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Background:
Under the new psychotherapy law in Germany, standardized patients (SPs) are to become a standard component inpsychotherapy training, even though little is known about their authenticity.Objective:The present pilot study explored whether, followingan exhaustive two-day SP training, psychotherapy trainees can distinguish SPs from real patients.
Methods:
Twenty-eight psychotherapytrainees (M= 28.54 years of age,SD= 3.19) participated as blind raters. They evaluated six video-recorded therapy segments of trained SPsand real patients using the Authenticity of Patient Demonstrations Scale.
Results:
The authenticity scores of real patients and SPs did notdiffer (p= .43). The descriptive results indicated that the highest score of authenticity was given to an SP. Further, the real patients did notdiffer significantly from the SPs concerning perceived impairment (p= .33) and the likelihood of being a real patient (p= .52).
Conclusions:
The current results suggest that psychotherapy trainees were unable to distinguish the SPs from real patients. We therefore stronglyrecommend incorporating training SPs before application. Limitations and future research directions are discussed.
This article presents the design and a first pilot evaluation of the computer-based training program Calcularis for children with developmental dyscalculia (DD) or difficulties in learning mathematics. The program has been designed according to insights on the typical and atypical development of mathematical abilities. The learning process is supported through multimodal cues, which encode different properties of numbers. To offer optimal learning conditions, a user model completes the program and allows flexible adaptation to a child's individual learning and knowledge profile. Thirty-two children with difficulties in learning mathematics completed the 6-12-weeks computer training. The children played the game for 20 min per day for 5 days a week. The training effects were evaluated using neuropsychological tests. Generally, children benefited significantly from the training regarding number representation and arithmetic operations. Furthermore, children liked to play with the program and reported that the training improved their mathematical abilities.
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.
To investigate how preschoolers acquire a tool use strategy and how they adapt their tool use to a changed situation, 2- to 4-year-olds were asked to retrieve chips from a transparent box with a rod, either by stabbing and lifting through a top opening or by pushing through a front and a back opening. In both conditions, about 40% of the children acquired effective tool use by individual learning, and 90% of the other children learned this by observing only one demonstration. When confronted with a changed situation (i.e., previous opening covered, alternative opening uncovered), children perseverated with the recently learned, but now ineffective tool use strategy. Neither age nor acquisition type of the first strategy affected preschoolers' perseverations. Results indicate that prior tool use experiences have differential effects in situations that require either transferring known functions to novel objects or using a familiar tool for an alternative purpose.