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61.
It is generally believed that the work of Bowlby and Robertson was new and decisive in changing the hospital conditions for young children. The fact that parents in the UK and other European countries can now visit their sick child at any time they wish or even room-in is attributed to an acquaintance with Bowlby's findings and Robertson's well-known films about the potentially detrimental effects of hospital stays for young children. In this paper we shall argue that this picture is incomplete and that, historically, things were rather more intricate. Bowlby and Robertson were neither the first nor the only researchers who tried to change hospital policies. Moreover, the older hospital policies were not uniformly bad. Long before Bowlby and Robertson began their plea for reforms, several individuals and hospitals had already introduced conditions that we now still regard as exemplary. The whole change towards more liberal, flexible, and humane practices in children's wards took place over several decades and was fuelled by both worried medical doctors, pressure groups of parents, sympathetic editors of medical journals, and emerging new research findings such as those provided by Bowlby and Robertson. In that societal debate, the voices of Bowlby and Robertson were influential but not necessarily new or decisive. 相似文献
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Video lottery: winning expectancies and arousal 总被引:2,自引:0,他引:2
Ladouceur R Sévigny S Blaszczynski A O'Connor K Lavoie ME 《Addiction (Abingdon, England)》2003,98(6):733-738
Aims This study investigates the effects of video lottery players' expectancies of winning on physiological and subjective arousal.
Design Participants were assigned randomly to one of two experimental conditions: high and low winning expectancies.
Setting Participants played 100 video lottery games in a laboratory setting while physiological measures were recorded. Level of risk-taking was controlled.
Participants Participants were 34 occasional or regular video lottery players. They were assigned randomly into two groups of 17, with nine men and eight women in each group.
Intervention The low-expectancy group played for fun, therefore expecting to win worthless credits, while the high-expectancy group played for real money.
Measurements Players' experience, demographic variables and subjective arousal were assessed. Severity of problem gambling was measured with the South Oaks Gambling Screen. In order to measure arousal, the average heart rate was recorded across eight periods.
Findings Participants exposed to high as compared to low expectations experienced faster heart rate prior to and during the gambling session. According to self-reports, it is the expectancy of winning money that is exciting, not playing the game.
Conclusions Regardless of the level of risk-taking, expectancy of winning is a cognitive factor influencing levels of arousal. When playing for fun, gambling becomes significantly less stimulating than when playing for money. 相似文献
Design Participants were assigned randomly to one of two experimental conditions: high and low winning expectancies.
Setting Participants played 100 video lottery games in a laboratory setting while physiological measures were recorded. Level of risk-taking was controlled.
Participants Participants were 34 occasional or regular video lottery players. They were assigned randomly into two groups of 17, with nine men and eight women in each group.
Intervention The low-expectancy group played for fun, therefore expecting to win worthless credits, while the high-expectancy group played for real money.
Measurements Players' experience, demographic variables and subjective arousal were assessed. Severity of problem gambling was measured with the South Oaks Gambling Screen. In order to measure arousal, the average heart rate was recorded across eight periods.
Findings Participants exposed to high as compared to low expectations experienced faster heart rate prior to and during the gambling session. According to self-reports, it is the expectancy of winning money that is exciting, not playing the game.
Conclusions Regardless of the level of risk-taking, expectancy of winning is a cognitive factor influencing levels of arousal. When playing for fun, gambling becomes significantly less stimulating than when playing for money. 相似文献
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信息技术以其突出的优势对中小学音乐教学产生了很大的影响,而在其与音乐课程整合的过程中,所暴露的不足也不容忽视。文章以基于设计的研究为研究范式,建构出深度交融的教学内容,以进行创新教学形式的探索。经过 ITIAS 课堂互动系统的综合分析表明:信息技术和音乐课程的整合教学,不仅营造了信息化的教学环境,更构建了主导—主体相结合的教学结构,也切实提高了学生学习两课程的兴趣。 相似文献
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S. Sabesan D. Allen P. Caldwell P. K. Loh R. Mozer P. A. Komesaroff P. Talman M. Williams N. Shaheen O. Grabinski The Royal Australasian College of Physicians Telehealth Working Group 《Internal medicine journal》2014,44(1):101-103
The fourth in a series of articles about the practical aspects of telehealth, this paper provides advice and information for specialists to communicate effectively with patients during a telehealth video consultation. 相似文献