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Acta colomb. psicol ; 18(2): 13-27, jul.-dic. 2015. ilus, tab
Article de Anglais | LILACS | ID: lil-765412

RÉSUMÉ

The aim of this study is to identify patterns of the cognitive planning process of young children emerging in the context of a problem solving task. Using a complex dynamic systems approach, this paper depicts the main features of cognitive planning in the short term. Participants were 45 preschool children (aged 3.5 and 3.6 years) of which two case studies are described in detail. The microgenetic method was used to capture, in two months, the planning process in real time during six sessions of data collection. Thus, 96 measuring points were obtained for each child of the sample. The instrument used was a problem solving task in a virtual format, which requires the development of a plan to attain the goal. The first part of the analysis characterizes the children's planning performance by means of cluster analysis. Two clusters were identified as a result of this analysis. In order to illustrate the performance of the sample, one child from each cluster was randomly selected as a case study. The second part of the analysis describes the two case studies. The State Space Grids (SSG) technique was used to show the short-term emergence of cognitive planning. Results of the case studies revealed two types of performance: a reduction pattern and a stable pattern of cognitive planning. These patterns indicate the ability of children to integrate the constraints of the task and consider future states in their actions. In contrast to the literature, the findings of this study reveal the resources in planning skills of preschoolers, such as self-regulation of actions aimed at attaining a goal and anticipation of future states.


El objetivo del presente estudio es identificar los patrones del proceso de planificación cognitiva de niños pequeños que tienen lugar en el contexto de una situación de resolución de problemas. Utilizando un enfoque de sistemas dinámicos complejos, el presente estudio describe las principales características de la planificación cognitiva a corto plazo. Los participantes fueron 45 niños en edad preescolar (3,5 y 3,6 años), de los cuales se describen en detalle dos estudios de caso. El método microgenético fue utilizado para capturar, en dos meses, el proceso de planificación en tiempo real durante seis sesiones de recogida de datos. De esta manera se obtuvieron 96 puntos de medición por cada niño de la muestra. Como instrumento se utilizó una tarea de resolución de problemas en un formato virtual, que exige la elaboración de un plan para alcanzar la meta. La primera parte del análisis consistió en caracterizar los desempeños de planificación de la muestra mediante el análisis de conglomerados. Como resultado, dos clústers fueron identificados. Posteriormente, para ilustrar los desempeños de la muestra, se seleccionó al azar un niño de cada clúster como estudio de caso. La segunda parte del análisis consistió en describir los dos estudios de caso. Se utilizó la técnica State Space Grids (SSG) para mostrar el surgimiento a corto plazo de la planificación cognitiva. Los resultados de los estudios de caso revelaron dos tipos de desempeño: un patrón de reducción y un patrón estable de planificación cognitiva. Estos patrones en los desempeños indican la capacidad de los niños para integrar las restricciones de la tarea y considerar estados futuros en sus acciones. En contraste con la literatura, los resultados de este estudio revelan los recursos de habilidades de planificación en niños preescolares, tales como su auto-regulación de acciones dirigidas a una meta y la anticipación de futuros estados.


O objetivo deste estudo é identificar os padrões do processo de planejamento cognitivo de crianças pequenas, que acontecem no contexto de uma situação de resolução de problemas. Utilizando um enfoque de sistemas dinâmicos complexos, o presente estudo descreve as principais características do planejamento cognitivo a curto prazo. Os participantes foram 45 crianças em idade pré-escolar (3,5 e 3,6 anos), dos quais se descrevem em detalhe dois estudos de caso. O método micro genético foi utilizado para capturar, em dois meses, o processo de planejamento em tempo real durante seis sessões de coleta de dados. Desta maneira obtiveram-se 96 pontos de medição por cada criança da mostra. Como instrumento utilizou-se uma tarefa de resolução de problemas em um formato virtual, que exige a elaboração de um plano para alcançar a meta. A primeira parte da análise consistiu em caracterizar os desempenhos de planejamento da mostra mediante a análise de conglomerados. Como resultado, dois clústers foram identificados. Posteriormente, para ilustrar os desempenhos da mostra, selecionou-se aleatoriamente uma criança de cada clúster como estudo de caso. A segunda parte da análise consistiu em descrever os dois estudos de caso. Utilizou-se a técnica State Space Grids (SSG) para mostrar o surgimento a curto prazo do planejamento cognitivo. Os resultados dos estudos de caso revelaram dois tipos de desempenho: um padrão de redução e um padrão estável de planejamento cognitivo. Estes padrões nos desempenhos indicam a capacidade das crianças para integrar as restrições da tarefa e considerar estados futuros em suas ações. Em contraste com a literatura, os resultados deste estudo revelam os recursos de habilidades de planejamento em crianças pré-escolares, tais como sua autorregulação de ações dirigidas a uma meta e a antecipação de futuros estados.


Sujet(s)
Humains , Femelle , Grossesse , Enfant d'âge préscolaire , Enfant d'âge préscolaire , Conflit psychologique
2.
Article de Coréen | WPRIM | ID: wpr-219964

RÉSUMÉ

PURPOSE: To evaluate the change in blink rate in adolescents according to the type and duration of computer tasks and to analyze the risk of ocular dryness using an ocular protection index. METHODS: Fifteen male high school students played computer games and viewed Internet lectures for 20 minutes each. Blink rate was measured by USB camera, and ocular protection index (OPI, the ratio of BUT to inter-blink interval) was calculated for each subject during the two tasks. In addition, 7 of the 15 subjects played computer games again for 40 minutes on another day, and the change in blink rate according to the duration of computer games was observed. RESULTS: The average blink rate was 5.44+/-3.29 per minute (median 5, range 2-12.75) while playing computer games and 20.63+/-11.21 per minute (median 18.25, range 4.93-42.2) while viewing Internet lectures, and this difference was statistically significant (p=0.001). The percentage of subjects with OPI values less than 1 was 53% for computer games and 13% for Internet lectures (p=0.025). While playing computer games for 40 minutes, the mean of total blinks during ten-minute intervals decreased over time: 59.43 times (median 57) during the first 10 minutes, 33.86 times (median 41) during the last 10 minutes. CONCLUSIONS: The blink rate in adolescents was significantly lower and the risk of ocular dryness was higher while playing computer games compared with that of viewing internet lectures. As playing time increased, the blink rate decreased and risk of ocular dryness increased.


Sujet(s)
Adolescent , Humains , Mâle , Internet , Conférence , Jeux vidéo
3.
Article de Chinois | WPRIM | ID: wpr-544014

RÉSUMÉ

Objective: The purpose of this research is to investigate the relationship between computer game addiction,a subtype of internet addiction,and parental Rearing styles.Methods: Using Computer Game Addiction Inventory(CGAI) and EMBU,we investigate a sample of 747 senior high school students in Beijing.According to whether participants' sum score of five dimensions of CGAI is larger than 1.5 SD,we divide them into two groups: tendency to addiction and non-tendency to addiction.Then we analyze the data with methods of MANOVA and Canonical Correlation.Results: There is significant difference in sex distributing between tendency to addiction and non-tendency to addiction.There is also significant difference in parental rearing styles between two groups.Under authoritarian rearing styles,children score higher on nearly every dimension of CGAI.Conclusion: Boys are more likely to get addicted to computer games than girls.Negative parental rearing styles associate closely with computer game addiction.

4.
Article de Coréen | WPRIM | ID: wpr-38368

RÉSUMÉ

PURPOSE: The measure the degree of computer game addiction; to examine the relationship between computer game addiction and contributing factors; and to discover the predictors of computer game addiction of elementary school children of Korea. METHOD: Data were assembled from questionnaires distributed among 455 children from four elementary schools in Gyung-buk Province. RESULTS: The level of computer game addiction of subjects was rather low, and correlated significantly with gender, academic performance, family economic status, playmates for leisure time, place of playing computer game, length of the habit of playing game, average playing time of game per day, frequency of PC-room(Internet Cafe for game) visits per week, game partners and reasons for playing game. Multiple regression analysis showed that 45% of the computer game addiction was significantly related to gender(21%), impulsiveness(10%), average playing time of game per day(9%), depression(2%) and other variables(3%) such as playmates for leisure time, academic performance and frequency of PC-room visits per week. CONCLUSION: We suggest these results be used to develop a computer game addiction prevention program.


Sujet(s)
Enfant , Humains , Corée , Activités de loisirs , Jeux vidéo , Santé de l'enfant , Enquêtes et questionnaires
5.
Article de Chinois | WPRIM | ID: wpr-587696

RÉSUMÉ

Objective: To develop a computer game addiction inventory (CGAI) for Chinese college students. Methods:A primary inventory made by the authors was applied to 477 college students from 8 universities in Beijing for exploratory factor analysis, and then to 405 college students for confirmatory factor analysis. Results: After exploratory factor analysis, a questionnaire consisted of 33 items were established, which had four factors: dependence and addict behavior, emotion arousal, functional impairment, and shame and un-satisfaction. These four factors could explain 55.1 of the total variance, were confirmed by confirmatory factor analysis (?~2/df=2.304; IFI=0.885; CFI=0.884; NFI=0.813; RSMEA=0.057). The internal consistency of the questionnaire was good (r=0.77~0.94), the test-retest reliability was 0.907. Criteria validity shown by higher scores in addiction group than normal control was also satisfying. Conclusion: The CGAI has good psychometric features and could be applied to college students.

6.
Article de Chinois | WPRIM | ID: wpr-543345

RÉSUMÉ

Objective: To explore the personality traits, emotions, and cognitive factors related to the trends of computer game addiction and cyber-relationship addiction. Methods: 184 college students in Beijing filled up the following questionnaires, including Computer Game Addiction Inventory (CGAI), Internet Relationship Addiction Inventory (IRDI), Sensation Seeking Scale (SSS), Achievement Motivation Scale, Self-Esteem Scale (SES), Shame Scale, Beck Depression Inventory (BDI), Eysenck Personality Questionnaire-R Short Scale(EPQ-RSC), and cognition questionnaire developed by the authors. Results: ① The trend of computer game addiction was positively correlated with sensation seeking, achievement motivation, the negative evaluation on oneself and environment in inter-personal relationships, and the positive evaluation on one's intelligence (P

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