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1.
PLoS One ; 16(11): e0259163, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34788306

RESUMO

The rise in digital media consumption, especially among children, raises the societal question of its impact on cognition, mental health and academic achievement. Here, we investigate three different ways of measuring technology use--total hours of media consumed, hours of video game play and number of media used concurrently--in 118 eight-to-twelve year-old children. At stake is the question of whether different technology uses have different effects, which could explain some of the past mixed findings. We collected data about children's media uses as well as (i) attentional and behavioral control abilities, (ii) psychological distress, psychosocial functioning, and sleep, and (iii) academic achievement and motivation. While attentional control abilities were assessed using both cognitive tests and questionnaires, mental health and sleep were all questionnaire-based. Finally, academic performance was based on self-reported grades, with motivational variables being measured through the grit and the growth-mindset questionnaires. We present partial correlation analyses and construct a psychological network to assess the structural associations between different forms of media consumption and the three categories of measures. We observe that children consume large amounts of media and media multitask substantially. Partial correlation analyses show that media multitasking specifically was mostly correlated with negative mental health, while playing video games was associated with faster responding and better mental health. No significant partial correlations were observed for total hours on media. Psychological network analysis complement these first results by indicating that all three ways of consuming technology are only indirectly related to self-reported grades. Thus, technology uses appear to only indirectly relate to academic performance, while more directly affecting mental health. This work emphasizes the need to differentiate among technology uses if one is to understand how every day digital consumption impacts human behavior.


Assuntos
Saúde Mental , Criança , Humanos , Internet , Motivação
2.
Front Psychol ; 11: 2190, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32973639

RESUMO

There is no consensus on which statistical model estimates school value-added (VA) most accurately. To date, the two most common statistical models used for the calculation of VA scores are two classical methods: linear regression and multilevel models. These models have the advantage of being relatively transparent and thus understandable for most researchers and practitioners. However, these statistical models are bound to certain assumptions (e.g., linearity) that might limit their prediction accuracy. Machine learning methods, which have yielded spectacular results in numerous fields, may be a valuable alternative to these classical models. Although big data is not new in general, it is relatively new in the realm of social sciences and education. New types of data require new data analytical approaches. Such techniques have already evolved in fields with a long tradition in crunching big data (e.g., gene technology). The objective of the present paper is to competently apply these "imported" techniques to education data, more precisely VA scores, and assess when and how they can extend or replace the classical psychometrics toolbox. The different models include linear and non-linear methods and extend classical models with the most commonly used machine learning methods (i.e., random forest, neural networks, support vector machines, and boosting). We used representative data of 3,026 students in 153 schools who took part in the standardized achievement tests of the Luxembourg School Monitoring Program in grades 1 and 3. Multilevel models outperformed classical linear and polynomial regressions, as well as different machine learning models. However, it could be observed that across all schools, school VA scores from different model types correlated highly. Yet, the percentage of disagreements as compared to multilevel models was not trivial and real-life implications for individual schools may still be dramatic depending on the model type used. Implications of these results and possible ethical concerns regarding the use of machine learning methods for decision-making in education are discussed.

3.
J Exp Psychol Hum Percept Perform ; 40(4): 1346-57, 2014 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-24842066

RESUMO

A central question about spatial attention is whether it is referenced relative to the external environment or to the viewer. This question has received great interest in recent psychological and neuroscience research, with many but not all, finding evidence for a viewer-centered representation. However, these previous findings were confined to computer-based tasks that involved stationary viewers. Because natural search behaviors differ from computer-based tasks in viewer mobility and spatial scale, it is important to understand how spatial attention is coded in the natural environment. To this end, we created an outdoor visual search task in which participants searched a large (690 square ft), concrete, outdoor space to report which side of a coin on the ground faced up. They began search in the middle of the space and were free to move around. Attentional cuing by statistical learning was examined by placing the coin in 1 quadrant of the search space on 50% of the trials. As in computer-based tasks, participants learned and used these regularities to guide search. However, cuing could be referenced to either the environment or the viewer. The spatial reference frame of attention shows greater flexibility in the natural environment than previously found in the lab.


Assuntos
Atenção/fisiologia , Reconhecimento Visual de Modelos/fisiologia , Aprendizagem por Probabilidade , Percepção Espacial/fisiologia , Adolescente , Adulto , Meio Ambiente , Humanos , Adulto Jovem
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