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41.
Klaus Fiedler Harald Lachnit Doris Fay Christine Krug 《The Quarterly Journal of Experimental Psychology Section A: Human Experimental Psychology》1992,45(1):149-171
The generation effect refers to the memory advantage of words that have been generated rather than read. Such a read-generate comparison confounds qualitative task differences and raises methodological problems. A revised methodology is proposed circumventing these problems in that the encoding task is held constant and all stimuli have to be generated, but the degree of generativeness (i.e. the amount of cueing) is varied. In Experiment 1, 1, the (refined version of the) generation effect is demonstrated in a within-subjects design; with increasing generation activity left to the subject, free recall performance increases. No effect is obtained for degree of target masking. The same finding is replicated and shown to be independent of self-paced study time when generative activity is manipulated between subjects (Experiment 2) or within subjects (Experiment 3). As all learning trials involve generation, encoding time is controlled statistically, and free recall is used as a measure of memory, this refined generation effect cannot be explained as an artifact of selective attention or elaboration. Rather, generative activity seems to increase the mobilization of cognitive resources. This motivational account is supported by Experiment 4 showing an enhanced generation effect for positive mood. 相似文献
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John Heil 《Australasian journal of philosophy》2013,91(4):327-338
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Nicola S. Schutte John M. Malouff Joan C. Post-Gorden Annette L. Rodasta 《Journal of applied social psychology》1988,18(5):454-460
Noting the pervasiveness of videogames in American culture, the authors set out to examine the effects that playing videogames has on children. Thirty-one children were matched on sex, randomly assigned to play either a violent (karate) videogame or a nonviolent (jungle vine swinging) videogame, and then observed during free play. The main results were that the children who had played the jungle swing videogame later played more with a jungle swing toy and that the children who played the violent videogame later showed more aggression. The authors interpreted the findings as an indication that young children who play videogames later tend to act similarly to how their videogame character acted. 相似文献
48.
Subjects (N= 28) performing a complex disjunctive concept-formation task on a microcomputer were given the opportunity to seek help following failure to correctly identify concepts. The proportion of those seeking help was significantly greater when the source of help was the computer itself (86%) rather than another person (36%). Consistent with past research, those who did not ask for help gave reasons other than the potential negative social consequences of doing so. Self-report data and a systematic test for the presence of experimenter-induced demand ruled out several possible sources of confounding. The results have implications for designers of time-sharing and networked computer systems. 相似文献
49.
The individual deciding on a nuclear weapons production policy is faced with a dilemma in which a choice must be made to support one of several conflicting defense policies. In order to investigate the social-psychological variables that are related to armament policy decision making, a telephone survey was conducted in the City of St. Louis, Missouri. Adult subjects (N= 110) responded to questions concerned with cognitive, attitudinal, and emotional responses to nuclear arms. Participants were also asked to choose a weapons production policy for the United States under conditions of continued and decreased Soviet nuclear arms production. Results indicated that respondents decisions about nuclear weapons production were related to their support for deterrence, the availability of their nuclear-related images, their emotional response to nuclear war, their attributions of responsibility for the prevention of nuclear war, and their political party affiliation. Distinctions between antinuclear decision-makers and pronuclear decision-makers are discussed. 相似文献
50.
Traits and states are concepts that people use to both describe and understand themselves and others. We show that people view these concepts as prototype-based categories that have a graded internal structure and fuzzy boundaries and identify a set of attributes that define the prototypical cores of two categories: traits and states. Prototypical traits are stable, long-lasting, and internally caused. Prototypical states are temporary, brief, and caused by external circumstances. These prototypes are not defined by averages, as the family-resemblance principle would suggest, but by ideal (or extreme) attribute values. Like other ideal-based categories, traits and states serve particular goals. Trait concepts permit people to predict the present from the past; state concepts identify those behaviors that can be controlled by manipulating the situation. These two complementary schemas are part of the extensive theory of psychological causality that is implicit in language. Abstract social concepts differ from object categories in their category standards, the nature of their attributes, and the interrelations among those attributes. 相似文献