Showing posts with label Psychology. Show all posts
Showing posts with label Psychology. Show all posts

Thursday, September 2, 2010

Say Cheese

Kids’ smiles predict their future marriage success

Pictures of grinning kids may reveal more than childhood happiness: a study from DePauw University shows that how intensely people smile in childhood photographs, as indicated by crow’s feet around the eyes, predicts their adult marriage success. According to the research, people whose smiles were weakest in snapshots from childhood through young adulthood were most likely to report being divorced in middle and old age. Among the weakest smilers in college photographs, one in four ended up divorcing, compared with one in 20 of the widest smilers. The same pattern held among even those pictured at an average age of 10.

The paper builds on a 2001 study by psychologists at the University of California, Berkeley, that tracked the well-being and marital satisfaction of women from college through their early 50s. That work found that coeds whose smiles were brightest in their senior yearbook photographs were most likely to be married by their late 20s, least likely to remain single into middle age, and happiest in their marriage; they also scored highest on measures of overall well-being (including psychological and physical difficulties, relationships with others and general self-satisfaction).

The scientists speculate that one’s tendency to grin—an example of what psychologists call “thin slices” of behavior that can belie personal traits—reflects his or her underlying emotional disposition. Positive emotionality influences how others respond to a person, perhaps making that individual more open and likely to seek out situations conducive to a lasting, happy marriage. But there could be a more cynical explanation, according to Matthew Hertenstein, a psychologist at DePauw who led the new study. “Maybe people who look happier in photos show a social face to others,” he says. “Those may be the same people who are likely to put up with partners because they don’t want to appear unhappy.”


Source of Information : Scientific American Mind September-October 2009

Tuesday, August 3, 2010

Accents Trump Skin Color

Kids prefer friends whose speech sounds similar to their own, regardless of race

Children, like adults, use three visible cues—race, gender and age—to arrange their social world. They prefer to make friends with kids similar to them on these traits. New research shows that verbal accents may be equally important in guiding youngsters’ social decisions—in fact, accents may be even more important than race. Working at Harvard University, developmental psychologist Katherine D. Kinzler and her colleagues first showed American five-year-olds photographs of different children paired with audio clips of voices and asked which ones they preferred as a friend: a child who spoke English, one who spoke French, or one who spoke English with a French accent. Even though the subjects understood the French-accented English, they were almost four times more likely to choose the native English speaker as a friend.

Going one step further, Kinzler and her team showed that an accent is more meaningful than race in signifying whether someone belongs in your social group. Replicating previous research, they found that under silent conditions children chose as potential friends children of the same race. Yet when the potential friends spoke, white children preferred a black child speaking with a native accent over a white child who spoke English with a foreign accent. Why was accent more important than race? “Race, as a psychological category, may be relatively modern in terms of human evolution,” explains Kinzler, now at the University of Chicago. In prehistoric times, “a neighboring group might have sounded different even if they did not look different,” she says. Preference for our own race might have developed later, after the more ancient preference for our own accent. The next step is to see whether living in bilingual or multilingual countries might change this early inclination.

Source of Information : Scientific American Mind March-April 2010

Friday, January 29, 2010

Personal Training by Phone

Encouraging physical activity may be as simple as offering small rewards

The promise of a gold star can get grade school students to read more and even take on extra-credit projects. But encouraging positive behavior in adults is more complex, right? Not necessarily, according to recent studies of a mobile phone application called UbiFit. The program, designed by researchers at Intel Research Seattle and the University of Washington, taps into the psychology of motivation by offering seemingly insignificant rewards—graphics of flowers—that people end up striving to attain. UbiFit gathers information from a small, wearable accelerometer to chart an individual’s daily physical activity, tracking various kinds of motion with little input or logging required. Depending on the user’s activity level, flowers of different sizes and colors begin to appear on his or her phone’s background display. In a study conducted this past winter, participants with this “garden” feature from UbiFit had more success maintaining their fitness regimens over the holidays than those whose software simply tracked activity without offering rewards.

Lead researcher Sunny Consolvo, a computer scientist at Intel, read up on classic psychology theories before starting the project. Consolvo suspected that presenting the data in a simple and subtle way would be effective, but even she was surprised by how much the garden graphic seemed to motivate people. “It even worked on me,” she recounts. UbiFit is not yet available for purchase, but other devices exist that similarly use rewards and encouragement to tap into the psychology of motivation [see the review “Boost Your Motivation,” by Melinda Wenner, on page 72]. —Erica Westly

Source of Information : Scientific American Mind November-December 2009

Saturday, November 28, 2009

Games lessons

It sounds like a cop-out, but the future of schooling may lie with video games SINCE the beginning of mass education, schools have relied on what is known in educational circles as “chalk and talk”. Chalk and blackboard may sometimes be replaced by felt-tip pens and a whiteboard, and electronics in the form of computers may sometimes be bolted on, but the idea of a pedagogue leading his pupils more or less willingly through a day based on periods of study of recognisable academic disciplines, such as mathematics, physics, history, geography and whatever the local language happens to be, has rarely been abandoned.

Abandoning it, though, is what Katie Salen hopes to do. Ms Salen is a games designer and a professor of design and technology at Parsons The New School for Design, in New York. She is also the moving spirit behind Quest to Learn, a new, taxpayer-funded school in that city which is about to open its doors to pupils who will never suffer the indignity of snoring through double French but will, rather, spend their entire days playing games.


Source of Information : The Economist 2009-09-05

Quest to Learn draws on many roots. One is the research of James Gee of the University of Wisconsin. In 2003 Dr Gee published a book called “What Video Games Have to Teach Us About Learning and Literacy”, in which he argued that playing such games helps people develop a sense of identity, grasp meaning, learn to follow commands and even pick role models. Another is the MacArthur Foundation’s digital media and learning initiative, which began in 2006 and which has acted as a test-bed for some of Ms Salen’s ideas about educational-games design. A third is the success of the Bank Street School for Children, an independent primary school in New York that practises what its parent, the nearby Bank Street College of Education, preaches in the way of interdisciplinary teaching methods and the encouragement of pupil collaboration.

Ms Salen is, in effect, seeking to mechanise Bank Street’s methods by transferring much of the pedagogic effort from the teachers themselves (who will now act in an advisory role) to a set of video games that she and her colleagues have devised. Instead of chalk and talk, children learn by doing—and do so in a way that tears up the usual subjectbased curriculum altogether.

Periods of maths, science, history and so on are no more. Quest to Learn’s school day will, rather, be divided into four 90-minute blocks devoted to the study of “domains”. Such domains include Codeworlds (a combination of mathematics and English), Being, Space and Place (English and social studies), The Way Things Work (maths and science) and Sports for the Mind (game design and digital literacy). Each domain concludes with a two-week examination called a “Boss Level”—a common phrase in video-game parlance.


Freeing the helots
In one of the units of Being, Space and Place, for example, pupils take on the role of an ancient Spartan who has to assess Athenian strengths and recommend a course of action. In doing so, they learn bits of history, geography and public policy. In a unit of The Way Things Work, they try to inhabit the minds of scientists devising a pathway for a beam of light to reach a target. This lesson touches on maths, optics—and, the organisers hope, creative thinking and teamwork. Another Way-Things-Work unit asks pupils to imagine they are pyramid-builders in ancient Egypt. This means learning about maths and engineering, and something about the country’s religion and geography.

Whether things will work the way Ms Salen hopes will, itself, take a few years to find out. The school plans to admit pupils at the age of 12 and keep them until they are 18, so the first batch will not leave until 2016. If it fails, traditionalists will no doubt scoff at the idea that teaching through playing games was ever seriously entertained. If it succeeds, though, it will provide a model that could make chalk and talk redundant. And it will have shown that in education, as in other fields of activity, it is not enough just to apply new technologies to existing processes—for maximum effect you have to apply them in new and imaginative ways.

Monday, September 7, 2009

Half Empty or Half Full

People are typically biased toward noticing either good or bad events, and a common genetic variation may underlie such tendencies for optimism or pessimism. Scientists at the University of Essex in England investigated serotonin, a neurotransmitter linked with mood, and explored how 97 volunteers preferred different kinds of images. People who carried only long versions of the gene for the serotonin transporter protein—which controls levels of the neurotransmitter in brain cells—tended to pay attention to pleasant pictures (such as images of chocolate) while avoiding negative ones (such as photographs of spiders). Those with a shorter form showed opposite preferences, though not as strongly. The findings, in the February 25 Proceedings of the Royal Society B, help to explain why people may be less prone to anxiety and depression and could lead to therapies that help some look on the bright side. —Charles Q. Choi

Source of Information : Scientific American(2009-05)