scholarly journals Medical specialists’ basic psychological needs, and motivation for work and lifelong learning: a two-step factor score path analysis

2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Stéphanie M. E. van der Burgt ◽  
Rashmi A. Kusurkar ◽  
Janneke A. Wilschut ◽  
Sharon L. N. M. Tjin A Tsoi ◽  
Gerda Croiset ◽  
...  
2020 ◽  
Vol 20 (1) ◽  
Author(s):  
Stéphanie M. E. van der Burgt ◽  
Rashmi A. Kusurkar ◽  
Janneke A. Wilschut ◽  
Sharon L. N. M. Tjin A Tsoi ◽  
Gerda Croiset ◽  
...  

2021 ◽  
Vol 12 ◽  
pp. 245-256
Author(s):  
Stéphanie van der Burgt ◽  
Anne de la croix ◽  
Gerda Croiset ◽  
Marike Broekman ◽  
Saskia Peerdeman ◽  
...  

2018 ◽  
Vol 23 (3) ◽  
pp. 549-566 ◽  
Author(s):  
Sharon L. N. M. Tjin A Tsoi ◽  
Anthonius de Boer ◽  
Gerda Croiset ◽  
Andries S. Koster ◽  
Stéphanie van der Burgt ◽  
...  

Methodology ◽  
2017 ◽  
Vol 13 (Supplement 1) ◽  
pp. 31-38 ◽  
Author(s):  
Ines Devlieger ◽  
Yves Rosseel

Abstract. Theoretical researchers consider Structural Equation Modeling (SEM) to be the preferred method to study the relationships among latent variables. However, SEM has the disadvantage of requiring a large sample size, especially if the model is complex. Furthermore, since SEM estimates all parameters simultaneously, one misspecification in the model may influence the whole model. For these reasons, applied researchers often use a two-step Factor Score Regression (FSR) approach. In the first step, factor scores are calculated for the latent variables, which are used to perform a linear regression in the second step. However, this method results in incorrect regression coefficients. Croon (2002) developed a method that corrects for this bias. We combine this method of Croon (2002) with path analysis, resulting in Factor Score Path Analysis. This method results in correct path coefficients and has some advantages over SEM: it requires smaller sample sizes, can handle more complex models and the method is less sensitive to misspecifications, because of its stepwise nature. In conclusion, this method can be a suitable alternative for SEM, when one is dealing with a complex model and small sample sizes.


2016 ◽  
Vol 38 (6) ◽  
pp. 556-566 ◽  
Author(s):  
Doris Matosic ◽  
Nikos Ntoumanis ◽  
Ian David Boardley ◽  
Andreas Stenling ◽  
Constantine Sedikides

Research on coaching (Bartholomew, Ntoumanis, & Thøgersen-Ntoumani, 2009) has shown that coaches can display controlling behaviors that have detrimental effects on athletes’ basic psychological needs and quality of sport experiences. The current study extends this literature by considering coach narcissism as a potential antecedent of coaches’ controlling behaviors. Further, the study tests a model linking coaches’ (n = 59) own reports of narcissistic tendencies with athletes’ (n = 493) perceptions of coach controlling behaviors, experiences of need frustration, and attitudes toward doping. Multilevel path analysis revealed that coach narcissism was directly and positively associated with athletes’ perceptions of controlling behaviors and was indirectly and positively associated with athletes’ reports of needs frustration. In addition, athletes’ perceptions of coach behaviors were positively associated—directly and indirectly—with attitudes toward doping. The findings advance understanding of controlling coach behaviors, their potential antecedents, and their associations with athletes’ attitudes toward doping.


2018 ◽  
Vol 30 (2) ◽  
pp. 187-194 ◽  
Author(s):  
Ghavam Moltafet ◽  
Somayeh Sadat Sadati Firoozabadi ◽  
Asieh Pour-Raisi

2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


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