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When playing violent video games, aggressive actions are performed against the background of an originally neutral environment, and associations are formed between cues related to violence and contextual features. This experiment examined the hypothesis that neutral contextual features of a virtual environment become associated with aggressive meaning and acquire the function of primes for aggressive cognitions. Seventy-six participants were assigned to one of two violent video game conditions that varied in context (ship vs. city environment) or a control condition. Afterwards, they completed a Lexical Decision Task to measure the accessibility of aggressive cognitions in which they were primed either with ship-related or city-related words. As predicted, participants who had played the violent game in the ship environment had shorter reaction times for aggressive words following the ship primes than the city primes, whereas participants in the city condition responded faster to the aggressive words following the city primes compared to the ship primes. No parallel effect was observed for the non-aggressive targets. The findings indicate that the associations between violent and neutral cognitions learned during violent game play facilitate the accessibility of aggressive cognitions.
When playing violent video games, aggressive actions are performed against the background of an originally neutral environment, and associations are formed between cues related to violence and contextual features. This experiment examined the hypothesis that neutral contextual features of a virtual environment become associated with aggressive meaning and acquire the function of primes for aggressive cognitions. Seventy-six participants were assigned to one of two violent video game conditions that varied in context (ship vs. city environment) or a control condition. Afterwards, they completed a Lexical Decision Task to measure the accessibility of aggressive cognitions in which they were primed either with ship-related or city-related words. As predicted, participants who had played the violent game in the ship environment had shorter reaction times for aggressive words following the ship primes than the city primes, whereas participants in the city condition responded faster to the aggressive words following the city primes compared to the ship primes. No parallel effect was observed for the non-aggressive targets. The findings indicate that the associations between violent and neutral cognitions learned during violent game play facilitate the accessibility of aggressive cognitions.
Various 1,6- and 1,8-naphthalenophanes were synthesized by using the Photo-Dehydro-Diels-Alder (PDDA) reaction of bis-ynones. These compounds are easily accessible from omega-(3-iodophenyl)carboxylic acids in three steps. The obtained naphthalenophanes are axially chiral and the activation barrier for the atropisomerization could be determined in some cases by means of dynamic NMR (DNMR) and/or dynamic HPLC (DHPLC) experiments.
Qualitative Forschung leistet mit einem differenzierten Methodenrepertoire einen zentralen Beitrag zur Empirie in der Erziehungswissenschaft. Das Handbuch führt umfassend in das breite Spektrum qualitativer Forschungszugänge ein.
Der erste Teil bietet eine grundlegende Einführung in qualitative Forschung, reflektiert ihre Bedeutung und Erkenntnispotentiale, zeichnet historische Entwicklungen nach und legt theoretische Grundlagen dar. Der zweite Teil stellt die wichtigsten methodischen Forschungskonzeptionen qualitativer erziehungswissenschaftlicher Forschung vor. Der dritte Teil führt in Strategien für Erhebungen und Auswertungen ein. Die Aufsätze des vierten Teils widmen sich dem forschenden Umgang mit visuellen Quellen und Medien. Der fünfte Teil stellt eine Auswahl gegenstandsbezogener qualitativer Forschungsansätze vor. Abschließend folgen Ansätze der Praxis-, Aktions- und Handlungsforschung und nützliche Informationen und Hinweise für die Planung und Durchführung von Forschungsvorhaben.
Das Handbuch richtet sich an Promovierende, Forschende, Lehrende und Studierende in den Erziehungs- und Sozialwissenschaften. Es bietet Pädagoginnen und Pädagogen Informationen über Methoden systematischer Praxisforschung und trägt damit zur Stärkung und Innovation qualitativer Forschungszugänge und zur Weiterentwicklung der methodischen Standards bei.
Forschende Lernwerkstatt
(2013)