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Fourth-, fifth-, and sixth-grade students responded to a questionnaire concerning their experiences with electronic videogames and computers. Teacher ratings of academic achievement, personality characteristics, and behavior patterns were also obtained for each student. These data were used to examine a number of hypotheses concerning potential harmful or beneficial effects of electronic videogames on school-age children, and to provide preliminary evidence concerning the correlates of computer usage by school-age children. Videogame usage showed significant positive correlations with teacher ratings of impulsivity, significant negative correlations with ratings of academic achievement, and little relationship to rated sociability. Videogame use also proved positively related to other social activities and to microcomputer use.  相似文献   
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The present study investigated effects of age and instructions on temporal regulations of behavior in children. In the first experiment 4 1/2-year-old and 7-year-old subjects were trained with a DRL (differential reinforcement of low rates) 5-s and a DRL 10-s schedule. Results demonstrate that age and timing performance are related. Seven-year-olds are more efficient than the 4 1/2-year-olds. A striking decline in the 4 1/2-year-old children's capacity to space responses was observed in the DRL 10-s schedule as compared to the DRL 5-s schedule. Analysis of individual performances suggests that the evolution of DRL performance between 4 and 7 years of age depends not only on the development of the capacity to delay responding but also on the acquisition of the ability to represent the reinforcement contingencies, that is, the temporal parameters of the task to oneself. In order to test this hypothesis a second experiment was conducted where instructions to wait between operant responses were given to a group of 4 1/2-year-old subjects at the beginning of a DRL 5-s and a DRL 10-s schedule. The results show that these instructions enhance DRL performance. By directing the 4 1/2-year-old subjects' attention to the temporal requirements of the task, instructions led to efficient performance and accurate timing of responses to the DRL schedule.  相似文献   
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The total number of different responses, given by a group of subjects to a stimulus word in a single-word, free-association situation ( D ), is a primary determinant of associative response latency (Tecce & Glassco, 1965; Flekkøy, 1981). D has traditionally been assumed to reflect a word's associative potential, and the increased latency to high D words has been explained by response competition. The results of the present experiments indicate, however, that D reflects in an inverse manner semantic autonomy , high D words requiring more contextual information for their semantic specification than low D words. The process of semantic specification requires time, creating the positive D -response latency relationship. Based on a semantic interpretation of D , associative response heterogeneity may be used as an index of a word's semantic autonomy.  相似文献   
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This is the second of two papers dealing with symbolic-experiential treatment of marital issues. The first—Early Stages in Experiential Marital Therapy — discussed three early stages. This paper discusses regressive work with couples, including engagement with the family of origin.  相似文献   
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A questionnaire monitoring occupational aspiration, ethnic identification, adolescent experience, and self-esteem was administered to a large sample of Indian and Anglo-Saxon British male and female adolescents attending school in the West Midlands. The relationship between these variables and differences between the four groups were consistent with predictions derived from the social identity approach to intergroup relations and group behaviour (Tajfel & Turner, 1979). Indian males were found to possess a social mobility belief structure that mediates high occupational aspirations and keeness to marry out of their ethnic group. In contrast, Indian females were found to possess a social change belief structure associated with acceptance of the status quo and lower aspirations. Males and Anglo-Saxons reported higher self-esteem than females or Indians. The adolescent experience findings were less clear, but were consistent with the general interpretation of the data that the differences in intersex relations and gender-related experiences are contingent on ethnicity.  相似文献   
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Questionnaires concerning attitudes toward use of microcomputers at home, in school, and at video arcades were administered to 879 high school students. Direct observations of adolescent proxemics and sex differences, and of various parameters of video games in 18 video arcades were made. A thorough and representative content analysis of sex bias of microcomputer software advertising brochures was carried out. Results supported previous findings of overrepresentation of masculine culture in the adolescent world of microcomputers, particularly regarding video games. Various types of computer-related activity were not related to socioeconomic class of the parents or to academic grades except for use of home microcomputers, which was mildly positively related to socioeconomic class (r = .124, p less than .001). Nearly half the activity in the arcades was strictly solitary. None of the arcade video games allowed for cooperative play. Most allowed only for sequential competition (86%) or simultaneous competition (7%); as many as 7% did not provide a display of the scores for a second player.  相似文献   
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