0000000000187508
AUTHOR
Ivan Ropovik
Data from an international multi-centre Study of Statistics and Mathematics Anxieties and Related Variables in University Students (the SMARVUS Dataset)
This large, international dataset contains survey responses from N = 12,570 students from 100 universities in 35 countries, collected in 21 languages. We measured anxieties (statistics, mathematics, test, trait, social interaction, performance, creativity, intolerance of uncertainty, and fear of negative evaluation), self-efficacy, persistence, and the cognitive reflection test, and collected demographics, previous mathematics grades, self-reported and official statistics grades, and statistics module details. Data reuse potential is broad, including testing links between anxieties and statistics/mathematics education factors, and examining instruments’ psychometric properties across differ…
Štruktúra zdravotnej gramotnosti u adolescentov [The structure of health literacy in adolescents]
Objectives: The current study dealt with the concept of health literacy in adolescents. The main aim of the study was to examine the structure of adolescents, health literacy. The aim was also to discuss the current need and potential for the development of adolescents, health literacy in educational setting. - Sample and settings: The sample comprised 290 participants from four Slovak elementary schools. The participants were in the 7th and 9th grade. Adolescents, health literacy was measured using HLSAC with additional items approved by the HBSC expert group (Health Behaviour in School-aged Children). Hypothesis. The authors assumed that in the given population, health literacy falls alon…
The Psychological Science Accelerator’s COVID-19 rapid-response dataset
Funder: Amazon Web Services (AWS) Imagine Grant
Contextual factors predicting compliance behavior during the COVID-19 pandemic: A machine learning analysis on survey data from 16 countries.
Voluntary isolation is one of the most effective methods for individuals to help prevent the transmission of diseases such as COVID-19. Understanding why people leave their homes when advised not to do so and identifying what contextual factors predict this non-compliant behavior is essential for policymakers and public health officials. To provide insight on these factors, we collected data from 42,169 individuals across 16 countries. Participants responded to items inquiring about their socio-cultural environment, such as the adherence of fellow citizens, as well as their mental states, such as their level of loneliness and boredom. We trained random forest models to predict whether someo…
A multi-country test of brief reappraisal interventions on emotions during the COVID-19 pandemic
© The Author(s), under exclusive licence to Springer Nature Limited 2021, corrected publication 2022
Risk and protective factors for (internet) gaming disorder: A meta-analysis of pre-COVID studies.
This large-scale meta-analysis aimed to provide the most comprehensive synthesis to date of the available evidence from the pre-COVID period on risk and protective factors for (internet) gaming disorder (as defined in the DSM-5 or ICD-11) across all studied populations. The risk/protective factors included demographic characteristics, psychological, psychopathological, social, and gaming-related factors. In total, we have included 1586 effects from 253 different studies, summarizing data from 210557 participants. Apart from estimating these predictive associations and relevant moderating effects, we implemented state-of-the-art adjustments for publication bias, psychometric artifacts, and o…
Network Structures of Internet Gaming Disorder and Gaming Disorder: Symptom Operationalization Causes Variation
Background: From 2022, the ICD-11 includes the first mental disorder based on digital technology, “gaming disorder”, which was previously suggested as a condition for further study in the DSM-5 (2013). In this cross-sectional study, we provide the first large-scale network analysis of various symptom structures for these constructs to understand the complex interconnections between their proposed symptoms. Methods: Culturally diverse samples of 2,846 digital game players (M = 25.3 years) and 746 esports players (M = 23.5 years) were recruited. A network approach was applied to explore a multiverse of gaming disorder symptom structures, effects of item operationalization, and possible extern…