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MIT Study
Most participants closest friends in the apartment complex were people who lived in the same building
People were more likely to be friends with people who live near them compared to people who don’t live near them
Results showed that the importance of proximity
Telephone Study
Male participants were randomly assigned to female participants they did not know
Participants were friendlier to the woman on the phone thus the female partners were rated as more confident resulting in the participants rating the partner more positively
self-fulfilling prophecy
Speed Dating Study
Study demonstrated the psychological differences between being the approacher or the approachee in a dating scenario
Men as the approacher- women were more selective and reported lower levels of romantic desire
Women as the approacher- women identified more prospective mates, were not pickier than the men, and reported more chemistry
Ainsworth Study
Secure attachment
Child cried and showed signs of distress when parent leaves and happy upon their return
Tend to find it easy in navigating relationships
Avoidant attachment
Child didn't react to parents leaving or returning; desire to be close to caregiver but don't rely on it
Uncomfortable being close to others and difficulty with trust; will avoid relationships
Anxious/ambivalent attachment
They were upset before and after return; mixture of anger and indifference
Worry in others feelings about them but want these relationships
Car Accident Carol Marcy Study
Participants were told that Carol Marcy was injured in a car accident resulting in her falling behind and needing help from another student or she will have to drop the course
Conditions
Empathy
Low Empathy- participants were told to be objective and disregard Carols’ feelings
High Empathy- participants were told to put themselves in Carols’ shoes
Cost
Low Cost- Carol wouldn't be coming to class in the low cost condition
High Cost- they were reminded that she was coming back to class and would see them
Results
People who felt more empathy (in the high empathy condition) agreed to help more than those with low empathy (in the low empathy condition)
For people in the high empathy condition, regardless of high or low cost associated, they agreed to help
For people in the low empathy condition, people agreed to help in the high cost condition more than the low cost condition (concerns of social exchange are present; helped when it was in their interest to do so)
Good Samaritan Study
seminary students were asked to walk to a building to make a speech on the Good Samaritan and in the midst they passed a man lying unconscious
some were instructed that they needed to rush
for those were not rushed, most of them helped the man
for those in a hurry, few stopped to help him and many didn’t notice him
effects of distraction on noticing an emergency
Bobo Doll Study
Adult demonstrate aggressive behavior in front of the children and tested to see
what the kids would do when playing with the doll
The children mimicked the behavior they saw, so when the adult was aggressive
with the doll the children were also aggressive with the doll
When the adult did not use aggressive behavior, they did not exhibit aggressive
behavior
social-cognitive learning
Religious Stories of Violence Study
When the violent story was attributed to the Bible where God brought upon the violence, participants were more likely to engage in aggressive behavior afterwards
These results were the same for religious and non-religious individuals
Weapons Effect Study
insulted students and afterwards leaving some of those students in a room
where a gun was lying around
the gun triggered an aggressive response due to participants being primed
from frustration and anger
Violent Video Games Study
IV1: video game content (20 minutes of play)
Violent vs. nonviolent
IV2: rumination
Rumination (“In the next 24 hours, think about ways to improve your play”) vs. no rumination
DV: Aggression
Measured 24 hours later using a competitive noise blast task
Winner can blast loser with pain noise through headphones
Controls the decibel level and duration of the noise blast
Results (men only)
Those who played violent video games and ruminated were far more aggressive (24 hours later)
Not really meaningful difference between the rest of the conditions
Implications
Results are likely (in some ways) to generalize to the real world
Average play time more than 20 minutes (study was less than average)
Ruminate about play in a habitual manner (people who care about video games likely to think about their play)
Effects for women?
Only saw effects for men
Did not measure relational aggression (only aggression in one way (more physical aggression that was measured))
Women may be socialized to care about video game performance, may be less likely to ruminate