Since the 1960's, hundreds of articles have been published on the effects of exercise on cognition and more recently on executive functions. A large variety of effects have been observed: acute or long-lasting, faci...Since the 1960's, hundreds of articles have been published on the effects of exercise on cognition and more recently on executive functions. A large variety of effects have been observed: acute or long-lasting, facilitating or debilitating. Several theoretical frameworks have been proposed to explain these effects with plausible mechanisms. However, as yet none of these models has succeeded in unifying all the observations in a single framework that subsumes all effects. The aim of the present review is to revisit the strength model of self-control initiated by Baumeister and his colleagues in the 1990's in order to extend its assumptions to exercise psychology. This model provides a heuristic framework that can explain and predict the effects of acute and chronic exercise on effortful tasks tapping self-regulation or executive functions. A reconsideration of exercise as a self-control task results from this perspective. A new avenue for future research is delineated besides more traditional approaches.展开更多
The paper addresses the disconnected students experience between evaluating their own writing and traditional evaluation methods, despite effective discussion and analysis in the classroom, especially, wide when stude...The paper addresses the disconnected students experience between evaluating their own writing and traditional evaluation methods, despite effective discussion and analysis in the classroom, especially, wide when students' reading skills are limited. The paper considers the application of flipping students' intense interest and intimate comprehension of video gaming into a lens for evaluating their writing. The sophisticated storylines in some literacy-laden video games rivet students' attention in higher order applications while the intricate plots and characters mirror those literary elements taught in print media. Garner comprehension is demandingly complex; transferring literary elements from the game storyline to their writing provides the comprehension carry-over for effective self-evaluation. They can "see" as a metaphor, those parallel concepts from screen to print, from playing strengths to reading and writing, for them, literary qualities become more transparent, and thus more accessible.展开更多
基金supported by grant from the French National Research Agency (ANR-12-MALZ-005-01)
文摘Since the 1960's, hundreds of articles have been published on the effects of exercise on cognition and more recently on executive functions. A large variety of effects have been observed: acute or long-lasting, facilitating or debilitating. Several theoretical frameworks have been proposed to explain these effects with plausible mechanisms. However, as yet none of these models has succeeded in unifying all the observations in a single framework that subsumes all effects. The aim of the present review is to revisit the strength model of self-control initiated by Baumeister and his colleagues in the 1990's in order to extend its assumptions to exercise psychology. This model provides a heuristic framework that can explain and predict the effects of acute and chronic exercise on effortful tasks tapping self-regulation or executive functions. A reconsideration of exercise as a self-control task results from this perspective. A new avenue for future research is delineated besides more traditional approaches.
文摘The paper addresses the disconnected students experience between evaluating their own writing and traditional evaluation methods, despite effective discussion and analysis in the classroom, especially, wide when students' reading skills are limited. The paper considers the application of flipping students' intense interest and intimate comprehension of video gaming into a lens for evaluating their writing. The sophisticated storylines in some literacy-laden video games rivet students' attention in higher order applications while the intricate plots and characters mirror those literary elements taught in print media. Garner comprehension is demandingly complex; transferring literary elements from the game storyline to their writing provides the comprehension carry-over for effective self-evaluation. They can "see" as a metaphor, those parallel concepts from screen to print, from playing strengths to reading and writing, for them, literary qualities become more transparent, and thus more accessible.