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941.
942.
Agreement between parents and teachers on ratings of three domains of behaviors exhibited by preschool children and the structural relations between these domains were measured. Parents and teachers rated the behaviors of a socioeconomically diverse sample of 610 children; ratings were obtained from parents at three time points and from teachers at two time points. The results indicated little agreement between sources on the ratings of individual child behaviors; however, ratings within a source were stable over time. Principal components analyses of source ratings combined and separately indicated virtually identical and independent three-component solutions comprised of a coping competence, externalizing behavior, and internalizing behavior component. These data suggest that competence and dysfunction develop in response to different contextual demands and underscore the importance of measuring each domain of behavior in clinical and research settings.  相似文献   
943.
Threatening things are often perceptually exaggerated, such that they appear higher, closer, of greater duration, or more intense than they actually are. According to the Resources and Perception Model (RPM) psychosocial resources can prevent this exaggeration, leading to more accurate perception. Two studies tested RPM. Study 1 showed that the perceived closeness of a threatening object (a live tarantula) but not an innocuous object (a cat toy) was moderated by induced self-worth. Further, the more self-worth that participants experienced, the less close the tarantula appeared to them. Study 2 showed that greater levels of self-esteem reduced perceived height, but only among participants prevented from holding a protective handrail while looking down. Together, these studies confirm that resources moderate the physical perception of both distance and height, that resources moderate perception of threats but not nonthreats, that different resources have similar moderating effects, and that psychosocial resources can supplant physical resources.  相似文献   
944.
We examined the impact of training-induced improvements in self-regulation, operationalized in terms of response inhibition, on longitudinal changes in self-reported adaptive socioemotional functioning. Data were collected from participants undergoing 3 months of intensive meditation training in an isolated retreat setting (Retreat 1) and a wait-list control group that later underwent identical training (Retreat 2). A 32-min response inhibition task (RIT) was designed to assess sustained self-regulatory control. Adaptive functioning (AF) was operationalized as a single latent factor underlying self-report measures of anxious and avoidant attachment, mindfulness, ego resilience, empathy, the five major personality traits (extroversion, agreeableness, conscientiousness, neuroticism, and openness to experience), difficulties in emotion regulation, depression, anxiety, and psychological well-being. Participants in Retreat 1 improved in RIT performance and AF over time whereas the controls did not. The control participants later also improved on both dimensions during their own retreat (Retreat 2). These improved levels of RIT performance and AF were sustained in follow-up assessments conducted approximately 5 months after the training. Longitudinal dynamic models with combined data from both retreats showed that improvement in RIT performance during training influenced the change in AF over time, which is consistent with a key claim in the Buddhist literature that enhanced capacity for self-regulation is an important precursor of changes in emotional well-being.  相似文献   
945.
946.
Many studies have investigated how different technological features impact the experience of playing video games, yet few have focused on how control schemes may affect the play experience. This research employed a between-subjects design to explore the relationship between the type of console played (Nintendo Wii, Playstation 2) and feelings of flow and enjoyment during the game-play experience. Results indicated that participants reported greater feelings of control and enjoyment with a traditional control scheme (Playstation 2) than with the more technologically advanced control scheme (Nintendo Wii). Further mediation analysis showed that enjoyment was driven by the sense of control that participants experienced and not simply by whether they won the game. Theoretical and practical implications are discussed.  相似文献   
947.
Sex differences in adults’ observations and ratings of children’s aggression was studied in a sample of preschool children (N = 89, mean age = 44.00 months, SD = 8.48). When examining the direct observations made by trained observers, male observers, relative to female observers, more frequently recorded aggressive bouts, especially of boys. On rating scales assessing aggression, trained male raters also gave higher aggressive ratings than female raters. Lastly, we compared the ratings of trained female raters and female teachers on the same scale and found no differences. Results are discussed in terms male raters’ and observers’ prior experiences in activating their experiential schemata where males’ greater experience in aggression, relative to that of females, leads them to perceive greater levels of aggression.  相似文献   
948.
Patients with bipolar disorder (BD) and schizophrenia (SZ) often show decision-making deficits in everyday circumstances. A failure to appropriately weigh immediate versus future consequences of choices may contribute to these deficits. We used the delay discounting task in individuals with BD or SZ to investigate their temporal decision making. Twenty-two individuals with BD, 21 individuals with SZ, and 30 healthy individuals completed the delay discounting task along with neuropsychological measures of working memory and cognitive function. Both BD and SZ groups discounted delayed rewards more steeply than did the healthy group even after controlling for current substance use, age, gender, and employment. Hierarchical multiple regression analyses showed that discounting rate was associated with both diagnostic group and working memory or intelligence scores. In each group, working memory or intelligence scores negatively correlated with discounting rate. The results suggest that (a) both BD and SZ groups value smaller, immediate rewards more than larger, delayed rewards compared with the healthy group and (b) working memory or intelligence is related to temporal decision making in individuals with BD or SZ as well as in healthy individuals.  相似文献   
949.
Keyboarding skill is an important target for adult education programs due to the ubiquity of computers in modern work environments. A previous study showed that novice typists learned key locations quickly but that fluency took a relatively long time to develop. In the present study, novice typists achieved fluent performance in nearly half the time when words rather than jumbled characters were used as stimuli. This suggests that using real words in the keyboarding program can enhance the efficiency of training.  相似文献   
950.
The ways in which objects were used by preschool children (Homo sapiens) was examined by directly observing them across one school year. In the first objective we documented the relative occurrence of different forms of object use and their developmental growth curves. Second, we examined the role of different types of object use, as well as novel and varied uses of objects, in predicting peer group centrality. Results indicated that noninstrumental object play was the most frequently observed category, followed by tool use, exploration, and construction; sex moderated the growth curve of children's exploration. Noninstrumental object play, not other types of object use, was significantly related to novel and varied object uses and only the latter category predicted peer group centrality. Results are discussed in terms of the social transmission of novel object use.  相似文献   
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