Fran C Blumberg
Biographic Data
| ID | 1673045 |
|---|---|
| NAME | Fran C Blumberg |
| GIVEN NAMES | Fran C |
| FAMILY NAME | Blumberg |
| SIGNATURE | BLUMBERG F C |
| AFFILIATIONS | Fordham University |
| ORCID | 0000-0003-0721-0230 |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 3 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2004 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Young Adults with Autism May Possess Typical-Level Skills in Identifying Emotions from Person-in-Context Images
Current state of play
Digital games are an integral part of children’s lives, as 8- to 18-year-olds spend approximately 1.5 hours per day playing them (Rideout & Robb, 2019), and 76% of US children under the age of 18 a
Adolescents and social media
INTRODUCTION: American adolescents continue to show a strong social media presence. This presence entails consistent monitoring of how they present themselves, and how that presentation compares to others, which in turn impacts the versions of the self they share with others. These versions include their hoped for (e.g. high academic achiever) or feared selves (e.g. inconsistent academic achiever) which have been referred to as possible selves. H…
“It's just everywhere now”
People's mental models of the Internet tend to focus on the functional affordances of Internet-enabled devices. Given that today's adolescents and young adults (Generation Z) have grown up surrounded by the Internet, we examined the extent to which the Internet's ubiquity was salient in their mental models of it. Middle-school students (Study 1, N = 78, Mage = 13 years, Range 11–15) drew pictures and explained what the Internet looked like. Respo…
Attachment to God and Religious Coping as Mediators in the Relation between Immigration Distress and Life Satisfaction among Korean Americans
We investigated the effect of immigration distress on Korean Americans’ life satisfaction, using attachment to God and religious coping as mediators. A sample of 214 participants was recruited from urban ethnic churches in various states, and they responded to online or offline surveys. There were two serial multiple mediation models (Models A and B) developed based on the attachment system activation model and empirical evidence. Each of the mod…
Effectiveness of Categorical Clustering as an Encoding Versus a Retrieval Strategy Among Preschoolers
The relative effectiveness of categorical clustering as an encoding and retrieval strategy was examined among 92 three- and four-year-olds on a spatial memory task used to examine utilization deficiencies. Specifically, participants were asked to remember the locations of one of two categories of toys (i.e., four animals and four chairs) within in a multicolored square box. Most children spontaneously used a categorical clustering strategy when r…
Validation of the Korean Attachment to God Inventory
Introduction
The authors present reasons why developmental psychologists should care about children's and adolescents' digital game play. These reasons may be identified as: a) digital game play is an integral aspect of children's and adolescents' lives; b) digital game play contributes to learning and cognitive development; and c) developmental research has the potential to contribute to effective educational game design. The authors expand on these reasons …
Biculturalism and Academic Achievement of African American High School Students
Biculturalism was examined as a factor that may positively affect the academic achievement of African American high school students, beyond cultural identity and self-esteem. Hierarchical regression analyses determined that cultural identity and academic self-esteem were important factors for academic achievement, but not biculturalism. Implications and future research are discussed.Se examinó el biculturalismo como un factor que puede afectar po…
Preschoolers' Judgments Regarding Realistic and Cartoon-based Moral Transgressions in the US
This study was designed to evaluate young children's informational assumptions about realistic and cartoon-based moral transgressions. Seventy-two urban US preschoolers were presented with drawings of transgressions, such as hitting, pushing, stealing, and failing to share. Preschoolers were asked whether the transgressions were permissible and deserved punishment, and to assess the severity or level of harm caused by the transgression and punish…
Boys' and Girls' Use of Cognitive Strategy When Learning to Play Video Games
The authors examined gender differences in the cognitive strategies that children use when they learn how to play a video game. They interviewed 2nd- and 5th-grade boys and girls about how often they played video games and what they did "when learning how to play a video game." The children's responses to the latter question were categorized as either internally or externally oriented (i.e., reading a manual vs. asking for help, respectively). Th…
Boys' and Girls' Use of Cognitive Strategy When Learning to Play Video Games
The authors examined gender differences in the cognitive strategies that children use when they learn how to play a video game. They interviewed 2nd- and 5th-grade boys and girls about how often they played video games and what they did "when learning how to play a video game." The children's responses to the latter question were categorized as either internally or externally oriented (i.e., reading a manual vs. asking for help, respectively). Th…
Boys' and Girls' Use of Cognitive Strategy When Learning to Play Video Games
The authors examined gender differences in the cognitive strategies that children use when they learn how to play a video game. They interviewed 2nd- and 5th-grade boys and girls about how often they played video games and what they did "when learning how to play a video game." The children's responses to the latter question were categorized as either internally or externally oriented (i.e., reading a manual vs. asking for help, respectively). Th…
Preschoolers' Judgments Regarding Realistic and Cartoon-based Moral Transgressions in the US
This study was designed to evaluate young children's informational assumptions about realistic and cartoon-based moral transgressions. Seventy-two urban US preschoolers were presented with drawings of transgressions, such as hitting, pushing, stealing, and failing to share. Preschoolers were asked whether the transgressions were permissible and deserved punishment, and to assess the severity or level of harm caused by the transgression and punish…
Biculturalism and Academic Achievement of African American High School Students
Biculturalism was examined as a factor that may positively affect the academic achievement of African American high school students, beyond cultural identity and self-esteem. Hierarchical regression analyses determined that cultural identity and academic self-esteem were important factors for academic achievement, but not biculturalism. Implications and future research are discussed.Se examinó el biculturalismo como un factor que puede afectar po…
Introduction
The authors present reasons why developmental psychologists should care about children's and adolescents' digital game play. These reasons may be identified as: a) digital game play is an integral aspect of children's and adolescents' lives; b) digital game play contributes to learning and cognitive development; and c) developmental research has the potential to contribute to effective educational game design. The authors expand on these reasons …
Validation of the Korean Attachment to God Inventory
Effectiveness of Categorical Clustering as an Encoding Versus a Retrieval Strategy Among Preschoolers
The relative effectiveness of categorical clustering as an encoding and retrieval strategy was examined among 92 three- and four-year-olds on a spatial memory task used to examine utilization deficiencies. Specifically, participants were asked to remember the locations of one of two categories of toys (i.e., four animals and four chairs) within in a multicolored square box. Most children spontaneously used a categorical clustering strategy when r…
Attachment to God and Religious Coping as Mediators in the Relation between Immigration Distress and Life Satisfaction among Korean Americans
We investigated the effect of immigration distress on Korean Americans’ life satisfaction, using attachment to God and religious coping as mediators. A sample of 214 participants was recruited from urban ethnic churches in various states, and they responded to online or offline surveys. There were two serial multiple mediation models (Models A and B) developed based on the attachment system activation model and empirical evidence. Each of the mod…
“It's just everywhere now”
People's mental models of the Internet tend to focus on the functional affordances of Internet-enabled devices. Given that today's adolescents and young adults (Generation Z) have grown up surrounded by the Internet, we examined the extent to which the Internet's ubiquity was salient in their mental models of it. Middle-school students (Study 1, N = 78, Mage = 13 years, Range 11–15) drew pictures and explained what the Internet looked like. Respo…
Adolescents and social media
INTRODUCTION: American adolescents continue to show a strong social media presence. This presence entails consistent monitoring of how they present themselves, and how that presentation compares to others, which in turn impacts the versions of the self they share with others. These versions include their hoped for (e.g. high academic achiever) or feared selves (e.g. inconsistent academic achiever) which have been referred to as possible selves. H…
Current state of play
Digital games are an integral part of children’s lives, as 8- to 18-year-olds spend approximately 1.5 hours per day playing them (Rideout & Robb, 2019), and 76% of US children under the age of 18 a
Young Adults with Autism May Possess Typical-Level Skills in Identifying Emotions from Person-in-Context Images
Psychology (11 works) · Developmental psychology (8 works) · Child Development and Digital Technology (6 works) · Cognitive psychology (6 works) · Computer Science (5 works) · Social Psychology (5 works) · Impact of Technology on Adolescents (3 works) · Multimedia (3 works) · Bullying, Victimization, and Aggression (2 works) · Child and Animal Learning Development (2 works)