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121.
王元  李柯  盖笑松 《心理科学》2019,(4):820-826
视频游戏训练是一种正处于探索阶段的执行功能训练方案,其对工作记忆和认知灵活性能产生迁移效应,对抑制的迁移结论尚不明确,这一结果不同无法通过考察迁移发生的泛化还是具体化机制得到解决,差异更有可能来自游戏训练本身。虽然真实游戏经验能产生迁移,但训练不一定能模拟经验对执行功能的迁移。这一方面受训练游戏类型的影响,另一方面与训练剂量有关。建议从丰富迁移机制等角度提高迁移效应。  相似文献   
122.
Information obtained via direct observation of children's sleep disturbance throughout the night in their home can guide the assessment and treatment process, but watching live or via recorded video might be impractical in terms of time expenditures. In Experiment 1, we assessed the accuracy and reliability of a motion‐detection camera with human motor movements. In Experiment 2, we tested the system's generality by using it to obtain in‐home measures of sleep disturbance for three children with autism spectrum disorder and compared the accuracy to a continuous measurement system. We also measured scoring efficiency and assessed parents' acceptability of the camera. Results provide preliminary support for motion detection in measuring sleep disturbance, but further evaluation of motion detection to improve accuracy is warranted.  相似文献   
123.
We examined the effects of a video modeling intervention on social initiation and play behaviors with 3 children with autism using a multiple baseline across subjects design. Each child watched a videotape showing a typically developing peer, and the experimenter engaged in a simple social interactive play using one toy. For all children, social initiation and reciprocal play skills were enhanced, and these effects were maintained at 1- and 3-month follow-up periods.  相似文献   
124.
Video self-modeling (VSM) has been used widely in the literature to teach a range of prosocial behaviors. More recently, VSM has been explored as both a supplement and stand-alone option to teach academic skills, particularly oral reading fluency. However, the literature is relatively sparse pertaining to the effects of video modeling, void of any current literature exploring the effects of video modeling as a component to small group reading interventions. The present study implemented a multiple baseline design across participants, with an alternating treatment design directly comparing a small group reading intervention with and without VSM. Nonoverlap of all pairs was used to measure the effects of the small group intervention with and without VSM relative to baseline, as well as to compare the two intervention packages to one another. Nonoverlap of all pairs scores indicated moderate to strong effects for both interventions across all participants, with little difference between the two interventions.  相似文献   
125.
Research on gaming effects has focused on adolescence, a developmental period in which peer relationships become increasingly salient. However, the impact of peers on the effects of violent gaming on adolescents has been understudied. This study examined whether adolescents’ exposure to violent video games predicted their own and their friend's aggression one year later. Among 705 gaming adolescents, 141 dyads were identified based on reciprocated best friend nominations (73.8% male, Mage = 13.98). Actor‐Partner Interdependence Models indicated that adolescent males’ (but not females’) exposure to violent games positively predicted the aggression of their best friend 1 year later. This effect appeared regardless of whether the friends played video games together or not. The study illustrates the importance of peers in the association between violent gaming and aggression.  相似文献   
126.
127.
The authors examined whether feedforward video self-modeling (FF VSM) would improve control over the affected limb, movement self-confidence, movement self-consciousness, and well-being in 18 stroke survivors. Participants completed a cup transport task and 2 questionnaires related to psychological processes pre- and postintervention. Pretest video footage of the unaffected limb performing the task was edited to create a best-of or mirror-reversed training DVD, creating the illusion that patients were performing proficiently with the affected limb. The training yielded significant improvements for the forward movement of the affected limb compared to the unaffected limb. Significant improvements were also seen in movement self-confidence, movement self-consciousness, and well-being. FF VSM appears to be a viable way to improve motor ability in populations with movement disorders.  相似文献   
128.
Violent video games and anger as predictors of aggression   总被引:2,自引:0,他引:2  
Considerable research has demonstrated that playing violent video games can increase aggression. The theoretical framework upon which a good deal of this research has rested is known as the General Aggression Model (GAM; [Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53, 27–51]). The current study tested an assumption of the GAM by examining if the dispositional trait of anger moderated the relation between violent video games and aggression. A total of 167 undergraduate students (79 females, 88 males) first completed a measure of anger and were then randomly assigned to play either a non-violent or violent video game. After the video game play period, participants completed ambiguous story stems in order to assess aggression. Consistent with predictions of the GAM, anger significantly moderated the effect of video game violence on aggression. Specifically, participants who were angry were more affected by violent video games than participants who were not angry.  相似文献   
129.
The effects of a multicomponent intervention involving self-regulated strategy development delivered via video self-modeling on the written language performance of 3 students with Asperger syndrome were examined. During intervention sessions, each student watched a video of himself performing strategies for increasing the number of words written and the number of functional essay elements. He then wrote a persuasive essay. The number of words written and number of functional essay elements included in each essay were measured. Each student demonstrated gains in the number of words written and number of functional essay elements. Maintenance of treatment effects at follow-up varied across targets and participants. Implications for future research are suggested.  相似文献   
130.
Lectures and two types of video modeling were compared to determine their relative effectiveness in training 3 staff members to conduct functional analysis sessions. Video modeling that contained a larger number of therapist exemplars resulted in mastery-level performance eight of the nine times it was introduced, whereas neither lectures nor partial video modeling produced significant improvements in performance. Results demonstrated that video modeling provided an effective training strategy but only when a wide range of exemplars of potential therapist behaviors were depicted in the videotape.  相似文献   
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