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Rapid alternating stimulus naming in the developmental dyslexias   总被引:10,自引:0,他引:10  
A rapid, alternating stimulus (RAS) naming measure was designed to study the developing ability in dyslexic readers to direct attention to contextual patterns while performing a rapid serial naming task. The results from a 3-year longitudinal investigation of 98 children indicate three trends. RAS performances differentiate both average from impaired readers and dyslexic subgroups from each other. The largest, most impaired subgroup can not complete the RAS tasks in kindergarten; the smaller subgroups have little name access speed deficits. Early RAS performances are highly predictive of later reading, particularly at the single-word reading level. Implications for understanding the development of automaticity and the relationship between retrieval speed and reading are discussed.  相似文献   
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Prosumers are individuals who produce goods they consume themselves. The prosumption literature suggests that prosumption can be enhanced through knowledge sharing, creativity and innovation, and developing expertise. In this article, we investigate the relationships between prosumption experiences, prosumption values, and affinity with a prosumption activity. We use a structural equation model approach to evaluate the relationships between these constructs and assume that affinity can mediate the relationship between prosumption experiences and values. We collect empirical data from prosumers who homebrew their own beer and confirm that prosumption experiences and values are positively related, and that affinity mediates the relationship between experiences and values. Implications deriving from these findings are discussed along with directions for future research.  相似文献   
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Out-of-seat and talking-out behaviors were studied in a regular fourth-grade class that included several "problem children". After baseline rates of the inappropriate behaviors were obtained, the class was divided into two teams "to play a game". Each out-of-seat and talking-out response by an individual child resulted in a mark being placed on the chalkboard, which meant a possible loss of privileges by all members of the student's team. In this manner a contingency was arranged for the inappropriate behavior of each child while the consequence (possible loss of privileges) of the child's behavior was shared by all members of this team as a group. The privileges were events which are available in almost every classroom, such as extra recess, first to line up for lunch, time for special projects, stars and name tags, as well as winning the game. The individual contingencies for the group consequences were successfully applied first during math period and then during reading period. The experimental analysis involved elements of both reversal and multiple baseline designs.  相似文献   
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A 16-yr-old retarded male, diagnosed organically blind and treated by those around him as a blind person, was given practice in discriminating visual stimuli. After training, he responded with significantly better than chance accuracy in a choice situation in which stimuli were as small as 18 pt Futura Medium type. In addition, he was trained to look at the experimenter's eyes when instructed to do so. Control procedures revealed that it was the reinforcement contingency that functioned to establish and maintain eye contact. Eye contact with the experimenter generalized in a limited way to situations in which this behavior was not reinforced, though not to a neutral individual. When the boy was required to use visual cues to help himself in a cafeteria line, he soon emitted the necessary behaviors, where formerly he had been assisted by others. Resumption of assistance markedly decreased self-help, suggesting that continued use of any newly learned skills would depend on the response of the individuals in his environment. The boy also learned eating behavior that appeared to require the use of visual cues.  相似文献   
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Groups of non-computer scientists were tested to evaluate the potential of an as yet non-existent interactive terminal with a screen diagonal of one meter. A simulated large image terminal provided limited realistic interactions using software developed to give close proximity to the predicted visual effect. Subjective responses from 101 subjects were elicited from a questionnaire designed to evaluate specific aspects of the “terminal” in use. From this data, two types of screen (lenticular and plain) and two types of interaction devices (touch and remote pointer) were analyzed experimentally using a two-way factorial design. Potential end-users provided positive feedback concerning future use of the Large Image Terminal. Building a realistic mock-up revealed screen contaminations which would not have been discovered until a much later stage. Although statistical analysis of screen evaluations was equivocal, the questionnaire was sufficiently penetrating to separate the positive and negative features. This methodology was invaluable in guiding the design process. Copies of the questionnaire may be obtained from the authors at the Heriot-Watt address.  相似文献   
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