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Although information about individuals' exposure to highly stressful events such as traumatic stressors is often very useful for clinicians and researchers, available measures are too long and complex for use in many settings. The Trauma History Screen (THS) was developed to provide a very brief and easy-to-complete self-report measure of exposure to high magnitude stressor (HMS) events and of events associated with significant and persisting posttraumatic distress (PPD). The measure assesses the frequency of HMS and PPD events, and it provides detailed information about PPD events. Test-retest reliability was studied in four samples, and temporal stability was good to excellent for items and trauma types and excellent for overall HMS and PPD scores. Comprehensibility of items was supported by expert ratings of how well items appeared to be understood by participants with relatively low reading levels. In five samples, construct validity was supported by findings of strong convergent validity with a longer measure of trauma exposure and by correlations of HMS and PPD scores with posttraumatic stress disorder (PTSD) symptoms. The psychometric properties of the THS appear to be comparable or better than longer and more complex measures of trauma exposure.  相似文献   
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The effects of dynamic testing procedures on Raven Coloured Matrices performance, visual scanning procedures, test anxiety, and orientation to the test situation were assessed. The subjects were 72 third-grade children. The results supported the hypotheses of the study showing that (1) dynamic assessment procedures involving either verbalization or elaborated feedback lead to higher levels of Raven Matrices performance; that (2) dynamic assessment modifies visual search behaviors; and that (3) dynamic assessment reduces test anxiety and negative orientation to the testing situation. The results are interpreted as offering construct validation to the assessment approaches used.  相似文献   
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Various testing-the-limits procedures were employed in administering the Raven Coloured Progressive Matrices Test to 203 second grade and 230 fourth grade children. Tests of impulsivity, neuroticism, extroversion, intelligence and school achievement were also given. The main results showed that testing-the-limits procedures which involved verbalization and feedback were efficacious in maximizing performance on the Raven. The puzzle form of the test generally led to higher scores than the picture version for the second but not fourth graders. Differential analyses were carried out to establish how construct, concurrent and predictive validity of the Raven were affected by the salient testing-the-limits procedures involved. Analysis was also done with the personality variables and revealed how their effect interacted with various test administration procedures. The results were discussed in theoretical and practical terms.  相似文献   
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Content analysis of 122 social psychology textbooks confirmed that displaced aggression received a surge of attention immediately following J. Dollard, L. W. Doob, N. E. Miller, O. H. Mowrer, and R. R. Sears (1939), but subsequent interest sharply declined. Contemporary texts give it little attention. By contrast, meta-analysis of the experimental literature confirms that it is a robust effect (mean effect size = +0.54). Additionally, moderator analyses showed that: (a) The more negative the setting in which the participant and target interacted, the greater the magnitude of displaced aggression; (b) in accord with N. E. Miller's (1948) stimulus generalization principle, the more similar the provocateur and target, the more displaced aggression; and (c) consistent with the contrast effect (L. Berkowitz & D. A. Knurek, 1969), the intensity of initial provocation is inversely related to the magnitude of displaced aggression.  相似文献   
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Two experiments, one conducted with male university students and the other with male high school and junior high school students, investigated (a) determinants of preferences for driving-type games widely available in public game arcades, and (b) the effects of extended play upon mood and motivation to continue playing. Four games were investigated: these were Death Race and Demolition Derby , which simulate violent, antisocial driving behavior; and Night Driver and Le Mans , which simulate skilled prosocial driving behavior. Preference for arcade games simulating aggressive behavior was found to be independent of personality and mood. However, preferences were closely related to the performers' c]apabilities. Players who exhibited higher levels of skill preferred the more skilldemanding games and those who showed less skill preferred aggression games, suggesting the operation of competency motivation in that the players preferred games appropriate to their level of skill. Subjects reported that the games were exciting, but extended play produced discomfort or an increase in negatively toned moods (fatigue, anxiety, and depression) and a decrease in positively toned moods (social affection, surgency, skepticism, concentration and vigor). However, these effects were not found to be a function of the anti- or prosocial content in the specific games studied and may well be effects accompanying activities that are subjectively fatiguing.  相似文献   
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