Studie se zabývá psychologickou gramotností jako jedním z klíčových cílů vzdělávání v psychologii. Autoři analyzují psychologickou gramotnost jako koncept, který podmiňuje výběr vzdělávacího obsahu a použití metod v psychologickém vzdělávání. S oporou o Searlovo (2004) rozlišení ontologie první a třetí osoby autoři upozorňují na nebez pečí redukcionismu v psychologickém vzdělávání, jestliže v něm není věnována dostatečná pozornost poznávací perspektivě první osoby. Zároveň teoreticky objasňují, jak poznávací perspektivu první osoby uplatnit ve výuce prostřednictvím expresivních tvůrčích činností. Na podkladě Goodmanovy (2007) klasifikace typů symbolické reprezentace teoreticky vysvětlují funkci exprese v psychologickém vzdělávání a objasňují metodu tzv. expresivní experimentace založenou na principu optimální bez pečné angažovanosti v psychicky působivém obsahu.
Some older adults handle the pitfalls of ageing better than others. One explanation emerges from the concept of resilience, the ability to bounce back from the adversities of later life. In this study, we approached resilience from the narrative perspective. This study is a part of a project based on the DIPEx qualitative methodology, focused on different aspects of ageing. A combination of narrative and semi-structured interviews was conducted with 50 older adults (aged 75 and over). From the total number of interviews, a sub-group of 11 resilient participants was selected on the basis of the criteria set for resilience: (a) past exposure to adversity; and (b) positive adaptation to this adversity in terms of quality of life, happiness and activity. The results of the analysis are presented in the framework of five categories: (a) thematic lines, (b) agency and positioning; (c) values and beliefs; (d) reflections and perspectives; and (e) plot and genre. Both agency and reflections point to actively resisting old age as an important characteristic of resilient older adults in the Czech Republic. This resistance is often allied with irony, but we have also found genres of heroic coping and affirmation of lucky moments. Key thematic lines were love of life, emphasis on the importance of movement and positive social relationships; key values expressed by the participants were relational, existential and spiritual.
We examined the effect of habitual regulation of massive multiplayer online role-playing game (MMORPG) playing on the problematic (addictive) usage and excessiveness of gaming (time that user spent playing weekly, per session, and in relation to his other leisure activities). We developed the approach to assess the strength of habitual regulation that was based on sensitivity to situational cues. We defined cues as real-life or in-game conditions (e.g., work to be done, activities with friends or family, need to relax, new game expansion) that usually promote gaming (proplay cues) or prevent it (contraplay cues). Using a sample of 377 MMORPG players, we analyzed relationships between variables through partial least squares path modeling. We found that proplay cues sensitivity significantly positively affected the excessiveness of gaming (playing time) as well as the occurrence of problematic usage symptoms. Conversely, contraplay cues sensitivity functioned as a protective factor from these conditions; significant negative effects were found for playing time and problematic usage. Playing time was confirmed to be a mediating variable, affected by cues sensitivity and at the same time affecting problematic usage symptoms. We obtained moderately strong coefficients of determination for both endogenous variables (R(2) = 0.28 for playing time; R(2) = 0.31 for problematic usage) suggesting that the proposed variables possess good explanatory power. Based on our results, we argue that the strength of habitual regulation within MMORPG usage has both positive and negative effects on excessive and problematic usage, which is a new and important finding within the area of Internet gaming addiction.
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