• measure Cyberball Task

    Study:Generation R
    Mode of collection: MeasurementsAndTests    Behavioral/cognitive task
    Available measurements:
    Generation R  9-10 years
     
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    The Cyberball task is a computerized game used to study the effects of social exclusion on individuals. Participants play a virtual ball-tossing game with other players, who are actually controlled by the computer. The participant is sometimes excluded from the game.
    Created October 17, 2024 Updated October 20, 2024
  • measure Reading the Mind in the Eyes Test (RMET)

    Study:Generation R
    Mode of collection: MeasurementsAndTests    Behavioral/cognitive task
    Available measurements:
    Generation R  9-10 years
     
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    The Reading the Mind in the Eyes Test (RMET) assesses the ability to recognize complex mental states as expressed by human eyes. Participants pick one of four options (e.g. puzzled, nervous, insisting or contemplative) which they think best describes what the person in each photograph is thinking or feeling.
    Created October 17, 2024 Updated October 20, 2024
  • measure Social Network Aggression Task (SNAT)

    Study:L-CID
    Mode of collection: MeasurementsAndTests    Behavioral/cognitive task
    Available measurements:
    Early Childhood Cohort  ECC - T5

    Middle Childhood Cohort  MCC - T1 MCC - T3 MCC - T5 MCC - T7
     
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    The Social Network Aggression Task (SNAT) aims to measure behavioral aggression following social feedback, by giving the child an opportunity to respond aggressively in response to different types of feedback provided by unknown peers.
    Created October 17, 2024 Updated October 20, 2024
  • measure Cheating - Dog Task

    Study:L-CID
    Mode of collection: MeasurementsAndTests    Behavioral/cognitive task
    Available measurements:
    Middle Childhood Cohort  MCC - T1 MCC - T3
     
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    The Cheating - Dog task aims to measure behavioral control by giving a child an opportunity to cheat while predicting which of two dogs will receive a bone. The child is instructed that they will receive 5 cents for every correct prediction, and to tell the researcher whether their prediction was correct or incorrect.
    Created October 17, 2024 Updated October 20, 2024
  • measure Social Network Aggression Task (SNAT) - Stories

    Study:L-CID
    Mode of collection: MeasurementsAndTests    Behavioral/cognitive task
    Available measurements:
    Early Childhood Cohort  ECC - T6

    Middle Childhood Cohort  MCC - T2 MCC - T4
     
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    The Social Network Aggression Task (SNAT) - Stories is a story-based version of the Social Network Aggression Task. It aims to measure behavioral aggression following social feedback, by giving the child an opportunity to respond aggressively in response to different types of feedback provided by unknown peers.
    Created October 17, 2024 Updated October 20, 2024
  • measure Delay Discounting - Money

    Study:L-CID
    Mode of collection: MeasurementsAndTests    Behavioral/cognitive task
    Available measurements:
    Early Childhood Cohort  ECC - T6

    Middle Childhood Cohort  MCC - T2 MCC - T3 MCC - T4 MCC - T5 MCC - T6 MCC - T7
     
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    The Delay Discounting - Money (hypothetical) task is a delay gratification task that aims to measure impulsivity (behavioral control) by giving the child the option to either receive a small amount of money now or more money later.
    Created October 17, 2024 Updated October 20, 2024
  • measure Donating Task - Money

    Study:L-CID
    Mode of collection: MeasurementsAndTests    Behavioral/cognitive task
    Available measurements:
    Early Childhood Cohort  ECC - T5 ECC - T6

    Middle Childhood Cohort  MCC - T1 MCC - T2 MCC - T3 MCC - T4 MCC - T5 MCC - T6
     
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    The Donating Task aims to measure costly prosocial behavior by giving a child the option to donate money to charities or to keep it for themselves. Children are shown a short video from a charity organization on a computer, such as Unicef, SOS Kinderdorpen, or Liliane Fonds. The video features the life of a poor, malnourished child in a developing...
    Created October 17, 2024 Updated October 20, 2024
  • measure Prosocial Cyberball Game (PCG)

    Study:L-CID
    Mode of collection: MeasurementsAndTests    Behavioral/cognitive task
    Available measurements:
    Early Childhood Cohort  ECC - T5

    Middle Childhood Cohort  MCC - T1 MCC - T3 MCC - T5
     
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    The Prosocial Cyberball Game (PCG) measures prosocial behavior related to empathy when seeing that someone is being socially excluded. In the game, children play a (digital) ball-tossing game with peers. In the first block of the game, all children typically receive the ball an equal amount of time. In the second block of the game, one of the peers is...
    Created October 17, 2024 Updated October 20, 2024
  • measure Prosocial Cyberball Game (PCG) - Stories

    Study:L-CID
    Mode of collection: MeasurementsAndTests    Behavioral/cognitive task
    Available measurements:
    Middle Childhood Cohort  MCC - T2 MCC - T4 MCC - T6
     
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    years
    The Prosocial Cyberball Game (PCG) measures prosocial behavior related to empathy when seeing that someone is being socially excluded. In the game, children play a (digital) ball-tossing game with peers. In the first block of the game, all children typically receive the ball an equal amount of time. In the second block of the game, one of the peers is...
    Created October 17, 2024 Updated October 20, 2024
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