8,110 research outputs found
Minimal generation of transitive permutation groups
It is proved in [21] that there is a constant such that each transitive
permutation group of degree can be generated by elements. In this paper, we explicitly estimate
IDENTITY ADAPTATION AND THE POTENTIAL FOR PSYCHOLOGICAL GROWTH FOLLOWING ADVERSITY FOR INJURED ATHLETES
The study was undertaken to gain a deeper understanding of the transition process out of competitive athletics experienced by competitive athletes after a career-limiting injury by examining three research questions: 1) What is the identity adaptation process of injured athletes? 2) To what extent, if any, do injured athletes experience growth following adversity? 3) What, if any, psychological skills are used in the injury/career transition processes? Nine former elite ath- letes were recruited through key informant sampling. There were three males and six females, with a mean age of 24.6 years. All participants sustained, at minimum, a season-ending injury and no longer participate in high performance athletics. Participants completed a demographic questionnaire, the Athletic Identity Measurement Scale-Plus questionnaire (AIMS-Plus), the Post Traumatic Growth Inventory-42 survey (PTGI-42), and an adapted Change Event Inventory (CEI). Additionally, semi-structured interviews were conducted. Transcripts were analyzed us- ing an Interpretative Phenomenological Analysis and themes and subthemes were identified. Analysis revealed the process of identity adaptation is influenced by pre-injury identity, auton- omy of retirement decision, transition style, current employment and time since the injury. Ac- cess to psychological skills training and competence in psychological skill usage heavily influ- enced the application of psychological skills during the rehabilitation and transition process and the outcome of using these skills. No significant evidence of growth was found using the PTGI- 42; however interview data revealed themes centred on experiencing new opportunities, the ability to transfer sport and psychological skills, changes in social supports/networks, a change in the role of sport, a realization of strength and a desire to assist others. Results indicate injured athletes are able to experience growth following adversity and speak to the dynamic process of identity adaptation. Additionally, the data emphasized the requirement for actively participating in adaptation and in the growth process to increase the opportunities for a desirable outcome for injured athletes. Future studies regarding growth and further understanding the transition process are suggested
Cognitive appraisal of dissertation stress among undergraduate students
The present study examined changes in primary and secondary appraisal, and coping strategies utilized in the final weeks leading to dissertation submission. Sixty volunteer Sports Studies dissertation students (male: n = 29; female: n = 31) completed an adapted Cognitive Appraisal of Health Scale (CAHS: Kessler, 1998), and Brief COPE (Carver, Scheier, & Weintraub, 1989) on 4 occasions over the 6 weeks before dissertation submission. Repeated measures multivariate analysis of variance indicated a significant main effect for gender, with no main effect for changes over time and no significant interaction effect. Results demonstrated that males perceived the dissertation to be significantly more threatening and iess challenging than females. With regard to coping, males used more active coping, positive reframing, planning, and acceptance of the stressor, with lower scores for self-blame, venting of emotions, and behavioral disengagement. The results suggest that, for this student population, the dissertation did not become increasingly stressful in the period before submission. Clear relationships were also evidenced between primary appraisal, secondary appraisal, and coping. Future research should seek to identify factors that moderate the influence of situational stressors on coping responses among undergraduate students
Lean towards learning: connecting Lean Thinking and human resource management in UK higher education
From its origins in the automotive industry, Lean Thinking is increasingly being seen as a solution to problems of efficiency and quality in other industries and sectors. In recent years attempts have been made to transfer Lean principles and practice to the higher education sector with indications of mixed consequences and debate over its suitability. This paper contributes to the debate by drawing evidence from thirty-four interviews conducted across two UK universities that have implemented Lean in some of their activities and we pay particular attention to the role of the HR function in facilitating its introduction. The findings suggest there are problems in understanding, communicating and transferring Lean Thinking in the higher education context; that, despite HR systems being vital facets of Lean, HR professionals are excluded from participation; and that as a consequence the depth and breadth of Lean application in the two institutions is very limited
Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games
Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.Food and Drug Administration (FDA) Center for Tobacco ProductsNational Cancer Institute (NCI) Office of Communication and EducationCommunication Studie
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