Hoofdstuk 2 gaat over peer en professionele online support voor ouders bij het opvoeden. In totaal bevat het boek 31 hoofdstukken over sociaal netwerken, geschreven door tientallen onderzoekers wereldwijd.
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Section snippetsClosing observationsThe overview of the articles presented in this special issue demonstrates that sport psychology does indeed represent a very broad domain of investigation and application. When reading the articles, one will observe that a spectrum of different approaches are applied, ranging from approaches that lean toward the ‘hard’ sciences (such as the experimental study of perceptual anticipation), to approaches that lean toward the ‘soft’ sciences (such as the descriptive study of problems facingPeter Jan Beek, Ph.D., is Full Professor of Coordination Dynamics and the Dean of the Faculty of Behavioural and Movement Sciences at the Vrije Universiteit Amsterdam. His research focuses on the control and coordination of human movement and changes therein as a function of development, learning and rehabilitation. Recurrent topics in his research are the perceptual guidance of movements and the role of practice, feedback and instruction in skill acquisition.
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Game User Research is an emerging field that ties together Human Computer Interaction, Game Development, and Experimental Psychology, specifically investigating the interaction between players and games. The community of Game User Research has been rapidly evolving for the past few years, extending and modifying existing methodologies used by the HCI community to the environment of digital games. In this workshop, we plan to investigate the different methodologies currently in practice within the field as well as their utilities and drawbacks in measuring game design issues or gaining insight about the players' experience. The outcome of the workshop will be a collection of lessons from the trenches and commonly used techniques published in a public online forum. This will extend the discussion of topics beyond the workshop, and serve as a platform for future work. The workshop will be the first of its kind at CHI, tying together HCI research and Game User Research.
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Background: The importance of clarifying goals and providing process feedback for student learning has been widely acknowledged. From a Self-Determination Theory perspective, it is suggested that motivational and learning gains will be obtained because in well-structured learning environments, when goals and process feedback are provided, students will feel more effective (need for competence), more in charge over their own learning (need for autonomy) and experience a more positive classroom atmosphere (need for relatedness). Yet, in spite of the growing theoretical interest in goal clarification and process feedback in the context of physical education (PE), little experimental research is available about this topic. Purpose: The present study quasi-experimentally investigated whether the presence of goal clarification and process feedback positively affects students’ need satisfaction and frustration. Method: Twenty classes from five schools with 492 seventh grade PE students participated in this quasi-experimental study. Within each school, four classes were randomly assigned to one of the four experimental conditions (n = 121, n = 117, n = 126 and n = 128) in a 2 × 2 factorial design, in which goal clarification (absence vs. presence) and process feedback (absence vs. presence) were experimentally manipulated. The experimental lesson consisted of a PE lesson on handstand (a relatively new skill for seventh grade students), taught by one and the same teacher who went to the school of the students to teach the lesson. Depending on the experimental condition, the teacher either started the lesson explaining the goals, or refrained from explaining the goals. Throughout the lesson the teacher either provided process feedback, or refrained from providing process feedback. All other instructions were similar across conditions, with videos of exercises of differential levels of difficulty provided to the students. All experimental lessons were observed by a research-assistant to discern whether manipulations were provided according to a condition-specific script. One week prior to participating in the experimental lesson, data on students’ need-based experiences (i.e. quantitatively) were gathered. Directly after students’ participation in the experimental lesson, data on students’ perceptions of goal clarification and process feedback, need-based experiences (i.e. quantitatively) and experiences in general (i.e. qualitatively) were gathered. Results and discussion: The questionnaire data and observations revealed that manipulations were provided according to the lesson-scripts. Rejecting our hypothesis, quantitative analyses indicated no differences in need satisfaction across conditions, as students were equally satisfied in their need for competence, autonomy and relatedness regardless of whether the teacher provided goal clarification and process feedback, only goal clarification, only process feedback or none. Similar results were found for need frustration. Qualitative analyses indicated that, in all four conditions, aspects of the experimental lesson made students feel more effective, more in charge over their own learning and experience a more positive classroom atmosphere. Our results suggest that under certain conditions, lessons can be perceived as highly need-satisfying by students, even if the teacher does not verbally and explicitly clarify the goals and/ or provides process feedback. Perhaps, students were able to self-generate goals and feedback based on the instructional videos.
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Over the past forty years, the use of process models in practice has grown extensively. Until twenty years ago, remarkably little was known about the factors that contribute to the human understandability of process models in practice. Since then, research has, indeed, been conducted on this important topic, by e.g. creating guidelines. Unfortunately, the suggested modelling guidelines often fail to achieve the desired effects, because they are not tied to actual experimental findings. The need arises for knowledge on what kind of visualisation of process models is perceived as understandable, in order to improve the understanding of different stakeholders. Therefore the objective of this study is to answer the question: How can process models be visually enhanced so that they facilitate a common understanding by different stakeholders? Consequently, five subresearch questions (SRQ) will be discussed, covering three studies. By combining social psychology and process models we can work towards a more human-centred and empirical-based solution to enhance the understanding of process models by the different stakeholders with visualisation.
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Objectives: Aiming to reduce distributed denial-of-service (DDoS) attacks by alerting the consciences of Internet users, this paper evaluates the effectiveness of four warning banners displayed as online ads (deterrent—control, social, informative, and reorienting) and the contents of their two linked landing pages. Methods: We implement a 4 x 2 quasi-experimental design on a self-selected sample of Internet users to measure the engagement generated by the ads and the pages. Engagement is measured on the ads as the ratio of clicks to impressions, and on the pages as percentage of page scrolled, average session duration, video interaction rate, and URLs click rate. Results: Social ads generate significantly more engagement than the rest with low to medium effect sizes. Data reveal no differences in engagement between both landing page designs. Conclusions: Social messages may be a better alternative for engaging with potential cyber offenders than the traditional deterrent messages. Correspondence: Netherlands Institute for the Study of Crime and Law Enforcement (NSCR), De Boelelaan 1077, 1081 HV, Amsterdam, The Netherlands. Email: AMoneva@nscr.n This is a post-peer-review, pre-copyedit version of an article published in Journal of Experimental Criminology. The final authenticated version is available online at: https://link.springer.com/article/10.1007/s11292-022-09504-2
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Abstract: Background For patients, seclusion during psychiatric treatment is often a traumatic experience. To prevent such experiences, adjustments in the design of seclusion rooms have been recommended. Methods As there have been no empirical studies on the matter, we used a quasi-experimental design to compare the experiences in seclusion of two groups of patients: 26 who had been secluded in a room designed according to the principles of healing environment, a so called ‘Enriched Environment Seclusion room’ (EES), and 27 who had been secluded in a regular seclusion (RS) room. The enrichment included audio-visual facilities, a fixed toilet, a couch and a self-service system to adjust light, colour, blinds and temperature according to the patient’s preferences. Insight into their experiences was obtained using the Patient View-of-Seclusion Questionnaire, which comprises nine statements on seclusion, supplemented with open-ended questions. Results The responses regarding seclusion experiences between the two groups did not differ significantly (U = 280.00, p = .21, r = -.17). Although those who had been secluded in the specially designed room had greatly appreciated the opportunities for distraction, and those who had been secluded in a regular seclusion room expressed the need for more distracting activities during seclusion, both groups described seclusion as a dreadful experience. If seclusion cannot be avoided, patients recommend facilities for distraction (such as those provided in an enriched environment seclusion room) to be available. Conclusion Whatever the physical environment and facilities of a seclusion room, we may thus conclude that seclusion is a burdensome experience.
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Introduction: Illness Perceptions (IPs) may play a role in the management of persistent low back pain. The mediation and/or moderation effect of IPs on primary outcomes in physiotherapy treatment is unknown. Methods: A multiple single-case experimental design, using a matched care physiotherapy intervention, with three phases (phases A-B-A’) was used including a 3 month follow up (phase A’). Primary outcomes: pain intensity, physical functioning and pain interference in daily life. Analyzes: linear mixed models, adjusted for fear of movement, catastrophizing, avoidance, sombreness and sleep. Results: Nine patients were included by six different primary care physiotherapists. Repeated measures on 196 data points showed that IPs Consequences, Personal control, Identity, Concern and Emotional response had a mediation effect on all three primary outcomes. The IP Personal control acted as a moderator for all primary outcomes, with clinically relevant improvements at 3 month follow up. Conclusion: Our study might indicate that some IPs have a mediating or a moderating effect on the outcome of a matched care physiotherapy treatment. Assessing Personal control at baseline, as a relevant moderator for the outcome prognosis of successful physiotherapy management of persistent low back pain, should be further eplored.
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In recent years, numerous environmental psychology studies have demonstrated that contact with nature as opposed to urban settings can improve an individual’s mood, can lead to increased levels of vitality, and can offer an opportunity to recover from stress. According to Attention Restoration Theory (ART) the restorative potential of natural environments is situated in the fact that nature can replenish depleted attentional resources. This replenishment takes place, in part, because nature is deemed to be a source of fascination, with fascination being described as having an ‘‘attentional’’, an‘‘affective’’ and an ‘‘effort’’ dimension. However, the claim that fascination with nature involves these three dimensions is to a large extent based on intuition or derived from introspection-based measurement methods, such as self-reports. In three studies, we aimed to more objectively assess whether these three dimensions indeed applied to experiences related to natural environments, before any (attentional) depletion has taken place. The instruments that were used were: (a) the affect misattribution procedure (Study 1), (b) the dot probe paradigm (Study 2) and (c) a cognitively effortful task (Study 3).These instrument were respectively aimed at verifying the affective, attentional and effort dimension of fascination. Overall, the results provide objective evidence for the claims made within the ART framework, that natural as opposed to urban settings are affectively positive (cfr., affective dimension) and that people have an attentional bias to natural (rather than urban) environments (cfr., attentional dimension). The results regarding the effort dimension are less straightforward, and suggest that this dimension only becomes important in sufficiently difficult cognitive tasks.
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Kornell, Hays, and Bjork ([2009]. Unsuccessful retrieval attempts enhance subsequent learning. Journal of Experimental Psychology: Learning, Memory, and Cognition,35, 989–998) showed that incorrect guesses do not necessarily harm and might even improve the retention of information on a subsequent test. We sought to replicate the finding using educationally relevant stimuli. In two experiments, our participants either translated sentences in a foreign language receiving immediate feedback (errorful condition), or copied and studied the correct translation (errorless condition). After this training phase, a final test with the same sentences showed that translating sentences wrongly during training did not lower the accuracy of the errorful as compared to the errorless condition. Overall there was evidence that errorful training produced superior learning of the meaning and grammar of the foreign language sentences. The results support the idea that search processes activate a greater network of related knowledge in the errorful than in the errorless condition.
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