This study aims to explore age prejudice, and to examine age stereotyping in children and adolescents by adopting the Stereotype Content Model (SCM) as a theoretical framework. It was hypothesised that children are socialised into adopting an ambivalent representation of old age (socialisation hypothesis) and that this cognitive bias becomes weaker in adolescence due to greater cognitive maturity (developmental hypothesis). By analysing representative data from Portugal (European Social Survey; N = 2367), it was ascertained that the ambivalent age stereotype (higher evaluations of warmth than competence for older people) is indeed a shared social representation of older people in Portuguese society. A total of 103 Portuguese children (6-10 year olds) and adolescents (11-15 year olds) were then sampled from a local school and responded to age-appropriate measures assessing age prejudice as well as age stereotypes. Contrary to previous studies, the findings do not provide evidence for the existence of age prejudice because both children and adolescents reported positive feelings towards older people. However, the socialisation hypothesis was corroborated by showing that the ambivalent old age stereotype was already present in childhood. Contrary to the stipulated developmental hypothesis, the magnitude of this cognitive bias was very similar in adolescence.
Introduction: This study aimed to evaluate the effectiveness of a virtual reality based intervention in processing speed and working memory in students with ADHD symptomatology.Methods: A randomized experimental study was conducted, with a sample consisting of 25 adult participants recruited from the Escola Superior de Saúde do Politécnico do Porto. The participants were allocated into two groups: a passive control group and an intervention group that completed 10 sessions using virtual reality-based games from the Enhance VR app. The intervention included 6 games: Whack-a-mole, Shuffled, Assembly, React, Memory Wall, and Maestro. The participants underwent pre- and post-intervention evaluations using the Southwestern Assessment of Processing Speed (SWAPS) and the Sequence of Letters and Numbers and Spatial Location of the Wechsler Adult Intelligence Scale - 3rd Edition - WAIS-III. Descriptive statistics were used to characterize the sample and a mixed ANOVA was used to test the effectiveness of the intervention.Results: There was an improvement in the results of processing speed in the group exposed to the intervention (p < 0.001) and the value of the interaction between intervention and time was also significant (p = 0.004). There were no statistically significant differences between the participants’ working memory in the different variables under study, except for the values of the Spatial location test in the experimental group that improved relative to the initial assessment (p = 0.034).Discussion: A virtual reality cognitive training intervention resulted in improvements in the processing speed measures, which were not found in the control group. Although we cannot make the same conclusions regarding working memory, these results suggest that the VR intervention resulted in progress in the experimental group, possibly influenced by the intervention, which should be verified in future studies with longer interventions.
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