排序方式: 共有102条查询结果,搜索用时 15 毫秒
31.
Tapp J Ticha R Kryzer E Gustafson M Gunnar MR Symons FJ 《Behavior research methods》2006,38(1):165-169
In this article, we describe the Interval Manager (INTMAN) software system for collecting timesampled observational data and
present a preliminary application comparing the program with a traditional paper-and-pencil method. INTMAN is a computer-assisted
alternative to traditional paper-and-pencil methods for collecting fixed interval time-sampled observational data. The INTMAN
data collection software runs on Pocket PC handheld computers and includes a desktop application for Microsoft Windows that
is used for data analysis. Standard analysis options include modified frequencies, percent of intervals, conditional probabilities,
and kappa agreement matrices and values. INTMAN and a standardized paper-and-pencil method were compared under identical conditions
on five dimensions: setup time, duration of data entry, duration of interobserver agreement calculations, accuracy, and cost.
Overall, the computer-assisted program was a more efficient and accurate data collection system for time-sampled data than
the traditional method. 相似文献
32.
Are symptoms of daytime sleepiness relevant among patients with insomnia? Patients with insomnia frequently report daytime consequences secondary to their difficulty initiating and maintaining sleep. The purpose of this study was to determine the frequency of daytime sleepiness as defined by a self-reported measure of daytime sleepiness (the Epworth Sleepiness Scale). In addition, the study characterized the patients' psychological status using the Symptom Checklist-90-Revised. The study corroborated a relatively high frequency of excessive daytime sleepiness and psychiatric conditions among patients with insomnia. Furthermore, the results of the study suggest variation in psychological distress levels, according to the different levels of sleepiness/alertness. 相似文献
33.
We investigated accuracy in recalling past emotional behaviours and emotionality. Male couples discussed the history of their relationship, and coders rated the extent to which each partner engaged in behaviours such as complimenting or criticising. These ratings were combined into dimensions representing the deeper, emotional essence of that partner's discussion (expressions of We-ness, Fondness, Negativity, and Disappointment). Four years later, participants accurately recalled some of their own and some of their partner's emotional gist-level behaviours, but their answers indicated that they also remembered the emotional essence of the conversation. We conclude that individuals can retain the emotional essence of an experience for a long time, and that they may use this memory to infer, in part, gist-level details of the experience. 相似文献
34.
Ipsilesional Arm Aiming Movements After Stroke: Influence of the Degree of Contralesional Impairment
Flavia Priscila de Paiva Silva Sandra Maria Sbeghen Ferreira Freitas Renata Morales Banjai 《Journal of motor behavior》2018,50(1):104-115
The authors examined the effects of the degree of impairment of the contralesional upper limb and the side of the hemispheric damage on ipsilesional upper limb performance in chronic stroke individuals. Right- and left-side stroke resulting in mild-to-severe impairment and healthy participants took part in simple and choice reaction time tasks involving aiming movements. The stroke individuals performed the aiming movements with the ipsilesional upper limb using a digitizing tablet to ipsi- or contralateral targets presented in a monitor. The global performance of the group with severe right hemispheric damage was worse than that of the other groups, indicating that the side of hemispheric damage and degree of motor impairment can adversely affect aiming movement performance. 相似文献
35.
Renata Maria Sikora 《Scandinavian journal of psychology》2019,60(2):87-96
The study aim was to find out what is pupils perception of teachers' support and to check if different types of perceived support are connected with the level of somatic symptoms reported by students at school. Additionally the study searched for possible links between students' evaluation of teachers ‘as instructors, guides and caregivers’ and their motivation to attend the class and to study the subject. The results show that students perceived informative teachers' support as the most available. Prevalent somatic symptoms reported by students were those connected with tiredness, distraction, low energy and pain. Teachers' evaluation was positively linked to academic motivation. High level of perceived (1) emotional, (2) informational teachers support and a (3) high ‘mark’ prescribed by student to the teacher via teachers' evaluation were negatively related to somatic symptoms. Due to students composition i.e. children originating from different economic backgrounds, the support perception from this perspective was also analysed. The study results indicate that teachers' support perception by children living in harsh economic conditions depended on the division in which they attend the school. 相似文献
36.
Ken J. Smythe-Leistico Colleen P. Young Laurie A. Mulvey Robert B. McCall Margaret Petruska Carole Barone-Martin Renata Capozzoli Tiffani Best Barbara A. Coffee 《American journal of community psychology》2012,50(3-4):357-369
The Interactive Systems Framework (ISF; Wandersman et al. in Am J Commu Psychol 41(3–4):171–181, 2008) was used to implement a kindergarten transition demonstration project collaboratively developed by elementary and early education providers, community‐based family and housing services, parents, and a University intermediary and technical assistance group. First person accounts from stakeholders at all levels provide a complementary and broad perspective on the project's implementation. The practice model blended existing research on kindergarten transition and parent involvement with feedback from stakeholders to create a community‐specific program designed to help all children make a smooth entry into kindergarten. During implementation, evidence‐based approaches needed to be adjusted to fit the specific needs of each community. Using the ISF as a guide, next steps and lessons learned include increasing leadership through a district‐wide plan that is still flexible within each school community, increasing information and supports to individual schools, and improving data collection for continuous program improvement. Special Issue: Advances in Bridging Research and Practice Using the Interactive System Framework for Dissemination and Implementation; Guest Editors: Abraham Wandersman, Paul Flaspohler, Catherine A. Lesesne, Richard Puddy; Action Editor: Emilie Phillips Smith 相似文献
37.
Are the effects of Unreal violent video games pronounced when playing with a virtual reality system?
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression. 相似文献
38.
The goal of this study is to present a new observational assessment tool, the prenatal Lausanne Trilogue Play situation (LTP). Expectant parents were asked to role play their first meeting with their baby using a doll, and the videotaped interaction was subsequently coded. Scores were correlated with measures of the couples' marital satisfaction as well as the postnatal family alliance 3 months after the baby's birth. Results showed that the prenatal co‐parenting alliance was positively linked to both fathers' marital satisfaction as well as to the postnatal family alliance at 3 months. Thus, the prenatal LTP allows for assessment of the prenatal co‐parenting alliance at the interactional level. It predicts the place the parents will afford their baby after birth and can contribute to methods of clinical assessment and prevention. 相似文献
39.
How Affect Shapes Risky Choice: Distorted Probability Weighting Versus Probability Neglect
下载免费PDF全文

People's choices between prospects with relatively affect‐rich outcomes (e.g., medical side effects) can diverge markedly from their choices between prospects with relatively affect‐poor outcomes (e.g., monetary losses). We investigate the cognitive mechanisms underlying this “affect gap” in risky choice. One possibility is that affect‐rich prospects give rise to more distortion in probability weighting. Another is that they lead to the neglect of probabilities. To pit these two possibilities against each other, we fitted cumulative prospect theory (CPT) to the choices of individual participants, separately for choices between options with affect‐rich outcomes (adverse medical side effects) and options with affect‐poor outcomes (monetary losses); additionally, we tested a simple model of probability neglect, the minimax rule. The results indicated a qualitative difference in cognitive mechanisms between the affect‐rich and affect‐poor problems. Specifically, in affect‐poor problems, the large majority of participants were best described by CPT; in affect‐rich problems, the proportion of participants best described by the minimax rule was substantially higher. The affect gap persisted even when affect‐rich outcomes were supplemented by numerical information, thus providing no support for the thesis that choices in affect‐rich and affect‐poor problems diverge because the information provided in the former is nonnumerical. Our findings suggest that the traditional expectation‐based framework for modeling risky decision making may not readily generalize to affect‐rich choices. Copyright © 2015 John Wiley & Sons, Ltd. 相似文献
40.
The present study analyzed the retrieval dynamics of false recall, using an externalized free-recall task after participants studied Deese/Roediger–McDermott lists with high- and low-identifiable critical words. In Experiment 1, the memory test required participants to write down the words they remembered as having been presented in each list (recall output) plus any related words that came to mind (inclusion output). The results of the inclusion output showed that highly identifiable critical items were more frequently generated than less identifiable critical items, suggesting that highly identifiable critical words were more accessible in a first phase of retrieval. At the same time, the results of the recall output showed that highly identifiable critical items were less often falsely recalled than low-identifiable critical items, a replication of previous findings. In Experiment 2, self-reports corroborated that participants were using an editing strategy based on the identification and exclusion of critical words—that is, the identify-to-reject strategy. These results help us to more fully understand the identifiability effect and, beyond that, emphasize the importance of considering the intervening of dual processes of accessibility and error correction as a crucial feature in theoretical explanations of false memories. 相似文献