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The quality of test context and contra-evidence as a moderating factor in the belief revision process (2002)

by K Dieussaert, W Schaeken, G d’Ydewalle
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The internet as a research tool in the study of associative learning: An example from overshadowing

by Miguel A. Vadillo Raúl Bárcena
"... The present study aimed to replicate an associative learning effect, overshadowing, both in the traditional laboratory conditions and over the internet. The experimental task required participants to predict an outcome based on the presence of several cues. When a cue that was always trained togethe ..."
Abstract - Cited by 5 (5 self) - Add to MetaCart
The present study aimed to replicate an associative learning effect, overshadowing, both in the traditional laboratory conditions and over the internet. The experimental task required participants to predict an outcome based on the presence of several cues. When a cue that was always trained together with a second cue was presented on isolation at test, the expectancy of the outcome was impaired, which revealed overshadowing. This experimental task was performed by undergraduate students (N = 106) in the laboratory and by a different set of anonymous participants over the internet (N = 91). Similar levels of overshadowing were obtained in both locations. These similarities show that web-delivered experiments can be used as a complement of traditional experiments. © 2006 Elsevier B.V. All rights reserved.

Webbased experiment control software for research and teaching on human learning. Behavior Research Methods

by Helena Matute, Miguel A. Vadillo, Raúl Bárcena , 2007
"... In this article we describe some of the experimental software we have developed for the study of associative human learning and memory. All these programs have the appearance of very simple video games. Some of them use the participants ’ behavioral responses to certain stimuli during the game as a ..."
Abstract - Cited by 4 (4 self) - Add to MetaCart
In this article we describe some of the experimental software we have developed for the study of associative human learning and memory. All these programs have the appearance of very simple video games. Some of them use the participants ’ behavioral responses to certain stimuli during the game as a dependent variable for measuring their learning of the target cue-outcome associations. Some others explicitly ask participants to rate the degree of relationship they perceive between the cues and the outcomes. These programs are implemented in Web pages using JavaScript, which allows their use both in traditional laboratory experiments as well as in Internet-based experiments. The psychology of learning is a research area that has usually been investigated with nonhuman animals and in which, traditionally, there existed too many procedural and ethical problems to conduct experiments with humans. However, human learning is today a flourishing research area in which many interesting effects are being reported around the world (see, e.g., De Houwer &
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