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831.
Nesselroade and Molenaar presented the ideographic filter as a proposal for analyzing lawful regularities in behavioral research. The proposal highlights an inconsistency that poses a challenge for behavioral research more generally. One can distinguish a broadly Humean approach from a broadly non-Humean approach as they relate to variables and to causation. Nesselroade and Molenaar rejected a Humean approach to latent variables that characterizes them as nothing more than summaries of their manifest indicators. By contrast, they tacitly accepted a Humean approach to causes characterized as nothing more than summaries of their manifest causal effects. A non-Humean treatment of variables coupled with a Humean treatment of causation creates a theoretical tension within their proposal. For example, one can interpret the same model elements as simultaneously representing both variables and causes. Future refinement of the ideographic filter proposal to address this tension could follow any of a number of strategies.  相似文献   
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833.
We present a taxonomy of choice architecture techniques that focus on intervention design, as opposed to the underlying cognitive processes that make an intervention work. We argue that this distinction will facilitate further empirical testing and will assist practitioners in designing interventions. The framework is inductively derived from empirically tested examples of choice architecture and consists of nine techniques targeting decision information, decision structure, and decision assistance. An inter‐rater reliability test demonstrates that these techniques can be used in an intersubjectively replicable way to describe sample choice architectures. We conclude by discussing limitations of the framework and key issues concerning the use of the techniques in the development of new choice architectures. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
834.
伴随着国家普通本科高校学历教育结构体系的改革浪潮,宿州学院服装设计与工程专业教育教学改革是向应用技术型高校转型的需要;是服务于宿州经济建设发展的需要;是提升人才培养质量和专业建设水平的需要,同时也是我国服装产业转型升级与高等教育衔接的需要。  相似文献   
835.
Deterding et al. (Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, USA 15: 9–15, 2011) report a recent rise in popularity of video game inspired software designed to address issues in a variety of areas, including health, energy conservation, education, and business. These applications have been based on the concept of gamification, which involves a process by which nongame activities are designed to be more like a game. We provide examples of how gamification has been used to increase health-related behavior, energy consumption, academic performance, and other socially-significant behavior. We argue that behavior analytic research and practice stands to benefit from incorporating successful elements of game design. Lastly, we provide suggestions for behavior analysts regarding applied and basic research related to gamification.  相似文献   
836.
Previous research in experimental philosophy has suggested that moral judgments can influence the ordinary application of a number of different concepts, including attributions of knowledge. But should epistemologists care? The present set of studies demonstrate that this basic effect can be extended to overturn intuitions in some of the most theoretically central thought experiments in contemporary epistemology: Gettier cases. Furthermore, experiment 3 shows that this effect is unlikely to be mediated by a simple desire to blame, suggesting that a correct psychological account of ordinary knowledge attribution may include moral judgment.  相似文献   
837.
In this paper, I distinguish between two error theories of morality: one couched in terms of truth (ET1); the other in terms of justification (ET2). I then present two arguments: the Poisoned Presupposition Argument for ET1; and the Evolutionary Debunking Argument for ET2. I go on to show how assessing these arguments requires paying attention to empirical moral psychology, in particular, work on folk metaethics. After criticizing extant work, I suggest avenues for future research.  相似文献   
838.
Robert Nozick's experience machine thought experiment (Nozick's scenario) is widely used as the basis for a “knockdown” argument against all internalist mental state theories of well-being. Recently, however, it has been convincingly argued that Nozick's scenario should not be used in this way because it elicits judgments marred by status quo bias and other irrelevant factors. These arguments all include alternate experience machine thought experiments, but these scenarios also elicit judgments marred by status quo bias and other irrelevant factors. In this paper, several experiments are conducted in order to create and test a relatively bias-free experience machine scenario. It is argued that if an experience machine thought experiment is used to evaluate internalist mental state theories of well-being, then this relatively bias-free scenario should be used over any of the existing scenarios. Unlike the existing experience machine scenarios, when this new scenario is used to assess internalist mental state theories of well-being, it does not provide strong evidence to refute or endorse them.  相似文献   
839.
840.
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