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11.
Playing violent video games has become an integral part of the lives of many people, although some people more than others may be predisposed to enjoy violent video games. Two cross-sectional studies examined the extent to which everyday sadism predicts the amount of violent video game play. Past research has shown that everyday sadists obtain pleasure from cruel behaviors. Hence, I reasoned that everyday sadists are drawn to violent video games because killing game characters might be an opportunity to satisfy their need for cruelty. In fact, results revealed a positive link between everyday sadism and the amount of violent video game exposure. Moreover, this relation statistically held when controlling for the impact of trait aggression, the Big 5, narcissism, Machiavellianism, and psychopathy.  相似文献   
12.
《Psychologie Fran?aise》2016,61(4):273-289
This literature review examines both the effectiveness of simulation training video to improve decision-making of athletes and secondly, the benefits of explicit, implicit and guided instructions used during video-based perceptual training. Thus, it is shown that video-based perceptual training improves cognitive and perceptual skills resulting in decrease in decision time and increase in decision's accuracy in simulations and field. Furthermore, the benefits of explicit approaches in early stage of learning to promote rapid acquisition of knowledge is highlighted. On the other hand, it is suggested that implicit approaches will be more conducive to the experts to ensure that they “reinvest” their knowledge in stressful situations. Finally, it is envisaged that guided approaches are relevant alternatives to explicit and implicit approaches.  相似文献   
13.
Reflective practices have been shown to improve the effectiveness of learning and teaching processes. In this study, video-stimulated recall technique was employed as a method of motivating language learners to reflect on their oral production tasks. In this experimental study, the Foreign Language Classroom Anxiety Scale (FLCAS) was administered to control and treatment groups before and after an eight-week module during which video-stimulated recall interviews were conducted with students in the treatment group. Statistical analyses revealed that pre- and post-test FLCAS scores differed within the treatment group but not within the control group. The results also suggested that stimulated recall is an effective reflective tool which assists students in noticing and reflecting upon the symptoms and causes of anxiety in the classroom.  相似文献   
14.
Traditionally, infants have learned how to interact with objects in their environment through direct observations of adults and peers. In recent decades these models have been available over different media, and this has introduced non-human agents to infants’ learning environments. Humanoid robots are increasingly portrayed as social agents in on screen, but the degree to which infants are capable of observational learning from screen-based robots is unknown. The current study thus investigated how well 1- to 3-year-olds (N = 230) could imitate on-screen robots relative to on-screen and live humans. Participants exhibited an imitation deficit for robots that varied with age. Furthermore, the well-known video deficit did not replicate as expected, and was weak and transient relative to past research. Together, the findings documented here suggest that infants are learning from media in ways that differ from past generations, but that this new learning is nuanced when novel technologies are involved.  相似文献   
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16.
This study examined how toddlers gain insights from source video displays and use the insights to solve analogous problems. The sample of 2- and 2.5-year-olds viewed a source video illustrating a problem-solving strategy and then attempted to solve analogous problems. Older, but not younger, toddlers extracted the problem-solving strategy depicted in the video and spontaneously transferred the strategy to solve isomorphic problems. Transfer by analogy from the video was evident only when the video illustrated the complete problem goal structure, including the character’s intention and the action needed to achieve a goal. The same action isolated from the problem-solving context did not serve as an effective source analogue. These results illuminate the development of early representation and processes involved in analogical problem solving. Theoretical and educational implications are discussed.  相似文献   
17.
This research aimed at investigating the utility of a computerized version of a cognitively stimulating activity as a video game intervention for elderly. The study focused on the effect of a 6-week extensive practice intervention on aspects of cognitive functioning (vigilance, working memory (WM), inhibition, reasoning) of old-old participants (= 29), randomly assigned to trained or active control group. The difference between groups was in the content of the extended video game practice – cognitively complex card game for trained and computerized version of a simple dice-game of chance for control participants. A pretest, posttest and a 4-month follow-up measurement was conducted. Results revealed improvements in both groups, except for improved reasoning found only in trained participants. These results suggest that: (1) improvements are dependent on the complexity of the program, (2) cognitively stimulating activity are a valid training procedure for old-old, (3) novelty of computer use is an important factor in determining training efficacy.  相似文献   
18.
Previous studies have found that differences in brain volume among older adults predict performance in laboratory tasks of executive control, memory, and motor learning. In the present study we asked whether regional differences in brain volume as assessed by the application of a voxel-based morphometry technique on high resolution MRI would also be useful in predicting the acquisition of skill in complex tasks, such as strategy-based video games. Twenty older adults were trained for over 20 h to play Rise of Nations, a complex real-time strategy game. These adults showed substantial improvements over the training period in game performance. MRI scans obtained prior to training revealed that the volume of a number of brain regions, which have been previously associated with subsets of the trained skills, predicted a substantial amount of variance in learning on the complex game. Thus, regional differences in brain volume can predict learning in complex tasks that entail the use of a variety of perceptual, cognitive and motor processes.  相似文献   
19.
By  Noreen Herzfeld 《Dialog》2005,44(4):347-353
Abstract: Is a human/computer hybrid feasible: If so, in what ways would such hybridization affect our concept of what it means to be human? There are two forms of such hybridization, the actual and the virtual. Actual hybridization involves the implantation of mechanical devices in the human body. In actual hybridization the computer comes to us and to our body to enhance our functioning in our world. In virtual hybridization we go to the computer, projecting our minds into the world of cyberspace and being formed there. Perhaps the most common form of virtual hybridization is the immersion our children experience in the world of video games. Both forms of hybridization encourage us to think of ourselves only in terms of function, just when most of our theologians find that humans reflect the image of God through our relationships. This emphasis on function best serves the military, but leaves us in the theological community with a dissatisfying concept of what it means to be human.  相似文献   
20.
Numerous studies have shown that exposure to media violence increases aggression, though the mechanisms of this effect have remained elusive. One theory posits that repeated exposure to media violence desensitizes viewers to real world violence, increasing aggression by blunting aversive reactions to violence and removing normal inhibitions against aggression. Theoretically, violence desensitization should be reflected in the amplitude of the P300 component of the event-related brain potential (ERP), which has been associated with activation of the aversive motivational system. In the current study, violent images elicited reduced P300 amplitudes among violent, as compared to nonviolent video game players. Additionally, this reduced brain response predicted increased aggressive behavior in a later task. Moreover, these effects held after controlling for individual differences in trait aggressiveness. These data are the first to link media violence exposure and aggressive behavior to brain processes hypothetically associated with desensitization.  相似文献   
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