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1.
PLoS One ; 17(11): e0277508, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36383514

RESUMO

Adequate social functioning during childhood requires context-appropriate social decision-making. To make such decisions, children rely on their social norms, conceptualized as cognitive models of shared expectations. Since social norms are dynamic, children must adapt their models of shared expectations and modify their behavior in line with their social environment. This study aimed to investigate children's abilities to use social information to adapt their fairness norm and to identify the computational mechanism governing this process. Thirty children (7-11 years, M = 7.9 SD = 0.85, 11 girls) played the role of Responder in a modified version of the Ultimatum Game-a two-player game based on the fairness norm-in which they had to choose to accept or reject offers from different Proposers. Norm adaptation was assessed by comparing rejection rates before and after a conditioning block in which children received several low offers. Computational models were compared to test which best explains children's behavior during the game. Mean rejection rate decreased significantly after receiving several low offers suggesting that children have the ability to dynamically update their fairness norm and adapt to changing social environments. Model-based analyses suggest that this process involves the computation of norm-prediction errors. This is the first study on norm adaptation capacities in school-aged children that uses a computational approach. Children use implicit social information to adapt their fairness norm to changing environments and this process appears to be supported by a computational mechanism in which norm-prediction errors are used to update norms.


Assuntos
Tomada de Decisões , Comportamento Social , Criança , Feminino , Humanos , Normas Sociais , Simulação por Computador , Jogos Experimentais
2.
Brain Sci ; 12(9)2022 Sep 10.
Artigo em Inglês | MEDLINE | ID: mdl-36138963

RESUMO

Sociomoral reasoning (SMR) is an essential component of social functioning allowing children to establish judgments based on moral criteria. The progressive emergence and complexification of SMR during childhood is thought to be underpinned by a range of characteristics and abilities present in the preschool years. Past studies have mostly examined concurrent associations between individual factors and SMR. Using a more comprehensive and predictive approach to identify early predictors of school-age SMR would contribute to a more complete picture of SMR development. This study aimed to investigate the contribution of four domains of preschool predictors to SMR at school-age: demographic (age, sex, parental education), cognitive (executive and sociocognitive functions), behavioral (internalizing and externalizing behaviors), and familial (parent-child interactions, parental stress) factors. Parents of 122 children 3 to 5 years (M = 3.70, SD = 0.66 years, 51% girls) completed questionnaires and children were administered executive and sociocognitive tasks. Parent-child interactions were assessed using an observational approach. SMR was measured four years later using the SoMoral task. A four-step hierarchical regression analysis revealed that executive functions and internalizing problems were significant independent predictors of SMR. These findings provide a more comprehensive understanding of the early precursors of SMR during childhood.

3.
Front Psychol ; 12: 767596, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-35126234

RESUMO

BACKGROUND: Social cognition and competence are a key part of daily interactions and essential for satisfying relationships and well-being. Pediatric neurological and psychological conditions can affect social cognition and require assessment and remediation of social skills. To adequately approximate the complex and dynamic nature of real-world social interactions, innovative tools are needed. The aim of this study was to document the performance of adolescents on two versions of a serious video game presenting realistic, everyday, socio-moral conflicts, and to explore whether their performance is associated with empathy or sense of presence, factors known to influence social cognition. METHODS: Participants (12-17 years, M = 14.39; SD = 1.35) first completed a pre-test measure of socio-moral reasoning based on three dilemmas from a previously validated computer task. Then, they either played an evaluative version (n = 24) or an adaptive (n = 33) version of a video game presenting nine social situations in which they made socio-moral decisions and provided justifications. In the evaluative version, participants' audio justifications were recorded verbatim and coded manually to obtain a socio-moral reasoning maturity score. In the adaptive version (AV), tailored feedback and social reinforcements were provided based on participant responses. An automatic coding algorithm developed using artificial intelligence was used to determine socio-moral maturity level in real-time and to provide a basis for the feedback and reinforcements in the game. All participants then completed a three-dilemma post-test assessment. RESULTS: Those who played the adaptive version showed improved SMR across the pre-test, in-game and post-test moral maturity scores, F(1.97,63.00) = 9.81, pHF < 0.001, ϵ2 = 0.21, but those who played the Evaluative version did not. Socio-moral reasoning scores from both versions combined did not correlate with empathy or sense of presence during the game, though results neared significance. The study findings support preliminary validation of the game as a promising method for assessing and remediating social skills during adolescence.

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