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Prospective memory (PM), remembering to remember, is crucial to everyday functioning. Understanding factors associated with PM impairments is thus important. One likely factor is rumination: a common cognitive process comprising repetitive self-focused thoughts. We investigated whether rumination is associated with impaired PM, and whether any associated impairment is exacerbated with negative stimuli. A sentence-rating task with sentences varying in valence was used with embedded PM cues in a non-clinical sample (N = 60). State rumination, two trait rumination subtypes (reflective pondering and brooding), and mood were measured in relation to PM cue detection and response times. Results showed that state rumination was associated with impaired PM cue detection and slower response times to PM cues embedded in negative sentences (not positive or neutral). Trait brooding (not reflective pondering) was associated with slower PM response times. These findings indicate that state rumination and trait brooding are associated with dissociable PM impairments.  相似文献   
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In the negative compatibility effect (NCE) a masked prime arrow, pointing left or right, is followed by an unmasked (visible) target arrow. The task is to press the left or right switch corresponding to the visible arrow. Surprisingly, reaction time is longer (slowed) when the prime and target indicate the same, rather than different, responses. By contrast, the effect of an unmasked prime is positive-opposite to the NCE. This indicates that the NCE is not attributable to incomplete masking; to the extent that the prime is visible, the NCE would be reduced by this positive influence. Thus, the NCE appears to result from unconscious processing of the prime and, in that sense, may be a form of subliminal perception. Additional findings show that the NCE is due to inhibition of a response code, that it is automatic in that it occurs even if the information in the prime and target could be ignored, and that it also influences response selection.  相似文献   
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We assessed aspects of the reliability and validity of three measures of socialcognitive processing in children that have been developed to investigate the relations of such processes to childhood depression: the Children's Attributional Style Questionnaire (CASQ), the Children's Negative Cognitive Error Questionnaire (CNCEQ), and the Common Beliefs Inventory for Students (CBIS). In an unselected sample of 61 children, aged 8 to 12, the internal consistencies of the total scores on the CNCEQ and the CBIS were good; for the CASQ, it was only moderate. Internal consistencies of all subscale scores were inadequate. Despite this, several subscale and total scores were significantly associated with depressive symptoms, and the measures were generally correlated with each other. Although these data are encouraging concerning the role of social-cognitive processing in childhood depression, the field needs to develop psychometrically stronger measures and to test the role of social cognition in prospective studies of depression.This study was supported in part by a grant from the Spencer Foundation Awards to Young Scholars Program to the first author. The authors would like to express their thanks to Deborah Long for secretarial assistance, and to W. Edward Craighead, John Curry, and two anonymous reviewers for comments on an earlier draft of this article.  相似文献   
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Use of electronic games by young children and fundamental movement skills?   总被引:1,自引:0,他引:1  
This study investigated associations between pre-school children's time spent playing electronic games and their fundamental movement skills. In 2009, 53 children had physical activity (Actigraph accelerometer counts per minute), parent proxy-report of child's time in interactive and non-interactive electronic games (min./week), and movement skill (Test of Gross Motor Development-2) assessed. Hierarchical linear regression, adjusting for age (range = 3-6 years), sex (Step 1), and physical activity (cpm; M=687, SD=175.42; Step 2), examined the relationship between time in (a) non-interactive and (b) interactive electronic games and locomotor and object control skill. More than half (59%, n=31) of the children were female. Adjusted time in interactive game use was associated with object control but not locomotor skill. Adjusted time in non-interactive game use had no association with object control or locomotor skill. Greater time spent playing interactive electronic games is associated with higher object control skill proficiency in these young children. Longitudinal and experimental research is required to determine if playing these games improves object control skills or if children with greater object control skill proficiency prefer and play these games.  相似文献   
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