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391.
We developed a cultural self-efficacy scale for adolescents (CSES-A) and tested its psychometric properties using both exploratory and confirmatory factor analyses. Cultural self-efficacy (CSE) was defined as person's perception of his/her own capability to function effectively in situations characterized by cultural diversity. On the basis of Bandura's guideline for the development of a domain-specific self-efficacy measure, we tailored 50 items after reviewing literature about cultural competence, adolescents’ school-problems and social self-efficacy scales developed in previous studies in intercultural contexts. After pre-testing and analyzing psychometric properties of the scale, we selected 33 items. Eight hundred sixty-eight adolescents with five different cultural origins completed a set of questionnaires, including the CSES-A, internal control expectancies, general self-efficacy, academic expectancies, number of people from diverse cultures they keep in touch with, acculturation attitudes, perceived enrichment of other cultures, acculturation stress and demographic data. An EFA with MPLUS 2.14 highlighted a five-factor solution with 25 items that was supported by a subsequent CFA. The five factors were: self-efficacy in mixing satisfactorily with other cultures, in understanding different ways of life, in processing information from other cultures, in coping with loneliness and in learning and understanding other languages. The pattern of correlation with internal control expectancies, general self-efficacy and cultural variables supported the validity of the scale. CSES-A may be useful for future research on multicultural contexts, in which self-efficacy in cultural adaptation could be a fundamental variable.  相似文献   
392.
This study investigated the effects on neuromuscular performance of a 6-week Optimal Load Training (OLT) and a novel modified Complex Training (MCT) (complex pairs: the same exercise using a moderate and an OL) in basketball players, in-season. Eighteen male athletes were randomly assigned to one of the protocols. Anthropometric measurements were taken to evaluate body composition. Lower- and upper-body maximum dynamic strength, countermovement jump (CMJ), standing long jump (SLJ), 10-m sprint and change of direction (COD) were also assessed. Moderate-to-large strength gains (presented as percentage change ± 90% confidence limits) were obtained for half-squat (OLT: 10.8 ± 5.3%; MCT: 17.2 ± 11.6%) and hip thrust (OLT: 23.5 ± 17.7%; MCT: 28.2 ± 19.0%). OLT athletes achieved likely small improvements in sprint (1.6 ± 1.6%) and COD (3.0 ± 3.2%). Players in the MCT attained likely moderate improvements in COD (3.0 ± 2.0%) and possibly small in SLJ (2.5 ± 4.6%). No protocol relevantly affected CMJ or body composition. An ANCOVA test revealed unclear between-group differences. In conclusion, both protocols increased basketball players’ strength without the use of heavy loads (> 85% 1RM) and without impairing sprint, CMJ and SLJ performance. These findings suggest that basketball strength and conditioning professionals may use either method to counteract strength losses during the season.  相似文献   
393.
The study explored instructional benefits of a storyline gaming characteristic (GC) on learning effectiveness, efficiency, and engagement with the use of an online instructional simulation for graduate students in an introductory statistics course. A storyline is a game-design element that connects scenes with the educational content. In order to examine the interactions between the storyline GC and human performance, a storyline was embedded in a simulation. The goal of the simulation was to engage students in problem-solving and data analysis in the context of basic statistics by using real-world examples. The authors developed two different versions of the simulation: (1) Simulation+No GC, and (2) Simulation+Storyline GC. Both versions shared the same instructional content but differed in the presence or absence of a storyline GC. The results indicated that adding a storyline to a simulation did not result in significant improvements in learning effectiveness, efficiency, or engagement. However, both instructional methods (simulation and simulation with a storyline) showed significant learning gains from pre- to post-test. The findings of this study offer future directions for embedding a storyline GC into learning content.  相似文献   
394.
ABSTRACT

In this essay, I comment on the objective of cultivating creativity in general and in schools in particular. I start by tracing the historical origin of this objective, then discuss a select set of relevant issues, including what can be considered the best practices for achieving this. I conclude by contemplating the potential for globalisation of this objective, and the portability of general pedagogies and specific approaches to cultivating creativity between different educational systems.  相似文献   
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