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121.
Performances of noncollege student young adults, middle-aged adults, and elderly adults were contrasted on word temporal memory and paired-associate learning tasks. A comparison group of college-student subjects was also evaluated on each task. Significant effects for age variation were found for each task. The age sensitivity for temporal memory conflicts with one of the criteria commonly established for determining the automaticity of a memory task. In addition, moderately high positive correlations were found for each age group between word temporal memory scores and paired-associate learning scores, implying the involvement of effortful processes over the adult lifespan in word temporal memory. 相似文献
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ABSTRACT Two experiments tested the proposition that people use consensus-raising excuses more in private than in public when the audience has information that could refute subjects' claims about others In Experiment 1, subjects received success or failure feedback and made public or private attributions to ability, effort, task difficulty, and luck In Experiment 2, subjects received positive or negative feedback and evaluated themselves and others on the trait Task difficulty attributions and evaluations of others are consensus-raising measures Consistent with our hypothesis, subjects receiving negative feedback in Experiment 1 claimed that the task was more difficult, and in Experiment 2 evaluated the other more negatively in private than in public. 相似文献
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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