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学习不良儿童的家庭心理环境,父母教养方式及其与社会性发展的关系 总被引:35,自引:3,他引:35
从2308名10—15岁儿童中选取429名被试的研究结果表明.一般儿童的家庭心理环境、父母教养方式大大优于学习不良儿童,这些家庭资源与学习不良儿童的社会交往、自我概念和社会行为等有着密切的联系,说明家庭心理环境、父母教养方式对学习不良儿童社会性发展产生着重要作用。 相似文献
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Brett O’Neill S.J. 《The Journal of religious ethics》2022,50(1):103-122
The massive scale of forced displacement across the globe discloses the fractured state of the modern international order. Francisco de Vitoria’s theological approach to the law of nations, in the context of the Spanish conquest of the Americas, had a significant influence on this order’s development. This paper argues that recovering his innovative insights today can help refurbish a collective sense of international responsibility for refugees. Vitoria’s bold assertion of indigenous Americans’ dominion affirmed all human beings as members of a world commonwealth with equal claims to basic rights. The “right to travel” he articulated, by its orientation to “natural partnership and communication,” can promote refugee rights and global fraternity. 相似文献
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Philip Nielsen Henk Rigter Niels Weber Nicolas Favez Howard A. Liddle 《Family process》2023,62(1):108-123
For some adolescent gamers, playing online games may become problematic, impairing functioning in personal, family, and other life domains. Parental and family factors are known to influence the odds that adolescents may develop problematic gaming (PG), negative parenting and conflictual family dynamics increasing the risk, whereas positive parenting and developmentally supportive family dynamics protecting against PG. This suggests that a treatment for adolescent PG should not only address the gaming behaviors and personal characteristics of the youth, but also the parental and family domains. An established research-supported treatment meeting these requirements is multidimensional family therapy (MDFT), which we adapted for use as adolescent PG treatment. We report here on one adaptation, applying in-session gaming. In-session demonstration of the “problem behavior” is feasible and informative in PG. In the opening stage of therapy, we use in-session gaming to establish an alliance between the therapist and the youth. By inviting them to play games, the therapist demonstrates that they are taken seriously, thus boosting treatment motivation. Later in treatment, gaming is introduced in family sessions, offering useful opportunities to intervene in family members' perspectives and interactional patterns revealed in vivo as the youth plays the game. These sessions can trigger strong emotions and reactions from the parents and youth and give rise to maladaptive transactions between the family members, thus offering ways to facilitate new discussions and experiences of each other. The insights gained from the game demonstration sessions aid the therapeutic process, more so than mere discussion about gaming. 相似文献
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The idea of functional differentiation between vision-for-action and vision-for-perception has been supported by evidence from different domains. According to this account, perception is based on consciously accessible, relative representations, whereas vision-for-action is performed in an analytic, automatic manner. Support for this idea comes from studies that showed that unlike perception, grasping movements are refractory to illusions and to Weber’s law. Yet, interactions between the systems may occur when an action is performed in a less automated fashion. To test this idea, we asked participants to monitor their fingers apertures in flight and to halt their movement for a short duration when they felt that their aperture reached a maximum amount. The results showed that movements in the monitored condition were biased by the Ponzo illusion and showed atypical adherence to Weber's law. These results show that action and perception are more likely to interact when movements are performed in a controlled manner. 相似文献
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