5 resultados para Attrition Game-1 sensitivity studies.
em Brock University, Canada
Resumo:
The purpose ofthis study was to explore various types ofreflection and to explore reflection on action, reflection as a practice, and reflection as a process. In doing this, the intent was to discover the perceived benefits of reflection in the classroom and to provide guidelines for future use at the undergraduate and graduate level. The qualitative components in this study included the data collection strategy of semistructured interviews with 2 undergraduate students, 2 graduate students, 1 undergraduate studies professor, and 1 graduate studies professor. The data analysis strategies included a within-case analysis and a cross-case analysis. Through the interviews participants discussed their experiences with the use ofreflection in the classroom. Through the completion ofthis analysis the researcher expected to discover the benefits ofreflection at this level of education, as well as provide suggestions for future use. Both undergraduate and graduate students and professors were found to benefit from the use of reflection in the classroom. The use ofreflection in the undergraduate and graduate classroom was found to improve student/teacher and student/peer relationships, foster critical thinking, allow for connections between learned theory and life experience, and improve students' writing abilities. Based on the results ofthe study the implications ofreflection for the undergraduate and graduate classroom and for further research are provided.
Resumo:
Dehumanizing ideologies that explicitly liken other humans to “inferior” animals can have negative consequences for intergroup attitudes and relations. Surprisingly, very little is known about the causes of dehumanization, and essentially no research has examined strategies for reducing dehumanizing tendencies. The Interspecies Model of Prejudice specifies that animalistic dehumanization may be rooted in basic hierarchical beliefs regarding human superiority over animals. This theoretical reasoning suggests that narrowing the human-animal divide should also reduce dehumanization. The purpose of the present dissertation, therefore, was to gain a more complete understanding of the predictors of and solutions to dehumanization by examining the Interspecies Model of Prejudice, first from a layperson’s perspective and then among young children. In Study 1, laypeople strongly rejected the human-animal divide as a probable cause of, or solution to, dehumanization, despite evidence that their own personal beliefs in the human-animal divide positively predicted their dehumanization (and prejudice) scores. From Study 1, it was concluded that the human-animal divide, despite being a robust empirical predictor of dehumanization, is largely unrecognized as a probable cause of, or solution to, dehumanization by non-experts in the psychology of prejudice. Studies 2 and 3 explored the expression of dehumanization, as well as the Interspecies Model of Prejudice, among children ages six to ten years (Studies 2 and 3) and parents (Study 3). Across both studies, White children showed evidence of racial dehumanization by attributing a Black child target fewer “uniquely human” characteristics than the White child target, representing the first systematic evidence of racial dehumanization among children. In Study 3, path analyses supported the Interspecies Model of Prejudice among children. Specifically, children’s beliefs in the human-animal divide predicted greater racial prejudice, an effect explained by heightened racial dehumanization. Moreover, parents’ Social Dominance Orientation (preference for social hierarchy and inequality) positively predicted children’s human-animal divide beliefs. Critically, these effects remained significant even after controlling for established predictors of child-prejudice (i.e., parent prejudice, authoritarian parenting, and social-cognitive skills) and relevant child demographics (i.e., age and sex). Similar patterns emerged among parent participants, further supporting the Interspecies Model of Prejudice. Encouragingly, children reported narrower human-animal divide perceptions after being exposed to an experimental prime (versus control) that highlighted the similarities among humans and animals. Together the three studies reported in this dissertation offer important and novel contributions to the dehumanization and prejudice literature. Not only did we find the first systematic evidence of racial dehumanization among children, we established the human-animal divide as a meaningful dehumanization precursor. Moreover, empirical support was obtained for the Interspecies Model of Prejudice among diverse samples including university students (Study 1), children (Studies 2 and 3), and adult-aged samples (Study 3). Importantly, each study also highlights the promising social implication of targeting the human-animal divide in interventions to reduce dehumanization and other prejudicial processes.
Resumo:
Boron tribalide complexes of 1,1-bis(dimethylamino)ethylene (DME) , t etramethylurea (TMU), tetramethylguanidine (TMG) , and pentamethylguanidine (PMG) and also mixed boron t r ihalide adducts of DME have been investigated by 1H and 19F NMR spectroscopy. Both nitrogen and the C-Q-H carbon of DME are possible donor a toms to boron trihal ides but complexation has been found to occur only at carbon of DME. The initial adduct acts as a Bronsted acid and gives up a proton to free DME in solut ion. A side reaction in the DME-BF, system gives rise to trace amounts of a complex aSSigned as (DME)2BF2+. (DME)2BF2+ is produced in much larger quantities in t he DME-BF3-BC13 and DME-BF,-BBr, systems by reaction of free DME with DME:BF2X (X = Cl, Br). Restricted r otation about the C-N bonds of TMUlBC13 and n1U:BBr3 has been observed at low temperatures. This complements previous work in this system and confirms oxygen donation of TMU to boron trihalides . Restricted rotation at low temperatures also has been observed in DMEboron trihalide systems
Resumo:
Children of parents with learning difficulties (LD) are at risk for a variety of developmental problems including behavioural and psychiatric disorders. However, there are no empirically supported programs to prevent behavioural and psychiatric problems in these children. The purpose of the study was to test the effectiveness of a parenting intervention designed to teach parents with learning difficulties positive child behaviour management strategies. A multiple baseline across skills design was used with two parents, who were taught three skills: 1) clear instructions, 2) recognition of compliance and 3) correction of noncompliance. Training scores improved on each skill and maintained at a 1-month follow-up. Scores on generalization cards were high and showed maintenance, but improvements in parenting skills in the naturalistic environment were low at posttest and follow-up. Increases were seen in child compliance at posttest and 1-month follow-up. Results of pre-post social validity measures were also generally positive.
Resumo:
The link between video game play and aggression is an important issue as video games The link between video game play and aggression is an important issue as video games are the fastest growing form of entertainment in the world. Past research on this association has been focused primarily on the link between video game violence and aggression; however, this research has confounded the effect of video game violence versus competition on aggression. The main goal of the current dissertation, therefore, was to examine the short- and long-term associations between competitive video game play and aggression. In addition, the longitudinal work on this association to date has been limited to adolescent samples, but not young adults. Thus, the second goal of the dissertation research was to investigate whether video game play predicts aggression in the long-term among young adults in addition to adolescents. To address these goals, three studies were conducted. Study 1 consisted of a series of experiments examining the short-term effect of video game violence versus competition on aggression. Study 2 examined the long-term association between competitive video game play and aggression among adolescents, and Study 3 examined this long-term link among young adults, in addition to adolescents. Taken together, the results of the three dissertation studies converged to suggest that video game competition, rather than violence, may be a stronger predictor of aggression in both the short- and long-term. Overall, the current research represents an important advance in our understanding of the association between video game play and aggression, and leads to a new direction in the video game and aggression literature. are the fastest growing form of entertainment in the world. Past research on this association has been focused primarily on the link between video game violence and aggression; however, this research has confounded the effect of video game violence versus competition on aggression. The main goal of the current dissertation, therefore, was to examine the short- and long-term associations between competitive video game play and aggression. In addition, the longitudinal work on this association to date has been limited to adolescent samples, but not young adults. Thus, the second goal of the dissertation research was to investigate whether video game play predicts aggression in the long-term among young adults in addition to adolescents. To address these goals, three studies were conducted. Study 1 consisted of a series of experiments examining the short-term effect of video game violence versus competition on aggression. Study 2 examined the long-term association between competitive video game play and aggression among adolescents, and Study 3 examined this long-term link among young adults, in addition to adolescents. Taken together, the results of the three dissertation studies converged to suggest that video game competition, rather than violence, may be a stronger predictor of aggression in both the short- and long-term. Overall, the current research represents an important advance in our understanding of the association between video game play and aggression, and leads to a new direction in the video game and aggression literature.