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ABSTRACT

The objective of this study was to analyse the effect of the use of social networks in smartphones or playing video games on the passing decision-making performance in professional soccer athletes. Participants were 25 male professional soccer athletes (mean ± SD: age 23.4 ± 2.8 years). The participants performed three randomised conditions divided into three groups: control (CON), smartphone (SMA), and video game (VID). Before and after each experimental condition, the Stroop Task assessed the level of induced mental fatigue. Then, the athletes performed a simulated soccer match. A CANON® camera recorded the matches for further analysis on passing decision-making performance. A group effect was identified (< .01) with impairment on passing decision-making performance for the SMA (p = .01, ES = 0.5) and VID (p = .01, ES = 0.5) conditions. We concluded that the use of social networks on smartphones and/or playing video games right before official soccer matches might impair the passing decision-making performance in professional soccer athletes.  相似文献   
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ABSTRACT

This research adapted the Life Skills Scale for Sport (LSSS) into Portuguese and provided evidence for its construct validity. Study 1 included four translators and five academics who developed a Portuguese version of the LSSS (P-LSSS). During this study, evidence for the content and substantive aspects of construct validity was provided using an expert panel and 25 sports participants. Study 2 included 413 participants that completed the P-LSSS. Within this study, evidence for the structural aspect of construct validity was provided via factor analyses. Study 3 included 134 participants who completed the P-LSSS and a measure of motivation. This study provided evidence for the external aspect of construct validity, with results showing more self-determined motivation had positive relationships with participant’s life skills development. Overall, our findings provided evidence for the construct validity of P-LSSS scores. Researchers and practitioners can use the P-LSSS to assess life skills development within sports participants.  相似文献   
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Acculturation consists of multiple domains (i.e., cultural practices, identifications, and values). However, less is known about how acculturation processes influence each other across multiple domains of acculturation. This study was designed to investigate transition patterns of acculturative processes within and across domains in a sample of 302 recent-immigrant Hispanic adolescents, Mage (SD) = 14.51 years (0.88) at baseline; male = 53%). Adolescents were assessed six times over a 3-year period. Latent profile analyses identified two profiles (high [or increasing] vs. low) for each domain at each timepoint. We found largely stable transition patterns in each domain over six timepoints. Importantly, sequential associations among profiles in acculturation domains were also detected. Implication for acculturation theory and research are discussed.  相似文献   
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Thomas S. Kuhn (18 July 1922-17 June 1996)   总被引:1,自引:0,他引:1  
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This paper proposes a design framework to support science education through blended learning, based on a participatory and interactive approach supported by ICT-based tools, called Science Learning Activities Model (SLAM). The development of this design framework started as a response to complex changes in society and education (e.g. high turnover rate of knowledge, changing labour market), which require a more creative response of learners to the world problems that surround them. Many of these challenges are related to science and it would be expected that students are attracted to science, however the contrary is the case. One of the origins of this disinterest can be found in the way science is taught. Therefore, after reviewing the relevant literature we propose the SLAM framework as a tool to aid the design of science courses with high motivational impact on students. The framework is concerned with the assumption that science learning activities should be applicable and relevant to contemporary life and transferable to ‘real-world’ situations. The design framework proposes three design dimensions: context, technology and pedagogy, and aims at integrating learning in formal and informal contexts through blended learning scenarios by using today’s flexible, interactive and immersive technologies (e.g. mobile, augmented reality, virtual reality).  相似文献   
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The objective of this study was to assess the relationship between the institutionalization of a dependent elderly relative and the family caregiver’s mental health, quality of life and caregiving satisfaction. We present data from 140 family caregivers caring for elderly family members, of whom 77 continued to live with family members and 63 had been institutionalized. We evaluated the factors influencing the decision to institutionalize the dependent relative, the effect of institutionalization on the caregiver’s psychological well-being and quality of life and the impact of strategies to find the meaning and cope with the relative’s placement on the caregiver’s emotional health and quality of life. Care does not end after institutionalization, but the stressors the caregiver faces change. Our results suggest that finding meaning increases satisfaction and reduces feelings of overload. They show that after institutionalization, stressors affecting caregivers are partly relieved, and that finding meaning increases the caregiver’s satisfaction, while decreasing the degree of overload. Our data, further, indicates that a good relationship and cooperation between the staff of the institution and the family are important to improve the caregivers’ emotional health and quality of life, and consequently, the quality of life of the dependent elderly relative.  相似文献   
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European Journal of Psychology of Education - This work analyzes the possible existence of self-protection profiles based on a combination of self-handicapping (behavioral and claimed) strategies...  相似文献   
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