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引用本文的文献

1
Teaching children with autism to initiate to peers: effects of a script-fading procedure.教自闭症儿童主动与同伴互动:脚本渐隐程序的效果。
J Appl Behav Anal. 1993 Spring;26(1):121-32. doi: 10.1901/jaba.1993.26-121.

本文引用的文献

1
Issues in the assessment of social competence in children.儿童社会能力评估中的问题。
J Appl Behav Anal. 1979 Winter;12(4):625-38. doi: 10.1901/jaba.1979.12-625.
2
Teacher- versus peer-mediated instruction: an ecobehavioral analysis of achievement outcomes.教师与同伴介导的教学:对学业成绩结果的生态行为分析。
J Appl Behav Anal. 1984 Winter;17(4):521-38. doi: 10.1901/jaba.1984.17-521.
3
Contextual control of problem behavior in students with severe disabilities.重度残疾学生问题行为的情境控制
J Appl Behav Anal. 1990 Summer;23(2):235-43. doi: 10.1901/jaba.1990.23-235.

情境能力对社交发起的影响。

Effects of contextual competence on social initiations.

作者信息

Breen C G, Haring T G

机构信息

University of California, Santa Barbara.

出版信息

J Appl Behav Anal. 1991 Summer;24(2):337-47. doi: 10.1901/jaba.1991.24-337.

DOI:10.1901/jaba.1991.24-337
PMID:1890050
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC1279577/
Abstract

The frequency of social initiations and satisfaction with interactions in three dyads, each consisting of 1 student with disabilities and 1 nondisabled peer, were assessed under two alternating conditions: Condition 1 assessed the interactions around a set of four trained computer games, and Condition 2 assessed interactions when students were playing a set of four untrained computer games. Training was conducted with a multiple baseline design across participants and was followed by social interaction probes using an alternating treatments design. The results indicated greater frequencies of social initiation by 5 of 6 participants, higher degrees of game satisfaction by all participants, and equal or higher degrees of peer satisfaction by 5 of 6 participants when playing trained games in comparison to untrained games.

摘要

在两种交替条件下,对三个二元组(每个二元组由1名残疾学生和1名非残疾同伴组成)的社交发起频率和互动满意度进行了评估:条件1评估围绕一组四款经过训练的电脑游戏进行的互动,条件2评估学生玩一组四款未经训练的电脑游戏时的互动。采用跨参与者的多基线设计进行训练,随后使用交替治疗设计进行社交互动探测。结果表明,与未训练的游戏相比,6名参与者中有5名在玩训练过的游戏时社交发起频率更高,所有参与者对游戏的满意度更高,6名参与者中有5名对同伴的满意度相同或更高。