students learn from doing, and how failures of working memory affect the course of problem-solving. Of major concern is the process by which GRAPES compiles operators in solving one problem to facilitate the solution of later problems. 相似文献
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K erenyi , K. and H illman , J. Oedipus Variations: Studies in Literature and Psychoanalysis
C hodorow , J. Dance Therapy and Depth Psychology: The Moving Imagination
L oomis , M. E. Dancing the Wheel of Psychological Types
G rinberg , L. The Goals of Psychoanalysis: Identification, Identity and Supervision 相似文献
C hodorow , J. Dance Therapy and Depth Psychology: The Moving Imagination
L oomis , M. E. Dancing the Wheel of Psychological Types
G rinberg , L. The Goals of Psychoanalysis: Identification, Identity and Supervision 相似文献
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A sample of 118 U.S. 6th and 7th graders was used to examine early adolescents’ views of whether video games negatively influence themselves, others of the same age, and younger others. Six specific games ranging in rating from E for Everyone to M for Mature were listed for the early adolescents to respond to, with questions asked about both potential influence and whether young people should be allowed to play the games. Results support a third‐person perception that grew as the rating of the game became more restrictive and as the “other” group in question became younger. The presence of rules set by parents about video game use was a positive predictor of perceptions of influence on self and others. 相似文献