• 沒有找到結果。

第四章 綜合討論

第五節 結論

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第五節 結論

本研究改善了過去研究限制,實驗一中,收集膚電反應,檢驗自身學習、觀 察他人學習與觀察電腦學習,以及透過同理心問卷探討同理心對於觀察學習的調 節作用;實驗二中,直接操弄同理程度高低,探討同理心對於觀察學習的影響。

結果顯示,同理心的確會影響觀察學習機制,但對於正向學習與負向學習影響不 同。正向學習部分,學習趨向優勢選項,不受同理心的調節作用,觀察學習表現 好;負向學習部分,學習避開劣勢選項,同理程度越高,負向學習表現越好,膚 電反應亦會隨著同理程度增加而變大。FRN 結果顯示,觀察學習可能受到不同 系統的影響,同理程度高時,降低回饋系統活動,提高其他系統活動,因此決策 表現不受影響,此假設有待後續研究驗證。綜合實驗一與實驗二結果,本研究顯 示,觀察學習的負向學習會受到同理心調節,若能在觀察學習時,提供額外的情 緒訊息,提高對於他人的同理,能提高觀察學習的表現。本研究的貢獻在於,觀 察學習並不必然比自身學習差,藉由提高同理他人的程度,可以幫助觀察學習的 進行。

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附錄

附錄一 :實驗一指導語。

附錄二 :人際反應量表中文版。

附錄三 :實驗二指導語。

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附錄一 實驗一指導語 一. 決策遊戲的規則如下:

1) 遊戲中,會看到四個符號(如:A、B、C、D),分別有不同的獲勝機 率,獲勝機率高的符號,有較多次的加分和較少次減分;獲勝機率低的 符號則相反,有較少次的加分與較多次的減分。

2) 分為兩種階段:訓練階段與測驗階段。

a) 訓練階段:以兩個符號進行配對,總共兩組(如:AB、CD)。每 次出現一組符號配對,選擇其中一個符號後,會根據對應的機率,

呈現結果,可能為加分或減分。符號的結果為機率性,符號間為獨 立,不會互相影響。例如:當一個符號的結果為加分時,不代表另 一個符號為減分,也可能為加分或減分。

b) 測驗階段:也會以兩個符號進行配對,但會出現全部的配對組合,

總共六組(如:AB、AC、AD、BC、BD、CD)。每次出現一組符 號配對,選擇其中一個符號後,不會呈現結果,但實際上會有加分 或減分,會影響到積分。

3) 測驗階段中,若出現未曾看過的組合時,請根據在訓練階段中對於符號 的經驗,選擇一個比較可能加分的符號。

4) 一場遊戲中,兩階段會穿插進行,各經歷三次,但符號和對應的機率不 會改變,順序如下:訓練→測驗→訓練→測驗→訓練→測驗。

二. 希望您在訓練階段中,能盡量學習各符號對應的機率,以在測驗階段中,當 面臨各種配對組合時,能有較好的表現。

三. 本實驗總共會進行三場遊戲,每場遊戲都會使用不同的四個符號,三場遊戲 的差異在於訓練階段以不同的方式進行學習,測驗階段的進行方式則是相同 的。

四. 三場遊戲的學習方式如下:

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1) 自身學習情境(Self)

a) 訓練階段:符號配對出現後,可任意選擇一個符號,但需在 2 秒內 進行選擇,才會看到結果;若超過時間,則會出現「No Response」。

因符號的結果是自己所選擇的,故會影響到自己的積分。請專心選 擇,若超過時間,會減少積分以示懲罰。

b) 測驗階段:符號配對出現後,任意選擇其中一個符號,符號的結果 不會呈現,但實際上會有加分或減分,會影響到積分。

2) 觀察他人情境(Someone)

a) 訓練階段:無法任意選擇符號,將會觀察到先前參加者的選擇過程。

符號配對出現後,請等待對方選擇一個符號,之後,請在 2 秒內選 擇相同的符號,才會看到結果;選擇錯誤時,會出現「Wrong Response」;若超過時間,則會出現「No Response」。因符號的結 果是先前參加者所選擇的,故只會影響對方的積分,不會影響到自 己的積分。請專心選擇,若超過時間或選擇錯誤,會減少積分以示 懲罰。

b) 測驗階段:符號配對出現後,任意選擇其中一個符號,符號的結果 不會呈現,但實際上會有加分或減分,會影響到積分。

3) 觀察電腦情境(Computer)

a) 無法任意選擇符號,電腦將會隨機為您選擇一個符號。符號配對出 現後,請等待電腦選擇一個符號,之後,請在 2 秒內選擇相同的符 號,才會看到結果;選擇錯誤時,會出現「Wrong Response」;若 超過時間,則會出現「No Response」。因符號的結果是電腦幫您選 擇的,故不會影響到自己的積分。請專心選擇,若超過時間或選擇 錯誤,會減少積分以示懲罰。

b) 測驗階段:符號配對出現後,任意選擇其中一個符號,符號的結果

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