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Theories of cultural evolution posit that cues of competence-based prestige, rather than formidability-based dominance, should guide culturally transmitted learning, but recent work suggested that French and Kaqchikel Guatamalan preschoolers place their epistemic trust in dominant others. In contrast, this study shows that 249 three- to six-year-olds (116 girls, tested between 2016 and 2018 across metropolitan locations with varying ethnic composition and socioeconomic status) randomly endorsed the word-labels of dominant and subordinate agents in the egalitarian culture of Norway, using stimuli which solicit dominance inferences among infants and manipulating anonymity across studies to control for egalitarian desirability bias. A meta-analysis estimated that 48% endorsed the dominant's testimony. This demonstrates that the tendency to endorse the epistemic claims of dominant individuals does not emerge reliably in early childhood.  相似文献   
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In 1993 a new national form for governance was introduced in Swedish higher education. The new regime, best described in terms of deregulation and decentralisation, among other things, required a new individually based leadership at universities.The paper describes the development of one particular 10-day interfaculty leadership training course for heads of departments, directors of study and other local managers, its content and methods and some implications for strategic management in higher education institutions.Four such implications are covered: constructing a new social identity as leaders, getting leadership acceptance in an individualistic academic-freedom culture, training academic leaders in accordance with professional values, and dealing with accountability in a collegial decision-making environment.  相似文献   
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The determination of the ventilatory threshold has been a persistent problem in research and clinical practice. Several computerized methods have been developed to overcome the subjectivity of visual methods but it remains unclear whether different computerized methods yield similar results. The purpose of this study was to compare nine regression-based computerized methods for the determination of the ventilatory threshold. Two samples of young and healthy volunteers (n = 30 each) participated in incremental treadmill protocols to volitional fatigue. The ventilatory data were averaged in 20-s segments and analysed with a computer program. Significant variance among methods was found in both samples (Sample 1: F = 11.50; Sample 2: F = 11.70, P < 0.001 for both). The estimates of the ventilatory threshold ranged from 2.47 litres.min(-1) (71% VO2max) to 3.13 litres.min(-1) (90% VO2max) in Sample 1 and from 2.37 litres.min(-1) (67% VO2max) to 3.03 litres.min(-1) (83% VO2max) in Sample 2. The substantial differences between methods challenge the practice of relying on any single computerized method. A standardized protocol, likely based on a combination of methods, might be necessary to increase the methodological consistency in both research and clinical practice.  相似文献   
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正【阅读难度:★★★】道格?迈克德莫特是大学篮球的顶级得分手之一,并将参加今年6月29号在纽约新泽西进行的NBA选秀,颇受球迷关注。格雷格?迈克德莫特是克瑞顿大学的篮球教练,也是道格的父亲。当大学篮球变成家务事,这对篮球场上的父子搭档相处的怎么样?  相似文献   
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Serious games have a great potential for training and educating people in novel and engaging ways. However, little empirical research has been done on the effectiveness of serious games, and although early findings do point to a moderately positive direction, even less is known about why some games succeed in effectively educating while others do not. We therefore propose a serious game, COgnition‐based DEsign Rules Enhancing Decisionmaking TRaining In A Game Environment (Code Red: Triage), which is designed to empirically test a number of cognition‐based design guidelines in the context of crisis management training that ameliorate mental model construction. Our purpose is to come to a set of design guidelines through empirical experiments that enhance the instructional design of serious games and can be used in the development of future games. Furthermore a method is discussed to extract the mental structure players have built during gameplay.  相似文献   
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