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61.
Teacher-rated adjustment differences among young elementary school children from (a) a recent sample and a 1974 cohort, and (b) urban/suburban, male/female, and grade-level subgroups were examined. A problem behavior checklist (Classroom Adjustment Rating Scale) and a school competence measure (Health Resources Inventory) for 974 children from 5 urban and 5 suburban schools were completed by 101 first- to fourth-grade teachers. Children from the more current cohort were rated as significantly more maladjusted than those from the earlier sample on 8 of 10 adjustment variables. In the recent sample, girls and suburban children evidenced a greater number of school competencies and fewer problem behaviors than boys and urban children, respectively. The implications of these findings for the future use of the teacher rating scales are discussed.  相似文献   
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The purpose of this note is to formulate some weaker versions of the so called Ramsey test that do not entail the following unacceptable consequenceIf A and C are already accepted in K, then if A, then C is also accepted in K. and to show that these versions still lead to the same triviality result when combined with a preservation criterion.  相似文献   
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Peter Carruthers 《Synthese》1987,73(2):205-224
The paper puts forward the thesis of conceptual pragmatism: that there are pragmatic choices to be made between distinct but similar concepts within various contexts. It is argued that this thesis should be acceptable to all who believe in concepts, whether the believers are platonists, realists or anti-realists. It is argued that the truth of the thesis may help to resolve many long-standing debates, and that in any case it will lead to an extension of philosophical method. The paper then briefly considers the concepts of belief and desire as a case-study, and argues for the recognition of the practical reasoner's stance (to stand alongside Dennett's intentional stance), relative to which we should select concepts of belief and desire which are broadly cartesian.I am grateful to the following for their help (varying from detailed comments and criticisms on earlier drafts, to general advice and encouragement): David Archard, Simon Blackburn, Jack Copeland, Dan Dennett, Susan Levi, Christopher McKnight, Derek Parfit, Michael Slote, Tim Williamson, and Crispin Wright.  相似文献   
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This article presents Albert Ellis' personal responses to the Survey of Rational-Emotive Therapists and his answers to a number of questions that the first and second authors asked Ellis regarding some of his responses. Ellis also commented on how adequately he thought the results of the survey appeared to represent the current philosophies and practices of RET.  相似文献   
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It is argued that blame is an ambiguous and misused term leading to ineffective, harmful consequences, such as hate, guilt, revenge (retaliation, or retribution), or punishment for its own sake. A clarification of blame is given by showing that it is an open-context, value term and, so, meaningless in itself. For intelligibility, it must be reduced to naturalistic and pragmatic terms. The definition almost universally given is based on the fallacious beliefs that (1) we can change the past, and (2) we can have done otherwise than we did. But can here is seen also to be used in a pseudo-scientific and subjunctive, rather than in a factual sense. It is shown that retributive blame makes no sense because, as Marcus Aurelius said, we must accept what is and we can only do what is within our power. We cannot change past behavior, but we can try to change present behavior. For effectiveness and intelligibility, we are forced to substitute rehabilitative blame for retributive blame. Thus, in the prevention and elimination of such negative emotions as guilt, inferiority, hatred, revengefulness, a thorough understanding of the term blame is required.  相似文献   
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This is a report of the completion responses for 40 three-letter word stems (e.g., ABO) produced by 100 undergraduate students at the University of California at San Diego. The report includes a list of the different words that were written as stem completions, their frequency of occurrence as completions, and their frequency of occurrence in English according to published norms. This list of materials is useful for the construction of completion tests for future investigations of direct priming phenomena, and it may provide an important covariate in the analysis of performance on completion tests. Preliminary analyses of the results reveal three primary factors that determine overall performance on a stem-completion test: word frequency, word length, and meanings per word. Analyses of the completions produced for each individual word stem, however, reveal that usually only one of these factors makes a significant contribution to performance.  相似文献   
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Video games vary in terms of the emotional states they elicit from players. These differences in emotional reactions, in turn, help account for differential preferences of individual games. The three independent dimensions of pleasure-displeasure, arousal-nonarousal, and dominance-submissiveness were used to assess emotional impacts of individual games. In addition, a preference measure was constructed to evaluate attraction toward, versus avoidance of, specific games. In Study One, a group of subjects provided data on emotional responses to 22 common arcade video games and a different group rated their preferences for the same games. The emotional impact of video games was highly unpleasant, moderately arousing, and moderately dominance-inducing; thus, the predominant emotional response to these games was aggression, anger, or hostility. I n Study Two, subjects visiting a video game arcade were recruited and assigned to play two games each and to report their reactions to each game immediately after playing the game. Results showed that greater feelings of pleasure, and separately of arousal, while playing video games resulted in higher preferences for the games and that greater dominance (significant only for males) also led to higher preferences. It may be beneficial, therefore, to experiment with more arousing and more dominance-inducing game designs which are not necessarily unpleasant or which definitely yield high pleasure.  相似文献   
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