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211.
State-trace analysis (Bamber, 1979) addresses a question of interest in many areas of psychological research: Does 1 or more than 1 latent (i.e., not directly observed) variable mediate an interaction between 2 experimental manipulations? There is little guidance available on how to design an experiment suited to state-trace analysis, despite its increasing use, and existing statistical methods for state-trace analysis are problematic. We provide a framework for designing and refining a state-trace experiment and statistical procedures for the analysis of accuracy data using Klugkist, Kato, and Hoijtink's (2005) method of estimating Bayes factors. The statistical procedures provide estimates of the evidence favoring 1 versus more than 1 latent variable, as well as evidence that can be used to refine experimental methodology. 相似文献
212.
Choosing and using geospatial displays: effects of design on performance and metacognition 总被引:1,自引:0,他引:1
Interactive display systems give users flexibility to tailor their visual displays to different tasks and situations. However, in order for such flexibility to be beneficial, users need to understand how to tailor displays to different tasks (to possess "metarepresentational competence"). Recent research suggests that people may desire more complex and realistic displays than are most effective (Smallman & St. John, 2005). In Experiment 1, undergraduate students were tested on a comprehension task with geospatial displays (weather maps) that varied in the number of extraneous variables displayed. Their metacognitive judgments about the relative effectiveness of the displays were also solicited. Extraneous variables slowed response time and increased errors, but participants favored complex maps that looked more realistic about one third of the time. In Experiment 2, the eye fixations of undergraduate students were monitored as they performed the comprehension task. Complex maps that looked more realistic led to more eye fixations on both task-relevant and task-irrelevant regions of the displays. Experiment 3 compared performance of experienced meteorologists and undergraduate students on the comprehension and metacognitive tasks. Meteorologists were as likely as undergraduate students to prefer geographically complex (realistic) displays and more likely than undergraduates to opt for displays that added extraneous weather variables. However, meteorologists were also slower and less accurate with complex than with simple displays. This work highlights the importance of empirically testing principles of visual display design and suggests some limits to metarepresentational competence. 相似文献
213.
Disrupting the reactivation of hippocampal neurons during sleep impairs memory consolidation in rats. However, the functional importance of reactivation during awake states is unknown. An experiment in which awake reactivation was disrupted suggests that this phenomenon could adaptively guide behavior by linking previous learning with the current state of the world. 相似文献
214.
Gregory Arief D. Liem Andrew J. Martin Amy L. Porter Susan Colmar 《Asian Journal of Social Psychology》2012,15(1):1-13
With a view to understand the influence of culture on achievement motivation, the study aimed to test the hypothesized mediating role of individual‐oriented and social‐oriented achievement motives in linking value orientations (e.g. achievement, security, conformity, hedonism) to achievement goals (i.e. mastery‐approach, mastery‐avoidance, performance‐approach, and performance‐avoidance goals) as predictors of English and mathematics achievements. These hypothesized relationships were tested in the one‐path analytic model with a sample of Indonesian high‐school students (n = 356; 46% girls, M age = 16.20 years). The findings showed that security and conformity values positively predicted social‐oriented achievement motive; self‐direction values positively predicted individual‐oriented achievement motive; and hedonism values negatively predicted both achievement motive orientations. Both individual‐oriented and social‐oriented achievement motives positively predicted mastery‐approach and performance‐approach goals. Interestingly, social‐oriented achievement motive also positively predicted mastery‐avoidance and performance‐avoidance goals, which in turn, negatively predicted English and mathematic achievement. There was also some evidence for the direct effects of values on performance‐approach goals and achievement. Taken together, the findings evinced the relevance of achievement goal constructs to Indonesian students and the psychometric properties of the Indonesian version of the Achievement Goals Questionnaire for further use in Indonesia. The study concludes that the meanings of academic motivation and achievement should be seen from a sociocultural perspective relevant to the context in which they are being studied. 相似文献
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218.
Trait anxiety is an individual-difference variable reflecting variation in state-anxiety elevations resulting from exposure to a stressor. It is usually measured using questionnaire instruments, such as the Spielberger State-Trait Anxiety Inventory (STAI-T). The present research conceptually distinguishes, and independently assesses, two hypothetical dimensions of anxiety vulnerability which, it is argued, could plausibly make independent contributions to variance in trait-anxiety scores. These dimensions are anxiety reactivity, the probability of experiencing an anxiety reaction to a stressor, and anxiety perseveration, the persistence of anxiety symptoms once elicited. Participants were asked three questions about each STAI-T item. The traditional STAI-T question assessed how much of the time this symptom was experienced; the anxiety-reactivity question assessed the probability of experiencing the symptom in response to a stressor; and the anxiety-perseveration question assessed how long the symptom persisted, if elicited. Regression analysis determined that anxiety reactivity and anxiety perseveration scores both accounted for independent variance in trait-anxiety scores. It is argued that models of anxiety vulnerability should seek to differentiate both the causes and the consequences of elevated anxiety reactivity and increased anxiety perseveration. (PsycINFO Database Record (c) 2012 APA, all rights reserved). 相似文献
219.
To control order effects in questionnaires containing paired comparisons, Ross (1934) described an optimal ordering of the pairings. The pairs can also be balanced so that every stimulus appears equal numbers of times as the first and the second member of a pair. First, we describe and illustrate the optimally spaced, balanced ordering of pairings. Then we show how the optimally spaced, balanced order can be used to implement a matrix-sampling design or a fully incomplete design when the number of stimuli n is so large that respondents cannot reasonably be expected to judge all n(n - 1)/2 pairs. The algorithm for balancing and optimally spacing the list of pairs is described. 相似文献
220.
Virtual reality (VR) technology is increasingly used in spatial cognition research, as it offers high experimental control and interactivity in naturalistic multi-modal environments, something that is difficult to achieve in real-world settings. Even in the most sophisticated and costly VR systems, people do not necessarily perceive and behave as they would in the real world. This might be related to our inability to use embodied (and thus often highly automated and effective) spatial orientation processes in VR. While real-world locomotion affords automatic and obligatory spatial updating of our self-to-surrounding relationships, such that we easily remain oriented during simple perspective changes, the same is not necessarily true in VR. This can lead to striking systematic and qualitative errors such as failures to update rotations ("Nonturner" behavior). Here, we investigated whether rich naturalistic visual stimuli in immersive VR might be sufficient to compensate for the lack of physical motion. To this end, 24 participants performed point-to-origin tasks after visually simulated excursions along streets of varying curvature in a naturalistic virtual city. Most (21/24) participants properly updated simulated self-motions and showed only moderate regression toward mean pointing responses. 3/24 participants, however, exhibited striking "Nonturner" behavior in that they pointed as if they did not update the visually simulated turns and their heading had not changed. This suggests that our immersive naturalistic VR stimuli were an improvement over prior optic flow stimuli, but still insufficient in eliciting obligatory spatial updating that supported correct point-to-origin responses in all participants. 相似文献