Chapter 12 Flashcards

1
Q

Prosocial Behavior

A

– Empathy and Sympathy
– Guilt

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2
Q

Antisocial

A

– Aggression / Anger / Hurt
– Younger – poor understanding or morals
– Older – understanding of morals

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3
Q

Early Moral Development (Innate)

A

-Babies sensitive to social situations

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4
Q

Early Moral Development (Environment)

A

-Behaviorism/Social Cognitive
-Positive and negative emotions

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5
Q

You can do this

A

Believe in yourself Jess

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6
Q

Preconventional morality (Kohlberg’s Stages)

A

the concrete, seek rewards, avoid
punishments (reinforcement)

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7
Q

Conventional morality (Kohlberg’s Stages)

A

members of society, social norms

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8
Q

Postconventional morality (Kohlberg’s Stages)

A

outside of society’s values, universal
or personal conscience (highest level or “human rights”)

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9
Q

KOHLBERG’S STAGES - CRITICISMS

A

Judgment vs behavior
* Based on hypotheticals
* Need to consider context
* Ex. justice, group dynamics, freedom and personal
choice, etc.
* say no to speeding, but you speed

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10
Q

KOHLBERG’S STAGES - CRITICISMS

A
  • Does not generalize to non-Western cultures
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11
Q

DEVELOPMENT OF A SOCIAL LIFE

A
  • Humans are built to be social
  • Infants and toddlers
    – Seek out peers
    – Mimic peers (learning from each other or “hey I like you”
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12
Q

Onlooker Play

A

-watching others play

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13
Q

Parallel Play

A

– next to each other, but
not with each other

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14
Q

Cooperative Play

A

-playing together with plans

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15
Q

Pretend Play

A

Changes from realistic/concrete to more imaginative
Vygotsky and Piaget: pretend play -> cognitive development
-what their brain development at this time

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16
Q

Associative Play

A

-playing with other children, sharing toys, and interacting, but with no overall organization of the group to achieve a common goal.

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17
Q

Cooperative Play

A

-playing as part of a group that has a common goal such as building a structure, creating a make-believe situation such as “house” with assigned roles, or playing.

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18
Q

Peer Acceptance

A

-popular children

19
Q

Peer Acceptance

A

-rejected children

20
Q

Peer Acceptance

A

-average children (median)

21
Q

Peer Acceptance

A

-neglected children (few)

22
Q

Peer Acceptance

A

-controversial (large amounts of both)

23
Q

PEER RELATIONSHIPS

A
  • Children understand their status
  • Rejected & neglected children
    – Disliked or ignored
    – Less friends
    – Feel lonely
24
Q

PEER RELATIONSHIPS

A
  • Having a good friend can lessen effects
25
GENERAL EFFECTS OF REJECTION
Rejection Sensitivity – individual trait -people have different levels of it
26
Emotional
–Pain/upset
27
Behavioral
–Reaffiliate (social hunger) * Perspective taking, mimicry –Withdraw (protect) –Lash out
28
Physiological
– Brain looks like pain
29
Perceptual
–Distance, temperature, darkness – Faces
30
Why are kids rejected?
–Differences – Behaviors
31
How do we reduce this?
–Teacher/classroom interventions * Seating arrangements * Required teamwork * Inclusivity
32
HOSTILE ATTRIBUTION BIAS (HAB)
* More likely to see ambiguous as hostile * Lower threshold
33
HOSTILE ATTRIBUTION BIAS (HAB)
* Interpretation leads to aggression * some children are more likely to assume aggressive motivations
34
Less HAB
– higher emotional intelligence –more advanced theory of mind
35
More likely
–maltreatment – parental aggression – parental HAB
36
HOW TO REDUCE
* Cognitive bias training * Self or other persuasion
37
38
ARGUMENTS FOR LINK
Decades-worth of research
39
ARGUMENTS FOR LINK
PLENTY of studies demonstrating a link between violent video games and -Decreased prosocial behavior and empathy -Desensitization to aggressive behavior
40
ARGUMENTS FOR LINK
-130,295 participants across 136 studies. -Focus on adolescents and video games -short-term
41
ARGUMENTS AGAINST LINK
Some researchers take the other side citing * Confirmation bias * Small effect sizes (less than 1%) * Inadequate control/comparison groups
42
TAKEAWAYS
-Correlation ≠ Causation -Violent video games → aggression? -Aggression → violent video games? -Lacking long-term evidence
43
Video games
Difficulty & Pace of Action
44
Video games
Competitiveness