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Processing Chitosan regarding Getting ready Chitosan-Functionalized Nanoparticles by Polyelectrolyte Adsorption.
Entrepreneurship education has a lot of research on influencing factors of entrepreneurial intention but rarely studies the influence mechanism of emotional competences on entrepreneurial intention from the perspective of social entrepreneurship. This article takes college students' social entrepreneurs as research objects, drawing on Krueger's model, theory of planned behavior, social cognitive theory, and triadic reciprocal determinism theory. This paper constructs a conceptual model with emotional ability, entrepreneurial self-efficacy, and entrepreneurial intention, to further study their relationship. The 312 students from China College Students' Social Entrepreneurship Project engaged in early entrepreneurship practice, conducted a questionnaire survey and used the empirical test of the structural equation model to analyze the relationship between college students' emotional competences, entrepreneurial self-efficacy, and entrepreneurial intention. The result show First, social-emotional competence had a positive effect on entrepreneurial intention, and the positive effect of personal affective competence on entrepreneurial intention was not supported or only partially supported. Second, all the dimensions of entrepreneurial self-efficacy were significantly and positively correlated with entrepreneurial intention. Third, emotional competence has a significant positive impact on entrepreneurial self-efficacy. Fourth, entrepreneurial self-efficacy mediated the relationship between emotional competence and entrepreneurial intention.Most people want to be happy and many look out for opportunities to achieve a more satisfying life. Following a happiness training is an option, but the effectiveness of such training is being questioned. In this research synthesis we assessed (1) whether happiness training techniques add to the happiness of their users, (2) how much happiness training techniques add to happiness, (3) how long the effect of happiness training lasts, (4) what kinds of training techniques work best, and (5) what types of groups of people profit from taking happiness training. We took stock of the available research and found 61 reports of effect studies on training techniques, which together yielded 179 findings. These findings are available in an online "findings archive," the World Database of Happiness. Using links to this source allows us to condense information in tabular overviews, while providing the reader with access to much detail. Happiness training techniques seem to do what they are designed to do 96% of the studies showed a gain in happiness post intervention and at follow-up, about half of the positive results were statistically significant. Studies with cross-sectional designs and studies that used control groups showed more mixed results. The average effect of happiness training was approximately 5% of the scale range. We conclude that taking a form of happiness training is advisable for individuals looking for a more satisfying life. Since happier workers tend to be more productive, organizations would be wise to provide such training techniques for their workforce.The COVID-19 pandemic does not affected only physical but also mental health and socioeconomic part. The social distancing, social quarantine, school from home, and work from becomes a new normal these days. Being adolescence, the above conditions may be challenging due to their developmental milestones. Therefore, this brief report aimed to preliminary identify proportion of adolescents' emotional and behavior problems and several factors related to it during COVID-19 pandemic in Indonesia. The findings might raise some understanding of youth mental well-being and programs that can be applied in schools and community in general to overcome the issues. The study was designed as cross sectional and used online survey that started on April 2020. During April 15-May 10, 2020, there were 113 adolescents participated on this survey. Strength and Difficulties Questionnaire (SDQ) 11-17 years old was used to assess adolescent emotional and behavior problems; and specific life experience questionnaire was designed to total difficulties (OR = 0.09, 95% CI = 0.14-0.60) and pro-social behavior problems (OR = 0.09, 95% CI = 0.01-0.82); friends support during COVID-19 pandemic and conduct behavior (OR = 0.20, 95% CI = 0.04-1.00) and pro-social behavior problems (OR = 0.14, 95% CI = 0.02-0.75). To be concluded, during phase 1 and 2 COVID-19 pandemic and school closures in Indonesia, adolescents were at risk for having emotional and behavior problems. Therefore, maintain clear mental health information, keep them on connection with school by designing an optimal tele-education, tele-consultation, and virtual activity programs to accommodate adolescents' biopsychosocial needs in the near future.Background Internet gaming is extremely popular in China. However, some players overuse it, with negative outcomes. Knowing the prevalence rate and specific risk factors can provide a better understanding of the etiology of Internet Gaming Disorder (IGD). This study aimed to estimate the prevalence of IGD among Chinese adolescents and its association with their personality traits and Internet gaming characteristics. Methods A cross-sectional study design was utilized in this study. Participants were recruited from 34 provincial administrative districts in China and consisted of 6,379 adolescent game players aged 15-25 (males/females = 3,701/2,678, mean age 19.35 ± 1.61). A self-report structured questionnaire containing questions regarding demographic information and Internet gaming use characteristics, the Video Gaming Dependency Scale, and the Chinese Big Five Inventory-brief version, was used in the study. learn more Results The prevalence of IGD among Chinese adolescent game players was 17.0%. All participants were ness, long time and high expense they spend on game, as well as their motives.Wagering inducements are part of loyalty/reward programs implemented by online gambling operators to retain or attract consumers. They constitute incentives to bet that are offered to gamblers provided that they perform certain betting-related activities. They are often considered risk factors for gambling problems, but studies exploring the actual impacts of such incentives are scarce. The objective of the present study was to assess the actual impact of wagering inducements on gambling behaviors, cognitions, and emotions of online gamblers. One hundred seventy-one adults (18-65 years old) who gamble on a regular basis on the Internet, including at-risk and recreational gamblers, were recruited through media announcements and in panels from survey institutes. Participants were randomly assigned to one of four experimental conditions, in which a defined amount of money was given to the gambler with a bank e-card system during an experimental gambling session to simulate a wagering inducement (€10, €50, €100, or €200), or the control condition, in which no incentive was given.
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