Effect of Role-Inducing Instructions on Performance on a New Test of Creative Thinking

1970 ◽  
Vol 27 (3) ◽  
pp. 919-924
Author(s):  
Alan D. Price

The Modified Bennett Test (MBT) is briefly described and preliminary reliability and validity data are provided by a report of the results of a study in which it was used to test the effects of role-inducing instructions on creative thinking. Ss came for 2 sessions in which they were given an instructional set to assume the role of either an unregulated character or a regulated character. Subsequent to the role-inducing instructions, Ss responded to half of the items of the MBT. The role-inducing instructions and the items of the MBT were counterbalanced in a repeated measures design with each S serving as his own control. It was hypothesized that the responses given in the unregulated condition would, in general, be more creative than those given in the regulated condition. The hypothesis was confirmed.

2020 ◽  
Vol 44 ◽  
Author(s):  
James McLauchlan ◽  
Matthew Browne ◽  
Alex M T Russell ◽  
Matthew Rockloff

Gambling-related harm has become a key metric for measuring the adverse consequences of gambling on a population level. Yet, despite this renewed understanding in contemporary research, little exploration has been conducted to evaluate which instrument is best suited to capture the harmful consequences of gambling. This study was designed with the aim of determining whether Likert scales were better suited to capture gambling harm than binary scales. We hypothesized that the Short Gambling Harm Screen (SGHS), initially scored using a binary scale, would perform similarly to the alternate form that was Likertized for the purpose of this study. A corresponding comparison in the reverse direction was executed for the Problem Gambling Severity Index. The SGHS’s performance was assessed via a repeated-measures design in combination with three other measures of validity administered at the conclusion of the survey. In the end, we found that changing the scoring format (i.e., from binary to Likert) had negligible impact on the SGHS’s psychometric performance. We conclude that the original scoring method of the SGHS is not only appropriate but also no less suitable than Likert scales in measuring gambling harm.RésuméLes dommages liés au jeu sont devenus une mesure clé pour évaluer les conséquences néfastes du jeu à l’échelle de la population. Pourtant, malgré cette compréhension renouvelée dans la recherche contemporaine, on effectue très peu d’exploration pour évaluer quel instrument est le mieux adapté pour comprendre les conséquences néfastes du jeu. Cette étude a été conçue dans le but de déterminer si les échelles de Likert étaient mieux adaptées que les échelles binaires pour saisir les dommages liés au jeu. Nous avons émis l’hypothèse que le dépistage rapide du jeu problématique (Short Gambling Harm Screen ou SGHS), initialement évalué à l’aide d’une échelle binaire, ne fonctionnera pas différemment de la forme de Likert alternative qui a été créée aux fins de cette étude. Une comparaison correspondante dans la direction inverse a été effectuée pour l'indice de gravité du jeu excessif (PGSI). Les performances du SGHS ont été évaluées par un plan de mesures répétées, combinés à trois autres mesures de validité administrées à la fin du sondage. En fin de compte, nous avons constaté que le changement du format de pointage (c.-à-d. du binaire au Likert) avait un impact négligeable sur le rendement psychométrique du SGHS. Nous concluons que la méthode de pointage originale du SGHS est non seulement appropriée, mais également non moins appropriée que les échelles de Likert pour évaluer les dommages liés au jeu.


Author(s):  
Siu-Lan Tan ◽  
John Baxa ◽  
Matthew P. Spackman

This article presents an empirical study of the role of video game audio on performance. Twenty participants played The Legend of Zelda: Twilight Princess on the Wii console for a 45-minute session on five consecutive days. Employing a repeated measures design, the authors exposed players to one orientation session and four sound conditions, i.e., silence, remote control sounds, remote control and screen sounds, and unrelated music played on a boom-box, in a counterbalanced order. Performance was weakest when playing without sound, increasingly stronger with audio emitted by remote control only, and by remote-and-screen respectively. Surprisingly, the highest scores were earned when playing with music that was unrelated to players’ actions or events unfolding on screen. These findings point to the challenges of processing multisensory cues during the initial stages of an elaborate role-playing game, and suggest that the most effective players swiftly develop strategies incorporating task-relevant information conveyed by both sound and images.


2019 ◽  
Author(s):  
Marlize DE VIVO ◽  
Hayley Mills

Objectives: To examine the predictive utility of the Theory of Planned Behaviour (TPB) in explaining pregnant women’s physical activity intentions and behaviour and to scrutinise the role of past behaviour within this context. Method: A repeated measures design required pregnant women to complete the Pregnancy Physical Activity Questionnaire (PPAQ) and TPB questionnaires on two occasions. Using published guidance, both formative and definitive stages were implemented as part of a comprehensive and robust approach to the construction of a TPB questionnaire. Results: Firstly, when considering the original TPB, intention emerged as the strongest determinant of pregnant women’s PA behaviour. Secondly, controlling for past behaviour attenuated the influence of intention and PBC on behaviour with neither of the original variables providing a unique influence. Finally, the addition of past behaviour led to an increase in the predictive utility of the TPB. Conclusion: Utilising the TPB as a flexible framework revealed the importance of contextual changes in the explanation of PA intention and behaviour during pregnancy. Physical activity profiling of pregnant women is proposed as a novel concept to present healthcare professionals and researchers with the opportunity to introduce tailored support based on motivation and behaviour status.


Author(s):  
Siu-Lan Tan ◽  
John Baxa ◽  
Matthew P. Spackman

This article presents an empirical study of the role of video game audio on performance. Twenty participants played The Legend of Zelda: Twilight Princess on the Wii console for a 45-minute session on five consecutive days. Employing a repeated measures design, the authors exposed players to one orientation session and four sound conditions, i.e., silence, remote control sounds, remote control and screen sounds, and unrelated music played on a boom-box, in a counterbalanced order. Performance was weakest when playing without sound, increasingly stronger with audio emitted by remote control only, and by remote-and-screen respectively. Surprisingly, the highest scores were earned when playing with music that was unrelated to players’ actions or events unfolding on screen. These findings point to the challenges of processing multisensory cues during the initial stages of an elaborate role-playing game, and suggest that the most effective players swiftly develop strategies incorporating task-relevant information conveyed by both sound and images.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Zazli Lily Wisker

Purpose This study aims to explore how consumers process and respond to fake news on halal food in a Muslim-majority country. The study hypothesises that fake news that violates one’s moral code could induce anger resulting in brand hate. Religiosity plays a role as a moderating variable for the relationship. Design/methodology/approach Data were collected in two studies using quasi-experiment repeated measures factorial design, 2 × 2 between subjects. In Study 1, 219 participated, whereas in Study 2, a total of 173 was recruited for the experiment. The study uses one-way repeated measures design ANOVA and MEMORE to test the effects of moderation for repeated measures. Findings The findings indicate that fake news that violates one’s moral code, belief and values could induce anger and brand hate. Religiosity moderates the relationship between anger and brand hate Research limitations/implications The study’s limitations include the limited dimension measured for religiosity and brand hate. Originality/value The study of brand hate as opposed to brand love is relatively scarce. This study has observed how fake news that violates one’s moral code is detrimental to the brand, which in turn induces hate. Marketing managers have to be cautious in marketing their products in more religious countries. Besides, they have to be proactive in combating fake news that might tarnish their brand.


2008 ◽  
Vol 17 (1) ◽  
pp. 50-59 ◽  
Author(s):  
Lisa S. Jutte ◽  
Kenneth L. Knight ◽  
Blaine C. Long

Objective:Examine thermocouple model uncertainty (reliability + validity).Design:First, a 3 × 3 repeated measures design with independent variables electrothermometers and thermocouple model. Second, a 1 × 3 repeated measures design with independent variable subprobe.Intervention:Three electrothermometers, 3 thermocouple models, a multi-sensor probe and a mercury thermometer measured a stable water bath.Main Outcome Measures:Temperature and absolute temperature differences between thermocouples and a mercury thermometer.Results:Thermocouple uncertainty was greater than manufactures’ claims. For all thermocouple models, validity and reliability were better in the Iso-Themex than the Datalogger, but there were no practical differences between models within an electrothermometers. Validity of multi-sensor probes and thermocouples within a probe were not different but were greater than manufacturers’ claims. Reliability of multiprobes and thermocouples within a probe were within manufacturers claims.Conclusion:Thermocouple models vary in reliability and validity. Scientists should test and report the uncertainty of their equipment rather than depending on manufactures’ claims.


2020 ◽  
Vol 150 (12) ◽  
pp. 3103-3113
Author(s):  
Bonnie Kung ◽  
Sylvie L Turgeon ◽  
Shirley Vien ◽  
Ruslan Kubant ◽  
Dalia El Khoury ◽  
...  

ABSTRACT Background Increasing the total protein content and reducing the casein to whey ratio in milks consumed with breakfast cereal reduce postprandial blood glucose (BG). Objectives We aimed to explore associations between plasma amino acids (AAs), BG, and glucoregulatory hormones. Methods In this repeated-measures design, 12 healthy adults consumed cereal (58 g) and milks (250 mL) with 3.1 wt% or high 9.3 wt% protein concentrations and with casein to whey ratios of either 80:20 or 40:60. Blood was collected at 0, 30, 60, 120, 140, 170, and 200 min for measurement of the primary outcome, BG, and for the exploratory outcomes such as plasma AA, gastric emptying, insulin (INS), and glucoregulatory hormones. Measures were made prior to and after an ad libitum lunch at 120 min. Exploratory correlations were conducted to determine associations between outcomes. Results Pre-lunch plasma AA groups [total (TAA), essential (EAA), BCAA, and nonessential (NEAA)] were higher after 9.3 wt% than 3.1 wt% milks by 12.7%, 21.4%, 20.9%, and 7.6%, respectively (P ≤ 0.05), while post-lunch AA groups were higher by 10.9%, 19.8%, 18.8%, and 6.0%, respectively (P ≤ 0.05). Except for NEAA, pre-lunch AAs were higher after 40:60 than 80:20 ratio milks by 4.5%, 8.3%, and 9.3% (P ≤ 0.05). When pooled by all treatments, pre-lunch AA groups associated negatively with BG (r/ρ ≥ −0.45, P ≤ 0.05), but post-lunch only TAA and NEAA correlated (r ≥ −0.37, P < 0.05). Pre-lunch BG was inversely associated with Leu, Ile, Lys, Met, Thr, Cys-Cys, Asn, and Gln (r/ρ ≥ −0.46, P ≤ 0.05), but post-lunch, only with Thr, Ala, and Gly (r ≥ −0.50, P ≤ 0.05). Pre-lunch associations between AA groups and INS were not found. Conclusions Protein concentration and the ratio of casein to whey in milks consumed at breakfast with cereal affect plasma AA concentrations and their associations with decreased BG. The decrease in BG could be explained by INS-independent mechanisms. This trial was registered at www.clinicaltrials.gov as NCT02471092.


Author(s):  
Xavier Oriol ◽  
Rafael Miranda ◽  
Alberto Amutio

AbstractStudies that distinguish the role of dispositional and situational moral emotions in bullying situations remain limited in the international literature. This work, therefore, aims to analyze the role of dispositional and situational moral emotions in bullying and prosocial behavior in adolescents. Two studies were conducted: a cross-sectional study including 644 adolescents aged 14–18 years (M = 15.6, DT = 1.4) and a repeated measures design including 235 adolescents aged 10–15 years (M = 12.5, DT = 0.9). The objectives of Study 1 were 1) to validate two scales for the situational moral emotions elicited in bullying situations (elevation and moral disgust) and 2) to examine the relationships between dispositional and situational moral emotions and prosocial behavior toward victims and bullying behavior. The results show adequate psychometric properties for both elevation and moral disgust scales. Furthermore, both situational moral emotions are negatively related to bullying behavior, whereas dispositional emotions such as compassion and gratitude have a positive effect on prosocial behavior. Study 2 assessed the prospective relationship between dispositional gratitude and prosocial behavior toward victims and bullying behavior. The results of this study indicate that dispositional gratitude has a positive prospective effect on prosocial behavior towards victims and a negative effect on bullying behavior. In conclusion, the relevance of moral emotions for the prevention of bullying behavior is highlighted and the role that self-transcendent dispositional emotions have on prosocial behavior from the perspective of developmental psychology.


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