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Anxiety disorder is the most prevalent and frequently diagnosed disorder in youth, and associated with serious negative health outcomes. Our most effective prevention programs, however, have several limitations. These limitations can be addressed using game-based interventions. Results from two randomized controlled trials on the video game MindLight show improvements in anxiety that are maintained up to 6 months. The game was designed based on evidence-based therapeutic techniques; however, it is unclear if children’s engagement with these techniques actually predict improvements in anxiety symptoms. An important advantage of game-based interventions is that they provide excellent opportunities to isolate therapeutic action mechanisms and test their impact on intervention outcomes. In the current study, on-screen videotaped output while playing MindLight was coded and analysed for forty-three 8 to 12-year old children with elevated levels of anxiety. Results showed that changes in in-game play behaviours representing therapeutic exposure techniques predicted improvements in anxiety symptoms 3 months later (when children had not played the game for 3 months). The current study is a first step towards identifying and validating game mechanics that can be used in new applied games to target anxiety symptoms or other psychopathologies with the same underlying deficits.  相似文献   
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ABSTRACT

To prepare students for the flexible labour market of nowadays, schools are increasingly acknowledging their responsibility to guide students in their career development. The project ‘Career Orientation and Guidance in Secondary Vocational Education’ was developed to encourage Dutch schools to initiate and/or continue the creation of a strong career learning environment for their students. Central in this learning environment is a dialogue with the students, where meaning is attached to concrete experiences with work. This longitudinal study is designed to gain theoretical and practical insight into the influence of the project. Results show that, although the school’s vision on career orientation and guidance is clear to the teachers, it is not supported by all of them. It appears that the renewed vision is imposed on the teachers, and this absence of a shared and widely supported vision appears to withhold the teachers and the project managers to engage in collective action.  相似文献   
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A method is developed for determining the absolute and relative strengths of qualitative preference axioms in normative Bayesian decision theory. These strengths are calculated for the three most common qualitative axioms; transitivity, the sure-thing principle, and dominance. The relative strength of the latter two axioms with respect to transitivity is calculated for special cases, and a bound is derived which is applicable to a larger class of decision problems. Possible implications of this theoretical work for decision heuristics are discussed.  相似文献   
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