Objectives. To examine motivational and volitional factors for hand washing in young adults, using the Health Action Process Approach (HAPA) as a theoretical framework.
Design. In a longitudinal design with two measurement points, six weeks apart, university students (N = 440) completed paper-based questionnaires.
Main outcome measures. Prior hand washing frequency, self-efficacy, outcome expectancies, intention and action planning were measured at baseline, and coping planning, action control and hand washing frequency were measured at follow-up.
Results. A theory-based structural equation model was specified. In line with the HAPA, the motivational factors of self-efficacy and outcome expectancies predicted intention, whereas the volitional factors of planning and action control mediated between intention and changes in hand washing frequency. Action control was confirmed as the most proximal factor on hand washing behaviour, thus representing a bridge of the planning–behaviour gap.
Conclusions. Both motivational and volitional processes are important to consider in the improvement of hand hygiene practices. Moreover, the statistically significant effects for planning and action control illustrate the importance of these key self-regulatory factors in the prediction of hand hygiene. The current study highlights the importance of adopting models that account for motivational and volitional factors to better understand hand washing behaviour. 相似文献
Episodic-like memory tests often aid in determining an animal’s ability to recall the what, where, and which (context) of an event. To date, this type of memory has been demonstrated in humans, wild chacma baboons, corvids (Scrub jays), humming birds, mice, rats, Yucatan minipigs, and cuttlefish. The potential for this type of memory in zebrafish remains unexplored even though they are quickly becoming an essential model organism for the study of a variety of human cognitive and mental disorders. Here we explore the episodic-like capabilities of zebrafish (Danio rerio) in a previously established mammalian memory paradigm. We demonstrate that when zebrafish were presented with a familiar object in a familiar context but a novel location within that context, they spend more time in the novel quadrant. Thus, zebrafish display episodic-like memory as they remember what object they saw, where they saw it (quadrant location), and on whichoccasion (yellow or blue walls) it was presented. 相似文献
We examined the relationship between metaphor comprehension and verbal analogical reasoning in young adults who were either typically developing (TD) or diagnosed with Autism Spectrum Disorder (ASD). The ASD sample was highly educated and high in verbal ability, and closely matched to a subset of TD participants on age, gender, educational background, and verbal ability. Additional TD participants with a broader range of abilities were also tested. Each participant solved sets of verbal analogies and metaphors in verification formats, allowing measurement of both accuracy and reaction times. Measures of individual differences in vocabulary, verbal working memory, and autistic traits were also obtained. Accuracy for both the verbal analogy and the metaphor task was very similar across the ASD and matched TD groups. However, reaction times on both tasks were longer for the ASD group. Additionally, stronger correlations between verbal analogical reasoning and working memory capacity in the ASD group indicated that processing verbal analogies was more effortful for them. In the case of both groups, accuracy on the metaphor and analogy tasks was correlated. A mediation analysis revealed that after controlling for working memory capacity, the inter-task correlation could be accounted for by the mediating variable of vocabulary knowledge, suggesting that the primary common mechanisms linking the two tasks involve language skills. 相似文献
Recent mechanistic models of cognitive control define the normative level of control deployment as a function of the effort cost of exerting control balanced against the reward that can be attained by exerting control. Despite these models explaining empirical findings in adults, prior literature has suggested that adolescents may not adaptively integrate value into estimates of how much cognitive control they should deploy. Moreover, much work in adolescent neurodevelopment casts social valuation processes as competing with, and in many cases overwhelming, cognitive control in adolescence. Here, we test whether social incentives can adaptively increase cognitive control. Adolescents (Mage = 14.64, 44 male, N = 87) completed an incentivized cognitive control task in which they could exert cognitive control to receive rewards on behalf of real peers who were rated by all peers in their school grade as being of either high- or low-status. Using Bayesian modeling, we find robust evidence that adolescents exert more cognitive control for high- relative to low-status peers. Moreover, we demonstrate that social incentives, irrespective of their high- or low-status, boost adolescent cognitive control above baseline control where no incentives are offered. Findings support the hypothesis that the cognitive control system in early adolescence is flexibly modulated by social value. 相似文献
Given the increasing complexity of the tasks and skills needed in modern society, developing effective training strategies is of tremendous practical importance. Furthermore, training that improves performance of both trained and untrained tasks would be highly efficient. In the present study, we examined how directed training contributes to skill acquisition, and more importantly, to engendering transfer of training to untrained tasks. Participants learned a complex video game for 30 h (Space Fortress, Donchin, Fabiani, & Sanders, 1989) using one of two training regimens: Hybrid Variable-Priority Training (HVT), with a focus on improving specific skills and managing task priority, or Full Emphasis Training (FET) in which participants simply practiced the game to obtain the highest overall score. We compared game performance, retention of training gains, and transfer of training to untrained tasks as a function of the training regimen. Compared to FET, HVT learners reached higher levels of mastery on the game and HVT was particularly beneficial for initially poor performing participants. This benefit persisted seven months after training. However, contrary to expectation, both HVT and FET were unsuccessful in producing transfer to untrained tasks compared to a group that received limited game experience, suggesting that directed training and practice can produce task-specific improvements, but improvements do not necessarily transfer from trained to untrained tasks. 相似文献
A signal detection analysis assessed the extent to which forced confabulation results from a change in memory sensitivity
(da), as well as response criterion (β). After viewing a crime video, participants answered 14 answerable and 6 unanswerable questions. Those in the voluntary guess condition had a “don’t know” response option; those in the forced guess condition did not. One week later, the same questions were answered using a recognition memory test that included each participant’s
initial responses. As was predicted, on both answerable and unanswerable questions, participants in the forced guess condition
had significantly lower response criteria than did those who voluntarily guessed. Furthermore, on both answerable and unanswerable
questions, da scores were also significantly lower in the forced than in the voluntary guess condition. Thus, the forced confabulation
effect is a real memory effect above and beyond the effects of response bias; forcing eyewitnesses to guess or speculate can
actually change their memory. 相似文献
During social interactions, how do we predict what other people are going to do next? One view is that we use our own motor experience to simulate and predict other people's actions. For example, when we see Sally look at a coffee cup or grasp a hammer, our own motor system provides a signal that anticipates her next action. Previous research has typically examined such gaze and grasp-based simulation processes separately, and it is not known whether similar cognitive and brain systems underpin the perception of object-directed gaze and grasp. Here we use functional magnetic resonance imaging to examine to what extent gaze- and grasp-perception rely on common or distinct brain networks. Using a 'peeping window' protocol, we controlled what an observed actor could see and grasp. The actor could peep through one window to see if an object was present and reach through a different window to grasp the object. However, the actor could not peep and grasp at the same time. We compared gaze and grasp conditions where an object was present with matched conditions where the object was absent. When participants observed another person gaze at an object, left anterior inferior parietal lobule (aIPL) and parietal operculum showed a greater response than when the object was absent. In contrast, when participants observed the actor grasp an object, premotor, posterior parietal, fusiform and middle occipital brain regions showed a greater response than when the object was absent. These results point towards a division in the neural substrates for different types of motor simulation. We suggest that left aIPL and parietal operculum are involved in a predictive process that signals a future hand interaction with an object based on another person's eye gaze, whereas a broader set of brain areas, including parts of the action observation network, are engaged during observation of an ongoing object-directed hand action. 相似文献