Academic literature on the topic 'Motivation elements'

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Journal articles on the topic "Motivation elements"

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Hassan, Idrisa, and Tanveer H. Bhat. "Student Motivation-Five key elements." International Journal of Scientific Research 3, no. 6 (June 1, 2012): 35–37. http://dx.doi.org/10.15373/22778179/june2014/184.

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Buckley, Jim, Tabea DeWille, Chris Exton, Geraldine Exton, and Liam Murray. "A Gamification–Motivation Design Framework for Educational Software Developers." Journal of Educational Technology Systems 47, no. 1 (June 20, 2018): 101–27. http://dx.doi.org/10.1177/0047239518783153.

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Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as “motivational affordances,” and formalizing the relationship between these elements and motivational affordances, it is the position of this article that gamification can be effectively applied to improve software systems across many different application domains. The research reported here aims to formalize the relationship between game elements and motivation, toward making gamification’s use more systematic. The focus is on the development of a framework linking commonly occurring game elements with the components of a psychological motivational model known as the self-determination theory, coupled with a proposed framework of commonly occurring game elements. The goal is to inform system designers who would like to leverage gamification of the game elements they would need to employ as motivational affordances.
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Dolgalova, O., and T. Remesnik. "Application of foreign methods of labor motivation at Ukrainian enterprises." Galic'kij ekonomičnij visnik 70, no. 3 (2021): 140–47. http://dx.doi.org/10.33108/galicianvisnyk_tntu2021.03.140.

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This paper is devoted to the investigation of the motivation concept, study and analysis of foreign experience in motivating employees and the selection of elements that can be adapted in Ukrainian enterprises. The theoretical foundations of the staff motivation concept are considered in this paper. It is found that the staff motivation has significant impact on the staff and enterprise efficiency. The main tasks of employee motivation are determined. They are as follows: the formation of understanding of the employees motivation system, the establishment of psychological climate in the team; creating democratic approaches to personnel management. The main types of staff motivation are identified as tangible and intangible. The main means of material and intangible employees motivation are considered. Since without the staff interest it is impossible to solve the enterprise problems, motivation becomes an important task for the enterprise. In order to increase the material and moral interest of employees, to develop and improve the incentive mechanism the experience of developed countries in this area is taken into account in this paper. Foreign experience is considered to identify the optimal model of employee motivation at Ukrainian enterprises. Motivation systems of such leading countries as Japan, France, USA and Germany are studied. The ways of motivating employees in such leading companies as Google, Zappos, Huffington Post, Procter & Gamble, Apple, IBM and AT&T, Nihon Shokken are considered. Elements of French, German, American and Japanese motivation systems are generalized. The main elements of these foreign systems of employee motivation are identified: individualization of wages; incentives for staff training, arrangement of recreation areas, motivational monitoring, etc. From foreign experience, we can seen that motivation makes it possible to solve the problems related to the improvement of employee productivity. Therefore, the elements that can be adapted to national traditions of personnel management and used in Ukrainian enterprises for effective human resource management are highlighted in this paper.
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Zeng, Zhiyuan, Jian Tang, and Tianmei Wang. "Motivation mechanism of gamification in crowdsourcing projects." International Journal of Crowd Science 1, no. 1 (March 6, 2017): 71–82. http://dx.doi.org/10.1108/ijcs-12-2016-0001.

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Purpose The purpose of this paper is to study the participation behaviors in the context of crowdsourcing projects from the perspective of gamification. Design/methodology/approach This paper first proposed a model to depict the effect of four categories of game elements on three types of motivation based upon several motivation theories, which may, in turn, influence user participation. Then, 5 × 2 between-subject Web experiments were designed for collecting data and validating this model. Findings Game elements which provide participants with rewards and recognitions or remind participants of the completion progress of their tasks may positively influence the extrinsic motivation, whereas game elements which can help create a fantasy scene may strengthen intrinsic motivation. Besides, recognition-kind and progress-kind game elements may trigger the internalization of extrinsic motivation. In addition, when a task is of high complexity, the effects from game elements on extrinsic motivation and intrinsic motivation will be less prominent, whereas the internalization of extrinsic motivation may benefit from the increase of task complexity. Originality/value This study may uncover the motivation mechanism of several different kinds of game elements, which may help to find which game elements are more effective in enhancing engagement and participation in crowdsourcing projects. Besides, as task complexity is used as a moderator, one may be able to identify whether task complexity is able to influence the effects from game elements on motivations. Last, but not the least, this study will indicate the interrelationship between game elements, individual motivation and user participation, which can be adapted by other scholars.
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Kozłowski, Waldemar. "Employee Motivation as an Element of the Development Process in an Enterprise." Olsztyn Economic Journal 15, no. 3 (November 30, 2020): 205–13. http://dx.doi.org/10.31648/oej.6539.

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Motivation is one of the most important elements from an enterprise development perspective which, in turn, provides a basis for the development of other strategic perspectives. However, several barriers may distort the positive correlation between staff motivation and the development perspective of the enterprise. The research problem concerns the location of employee motivation in the development perspective as one of the key elements of the strategic scorecard. The research objectives within the research problem are the analysis of the level of employee motivation and the correlation of the level of motivation with the results of the organization. The aim of the article is to analyze the level of motivation of employees in a production and trade company. The subject of research is the motivational system. The basic research method was a survey. The research results demonstrated which elements of the motivational process, and to what extent, should be analysed and improved, as required by the evaluation. There exists a close relationship between employee motivation and the perspective of internal processes, the client’s perspective and, consequently, the financial perspective.
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Creek, Jennifer, and Cathy Ormston. "The Essential Elements of Professional Motivation." British Journal of Occupational Therapy 59, no. 1 (January 1996): 7–10. http://dx.doi.org/10.1177/030802269605900103.

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This article explores how the continuing development of occupational therapy has been fuelled by three essential elements: philosophy, theory and practice. It examines how the interplay between these elements maintains and drives the profession and discusses the part that individual therapists play in sustaining the progress of the whole. The profession is vulnerable. Philosophy, theory and practice are becoming disconnected, leading to dampening of energy and distraction from our professional purpose. Possible explanations are suggested, including internal factors, such as the widening split between academics and clinicians, and external factors, such as changes in health policy. Strengthening the links between philosophy, theory and practice will ensure that occupational therapy remains healthy and progressive. The article concludes with some practical recommendations about what can be done to bring the philosophers, theorists and practitioners together, to fire individual motivations and re-energise the profession.
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Juric, Petar, Marija Brkic Bakaric, and Maja Matetic. "Motivational Elements in Computer Games for Learning Mathematics." International Journal of Emerging Technologies in Learning (iJET) 16, no. 10 (May 25, 2021): 275. http://dx.doi.org/10.3991/ijet.v16i10.20417.

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One of the main drawbacks of delivering new teaching lessons in e-learning systems is the lack of motivation for using those systems. This paper analyses which elements of computer games for learning mathematics have a beneficial effect on intrinsic motivation and give students continuous feedback in order to improve the learning process. While the control group has access to the basic version of the educational computer game, the experimental group uses the version enriched with additional motivational elements which include enhanced graphics for indulging in the game, messages of support while playing the game, and the possibility to compare results with fellow peers in terms of trophies and medals won.
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Autio, Ossi. "Elements in Students Motivation in Technology Education." Procedia - Social and Behavioral Sciences 29 (2011): 1161–68. http://dx.doi.org/10.1016/j.sbspro.2011.11.350.

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Dolgaya, A. A. "MOTIVATING DELEGATION MODEL AND ITS RATIONALE." Vestnik Universiteta, no. 5 (July 16, 2020): 5–11. http://dx.doi.org/10.26425/1816-4277-2020-5-5-11.

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The model of motivating delegation has been proposed and its justification by the results of recent studies in educational psychology, neurobiology and pedagogy has been presented. The actualization of the employee’s personal effectiveness lies in his internal, inherent and characteristic motivational model only for him. To build the model, the theory of self-motivation and the phenomenon of self-determination, recent discoveries in neurobiology have been used, a sequence of communication interactions between the director and the employee, which makes it possible to include the motivation of aspiration in the employee’s own motivational model, has been formulated. The main elements of the model are unconscious and conscious desires, and regulatory motives of both the leader and subordinate. Their hierarchy and interaction provide effective employee`s self-motivation in terms of setting the task, developing criteria for assessing the performance of the task. Motivating delegation allows you guaranteed to activate both the emotional part of the performer’s brain, which provides energy for the execution of the task, and the prefrontal complex, which is responsible for the thoughtfulness, creativity and consistency of the result and the process of the performance of the task.
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Zilincikova, Maria, and Katarina Repkova Stofkova. "Motivational Elements of Employees as a Competitive Advantage of Companies in the Conditions of Globalization." INTERNATIONAL JOURNAL OF MANAGEMENT SCIENCE AND BUSINESS ADMINISTRATION 6, no. 5 (2020): 16–24. http://dx.doi.org/10.18775/ijmsba.1849-5664-5419.2014.65.1002.

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The article analyzes with the analysis of the influence of incentive elements on the motivation of workers to better performance and satisfaction, across the whole active population in the context of the new economy. For specific generations, motivational incentives are diverse. The main reasons of using the award, recognition of the performance and motivation are long-term sustainable good relationships in the workplace, as well as demonstrable work successes and, last but not least, an increase in the success of the whole company. Different incentive elements also used in the Slovak Republic and other European Union countries. A majority motivation characterizes Slovakia through financial evaluation. However, recent years indicate a change of mindset of employers and employees. The population of the Slovak Republic is ageing, the retirement age is increasing, which demographically affects the development of the labour market. The age structure of the society suggests that everyone has a better performance stimulant. Motivating incentives that can offset the employee’s financial remuneration become a competitive advantage for businesses. Recently, the state has been helping businesses to stimulate employees properly through holiday vouchers. In the future, it expected that it would be just incentive elements that will attract potential employees to companies and secondly it will be the financial evaluation of the employee. Slovak society can be inspired in many ways by other European Union countries. In contrast, the Slovak Republic still has many professionals in the areas of health, education, engineering, and many others. The paper points to changes related to the demographic development of the company, the change of motivation for permanent and new employees. The aim is to anticipate the possible development of incentives and the incorporation of new elements of motivation into human resource management in companies. Autoregres prepared in MATLAB. The article deals with the prediction of the selection of individual incentives for specific age groups of employees.
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Dissertations / Theses on the topic "Motivation elements"

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Becirovic, Emkic Medina. "Motivation - the driving force for our actions : A study of the importance of learning experiences, learner beliefs, self-determination and personal goals for motivation and attitudes in English language learning." Thesis, Högskolan i Gävle, Akademin för utbildning och ekonomi, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-8232.

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The pedagogical debates within language learning and language teaching have emphasized motivation as one of the key factors. Conversely, the broadness of motivation and its complexity has been acknowledged as a challenging concept which is difficult to grasp. This study aims at examining motivation as a concept determined by different internal and external factors which also shape individuals’ attitudes towards language learning. With the aim of understanding the existence of motivation and attitudes in a variety of contexts, individuals’ level of language knowledge is the point of departure in this study. Motivation and attitudes in language learning are examined in the light of individuals’ learning experiences, personal beliefs, self-determination and personal goals.
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Löwenberg, Jakob. "CAN FRIVOLOUS ELEMENTS INCREASE PLAYER RETENTION IN A SERIOUS GAME?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15675.

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The focus of this thesis is to examine if it is possible to increase player retention in a serious game simply by adding a number of game elements that do not aid in the games serious purpose. In order to study this two versions of a serious game called Frogsnap, one with these elements and one without, are examined. The results from this examination is that the game elements managed to increase the time participants interacted with the game, and how many levels they completed. But they did not increase the amount of data that the game collected, which means that they alone did not manage to make the game more efficient in completing its purpose.
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Nelson, LIsa V. "International Service Learning: Program Elements Linked to Learning Outcomes, and Six Participant Motivation Factors Revealed." Ohio University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1418671274.

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Picone, Bastiaan, Jan Mundorf, and Gustav Davidsson. "Gymification - Inducing Intrinsic Motivation through a Gamified Gym Application." Thesis, Högskolan i Jönköping, Internationella Handelshögskolan, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-44068.

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Abstract Background:  Both the fitness and gamification industry are booming with no signs of slowing down in the near future. Gamified applications are entering the markets, attempting to induce gameful elements into tedious environments to enhance intrinsic motivation. The same goes for the gym sector, as market leaders, such as the Swedish gym chain Nordic Wellness, are increasingly implementing gamification elements into their business models.   Problem: The true effectiveness of gamification on intrinsic motivation remains underdeveloped. Literature highlights the necessity of adapting gamification design towards the end-user, by considering the different effects from the individual game elements and the context. However, the gym context has been completely neglected, even though gamification has become increasingly utilized in this sector.     Purpose: The purpose of this study is to increase the body of knowledge on how extrinsic mechanisms such as gamification can influence intrinsic motivation. This study utilizes the context of a gamified gym application for Nordic Wellness to determine the motivational potential of game elements. Thereby, the research team attempts to add to the body of literature by expanding on the effectiveness of gamification on intrinsic motivation, while also contributing through entering a currently undiscovered domain of gamification in the gym context.   Method: A qualitative approach with fifteen semi-structured interviews has been conducted on young Swedish adults attending the Swedish gym chain Nordic Wellness.   Results: The findings suggest Self-Determination Theory as a valid framework to examine the effects of gamification on intrinsic motivations. Through connecting the identified themes and theory, a framework is proposed for the evaluation on the effectiveness of game elements on intrinsic motivation. From evaluating the discussed game elements through this framework, recommendations are made for a gamified gym application that is argued to positively satisfy the psychological needs and therefore enhance the intrinsic motivations in a gym context.
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Jones, Kristie Kaye. "Beyond a relational understanding of fractions elements of instruction that contribute to preservice teachers' knowledge and motivation /." College Park, Md. : University of Maryland, 2006. http://hdl.handle.net/1903/3501.

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Thesis (Ph. D.) -- University of Maryland, College Park, 2006.
Thesis research directed by: Human Development. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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Grund, Christian [Verfasser], and Marco [Akademischer Betreuer] Meier. "Supporting Learning in Information Systems by Facilitating Motivation with Games and Game Elements / Christian Grund ; Betreuer: Marco Meier." Augsburg : Universität Augsburg, 2018. http://d-nb.info/116284079X/34.

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Grund, Christian Verfasser], and Marco [Akademischer Betreuer] [Meier. "Supporting Learning in Information Systems by Facilitating Motivation with Games and Game Elements / Christian Grund ; Betreuer: Marco Meier." Augsburg : Universität Augsburg, 2018. http://nbn-resolving.de/urn:nbn:de:bvb:384-opus4-385053.

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Levin, Jakob, and Adam Lindegren. "Spelifiering inom träningsapplikationer och dess inverkan påyttre motivation." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-43210.

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Introduction: Gamification in fitness applications is aboutstimulating and motivating users to increase physicalactivity performance through implemented game elements.This study hopes to strengthen the image of gamification asan effective motivation-boosting strategy, to counteract theeffects that a sedentary lifestyle has on the health ofindividuals through the increasing digitalization of society.Purpose and Methods: The purpose of this study is toinvestigate how extrinsic motivation can affect users ofgamified fitness applications to perform physical activity.This study used mixed methods and a combination of aquantitative and a qualitative method with a parallel designused to combine the quantitative and qualitative dataanalysis results. Results: This study can provide users withsupport in choosing fitness applications based on theirtraining habits and facilitate the development of trainingapplications by helping to create an understanding ofindividual game elements that affect potential users. As wellas provide a better understanding of how gamification infitness applications can positively impact users' motivationand how to avoid the negative aspects gamification in fitnessapplications can bring. Conclusions: Game elements cancontribute to performing physical activity to varyingdegrees. Users who act after external regulation orintrojection tend to have a weaker connection to the activitybeing performed. While users who act after identification, orintegration tend to have a stronger connection to the activitybeing performed.
Introduktion: Spelifiering inom träningsapplikationerhandlar om att stimulera och motivera användare till ett ökatutförande av fysisk aktivitet genom implementeradespelelement inom applikationer. Genom den ökandedigitalisering i samhället hoppas denna studie kunna stärkabilden av spelifiering som en effektiv motivationshöjandestrategi för att motarbeta de effekter som en sedentär livsstilhar på individers hälsa. Syfte och Metod: Syftet med dennastudie är att undersöka hur yttre motivation kan påverkaanvändare av spelifierade träningsapplikationer att utförafysisk aktivitet. Denna studie nyttjade mixade metoder, en kombination av en kvantitativ och en kvalitativ metod meden parallell design som användes för att sammanföraresultaten av den kvantitativa- och den kvalitativadataanalysen. Resultat: Resultatet från denna studie kanförse användare med stöd vid valet av träningsapplikationerutifrån deras individuella träningsvanor och underlätta vidutvecklingen av träningsapplikationer genom att hjälpaskapa förståelse för individuella spelelements påverkan påpotentiella användare. Samt ge en bättre förståelse för hurspelifiering inom träningsapplikationer kan ha en positivinverkan på användares motivation och hur man kanundvika de negativa aspekter spelifiering inomträningsapplikationer kan föra med sig. Slutsats:Spelelement kan bidra till utförandet av fysisk aktivitet tillen varierande grad. Användare som agerar efter externstyrning eller introjektion tenderar att ha en svagareanknytning till den aktivitet som utförs. Medan användaresom agerar efter identifiering eller integration tenderar att haen starkare anknytning till den aktivitet som utförs.
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Trigo, Algar Antonio Rafael. "Serious Games For Overcoming Phobias : The Benefits of Game Elements." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9513.

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This thesis analyses the benefits of applying game elements to a Virtual Reality application for overcoming phobias, with a special focus on acrophobia, i.e. the fear of heights. Two different prototypes using the Oculus Rift head-mounted display were developed with a gradually exposure to heights. Both prototypes shared the same acrophobic scenario, but one included extra features from games such as engagement, motivation or goals. Twenty-four participants, divided into two groups of twelve, with moderate aversion to heights tested the prototypes. The participants’ heart rate and the time that they looked down from high altitudes were also measured and evaluated. The study showed slightly higher results regarding motivation for the prototype which included the additional game elements. Future studies should include a different head-mounted display, which would allow a longer time of play without motion sickness, and the participation of people diagnosed with acrophobia.
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Paulsson, Sanna, and Linda Lindgren. "Retention : An explanatory study of Swedish employees in the financial sector regarding leadership style, remuneration and elements towards job satisfaction." Thesis, Växjö University, School of Management and Economics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-1920.

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Introduction: Companies today are forced to function in a world full of change and complexity, and it is more important than ever to have the right employees in order to survive the surrounding competition. It is a fact that a too high turnover rate affects companies in a negative way and retention strategies should therefore be high on the agenda. When looking at this problem area we found that there may be actions and tools that companies could use to come to terms with this problem. Research told us that leadership, remuneration and elements like participation, feedback, autonomy, fairness, responsibility, development and work-atmosphere is important for job satisfaction and retention.

Object: The main objective is to increase the understanding regarding employee’s retention in relation to leadership style, remuneration and elements such as participation, feedback, autonomy, fairness, responsibility, development and work-atmosphere in the Swedish financial sector.

Method: We wanted to investigate how employee of the Swedish financial sector prefers to be retained, and how they consider and react to the chosen areas. The survey has a quantitative approach with a web based questionnaire and includes 129 respondents from banks, insurance and finance companies. The theoretical framework includes leadership and leadership style, financial as well as non-financial remuneration and research done in later years regarding participation, feedback, autonomy, fairness, responsibility, development and work-atmosphere connected to retention.

Conclusion: The result shows that regarding leadership the respondents prefer leadership based on relations were they feel appreciation. Both appreciations from the closest manager as well as the company management influences employee job satisfaction in a positive way. More money was the most common reason for wanting to change jobs, and when asking how the remuneration system should be designed, base pay with additional bonus and benefits were preferred. But also non financial factors such as participation, feedback, autonomy, fairness, responsibility, development and work-atmosphere must be taken in consideration to satisfy since they seem to increase employees’ willingness to stay in the company.

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Books on the topic "Motivation elements"

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Silcox, Harry C. Motivational elements in service-learning: Meaningfulness, recognition, celebration, and reflection. Philadelphia, PA: Brighton Press, 1995.

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Lautzenheiser, Tim. Essential elements 2000: Band director's communication kit. Milwaukee, WI: Hal Leonard, 2000.

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Wendy, Ulrich, ed. Elements of successful organizations: Achieving strong leadership, smart management, and an engaged workforce. Chelmsford, Mass: Kronos, 2011.

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Grulkowski, Bronisław. Elementy motywacyjne postaw "być" i "mieć". Lublin: Red. Wydawnictw Katolickiego Uniwersytetu Lubelskiego, 1996.

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Hallam, Susan. Motivation to learn. Edited by Susan Hallam, Ian Cross, and Michael Thaut. Oxford University Press, 2012. http://dx.doi.org/10.1093/oxfordhb/9780199298457.013.0027.

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This article sets out a model that attempts to integrate the various theoretical approaches to understanding motivation, embedded within a broadly systemic approach as proposed by Bronfenbrenner (1979) which suggests that the process of human development depends on mutual accommodation which occurs throughout the life-course between an individual and the various systems that they or others close to them encounter in their environment. The model recognizes the importance of cognitive factors and self-determination in behaviour. A detailed account is provided of what we know about each of the elements outlined in the model as they relate to motivation in music.
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Reeder, Heidi. Commit to win: How to harness the four elements of commitment to reach your goals. 2014.

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Cartwright, Michael. Believable hope: Five essential elements to beat any addiction. 2012.

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Lavender, Paul, Tom C. Rhodes, Charles Menghini, Don Bierschenk, John Higgins, and Tim Lautzenheiser. Essential Elements 2000: Comprehensive Band Method Book 2 (Percussion, Book 2). Hal Leonard Corp, 2000.

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Jones, Laurie Beth. Four Elements of Success: A Simple Personality Profile That Will Transform Your Team. HarperCollins Leadership, 2006.

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Jones, Laurie Beth. The Four Elements of Success: A Simple Personality Profile that will Transform Your Team. Thomas Nelson, 2006.

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Book chapters on the topic "Motivation elements"

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Volz, Austin, Julia Higdon, and William Lidwell. "Motivation." In The Elements of Education for Teachers, 59–60. New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9781315101002-30.

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Öchsner, Andreas, and Markus Merkel. "Motivation for the Finite Element Method." In One-Dimensional Finite Elements, 5–30. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75145-0_2.

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Öchsner, Andreas, and Markus Merkel. "Motivation for the Finite Element Method." In One-Dimensional Finite Elements, 5–32. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31797-2_2.

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Wolf, Felix. "Motivation: The Cavity Problem." In Analysis and Implementation of Isogeometric Boundary Elements for Electromagnetism, 1–14. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-61939-8_1.

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Barch, Deanna M., David Pagliaccio, Katherine Luking, Erin K. Moran, and Adam J. Culbreth. "Pathways to Motivational Impairments in Psychopathology: Common Versus Unique Elements Across Domains." In Nebraska Symposium on Motivation, 121–60. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-27473-3_5.

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Paldán, Katrin, Andreas Künz, Walter Ritter, and Daire O. Broin. "Designing for App Usage Motivation to Support a Gluten-Free Diet by Comparing Various Persuasive Feedback Elements." In Lecture Notes in Computer Science, 446–62. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78465-2_33.

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Chipot, Michel. "Some Physical Motivations." In Elements of Nonlinear Analysis, 1–14. Basel: Birkhäuser Basel, 2000. http://dx.doi.org/10.1007/978-3-0348-8428-0_1.

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Frochte, Jörg. "Motivation, Modellbildung und Anwendungsbeispiele." In Finite-Elemente-Methode, 35–58. München: Carl Hanser Verlag GmbH & Co. KG, 2016. http://dx.doi.org/10.3139/9783446449091.002.

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Frochte, Jörg. "Motivation, Modellbildung und Anwendungsbeispiele." In Finite-Elemente-Methode, 37–60. 2nd ed. München: Carl Hanser Verlag GmbH & Co. KG, 2021. http://dx.doi.org/10.3139/9783446469679.002.

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Otto, Thomas. "Risks and Hazards of Particle Accelerator Technologies." In Safety for Particle Accelerators, 5–54. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-57031-6_2.

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AbstractIn this section, the motivation and operation of particle accelerators are briefly introduced. Then, safety aspects of the key building blocks are treated. Magnets provide the steering forces for accelerated particles. Cryogenics provides the low temperatures required for the operation of superconducting magnets; radiofrequency technologies impart energy to accelerated particles. A byproduct of their operation is Non-ionising radiation. Another type of NIR is represented by lasers which find increasing use in accelerator applications. Finally, collimators shape the particle beams and protect sensitive elements, while dumps absorb the particles at the end of their course.
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Conference papers on the topic "Motivation elements"

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Abdool, Azim, Daniel Ringis, Aniel Maharajh, Lynda Sirju, and Hannah Abdool. "DataRPG: Improving student motivation in data science through gaming elements." In 2017 IEEE Frontiers in Education Conference (FIE). IEEE, 2017. http://dx.doi.org/10.1109/fie.2017.8190442.

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Ho, Amic Dr. "Recognising the Importance of Visual Elements in Experience Design for Motivation." In HCI Korea 2016. The HCI Society of Korea, 2016. http://dx.doi.org/10.17210/hcik.2016.01.127.

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Kutun, Bahar, Alke Martens, and Werner Schmidt. "MOTIVATIONAL POWER OF GAMIFICATION: THE EFFECT OF PLAYFUL LEARNING ON PSYCHOLOGICAL NEEDS OF SELF-DETERMINATION THEORY." In International Conference on Education and New Developments. inScience Press, 2021. http://dx.doi.org/10.36315/2021end117.

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Gamification, i.e. the integration of game design elements into a non-gaming environment, aims to increase users’ engagement and motivation to achieve their goals regarding a given task. It is placed at the border between formal and informal learning approaches. Motivational difficulties are well known in educational settings, especially in Computer Science, where strict formal content meets very playful computer gamers. Hence, we followed the approach of gamification to raise the motivation of learners in the field of Business Process Management (BPM) lifecycle. We developed a board rallye game, based on 16 game design elements. The core of the rallye game is to convey knowledge in a playful way. In order to be able to determine the effects of the rallye game on several aspects, e.g. knowledge transfer and (learning) motivation, we carried out field experiments with 57 students at the Technische Hochschule Ingolstadt and at the Hochschule Augsburg. In this paper the perspective of self-determination theory (SDT), that has found general acceptance in motivational research, is used to understand and analyze the motivational power of gamification.
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Roosta, Fatemeh, Fattaneh Taghiyareh, and Maedeh Mosharraf. "Personalization of gamification-elements in an e-learning environment based on learners' motivation." In 2016 8th International Symposium on Telecommunications (IST). IEEE, 2016. http://dx.doi.org/10.1109/istel.2016.7881899.

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Ferrari-Lagos, Enzo, Fernando Martínez-Abad, and Camilo Ruíz. "The importance of motivation and communication in MOOCs as elements to increase completion rates." In TEEM'20: Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3434780.3436633.

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Rodrigues, Luiz, Armando M. Toda, Wilk Oliveira, Paula T. Palomino, and Seiji Isotani. "Just beat it: Exploring the influences of competition and task-related factors in gamified learning environments." In Simpósio Brasileiro de Informática na Educação. Sociedade Brasileira de Computação, 2020. http://dx.doi.org/10.5753/cbie.sbie.2020.461.

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Understanding how each game element in isolation affects learners' motivation and contextual factors' moderator effects is needed to improve gamified interventions. Thus, this paper explored the impact of one of the most used game elements - Competition - on motivation and whether task-related contextual factors (e.g., familiarity with the task's subject) moderate that impact. In a within-subject quasi-experimental design, graduate students from an Artificial Intelligence course created a reflexive intelligent agent for a console-based fight simulator in a non-gamified condition. Then, they improved their agents to compete against their peers agents (gamified condition). Based on motivation levels measured in both conditions, we found that Competition was positive for students and that task-related contextual factors influenced that effect. Therefore, suggesting i) Competition alone can be positive for motivation and ii) contextual moderators should be considered in defining gamified designs.
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Morozova, Elizaveta S. "How to train employees to work with “open innovations” and other elements of corporate entrepreneurial culture." In The Eighth International Practical Conference INNO-WAVE 2019. Russian National Public Library for Science and Technology, 2021. http://dx.doi.org/10.33186/1027-3689-2021-64-78.

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The basic types of cooperation between startups and corporations are discussed, e. g. purchase of technologies or businesses, employment, and investments to develop a shared product. The most frequent problems of technological implementation are analyzed, e.g. employees’ low motivation and unawareness of project performance, bureaucracy, irrelevance of the company’s innovation strategy.
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Cooper, Lauren A., Daria Kotys-Schwartz, and Derek T. Reamon. "Project-Based Service-Learning and Student Motivation." In ASME 2011 International Mechanical Engineering Congress and Exposition. ASMEDC, 2011. http://dx.doi.org/10.1115/imece2011-62729.

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We know from motivation theory that enhanced motivation in students is positively correlated with engagement and active learning, interest, and value. We know less about the types of instructional strategies and curricular interventions that work to enhance student motivation in a typical engineering course. Grounded in motivation theory, the purpose of this research is to evaluate how the context of project-based service-learning affects aspects of student motivation in a required undergraduate Mechanical Engineering course. Our research aims to answer: 1) How does project-based service learning affect students’ motivation as compared to conventional (non-service) project-based learning? 2) How are women affected differentially by project-based service-learning? The research, which began in 2010, is being completed over a two-year period. The students and activities in Component Design, an existing junior-level course at the University of Colorado at Boulder, will serve as the research focus. Specifically, project-based service-learning curriculum will be implemented into a required design and build activity for Component Design students. Using a conventional design project as the control, how the context of project-based service learning affects aspects of student motivation will be studied. This paper will discuss the research design, theoretical framework, and the results from our first year of research. Our objective is to provide a more thorough understanding of the effects of service-learning on engineering education. Although service-learning may not be appropriate for every engineering course, we can strive to identify and implement specific elements of service-learning that are correlated with student motivation.
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Sanmugam, Mageswaran, Zaleha Abdullah, Norasykin Mohd Zaid, Hasnah Mohamed, and Baharuddin Aris. "THE RELATIONSHIP BETWEEN PLAYER MOTIVATION AND GAMIFICATION ELEMENTS IN LEARNING SCIENCE AMONG SECONDARY SCHOOL STUDENTS IN MALAYSIA." In International Technology, Education and Development Conference. IATED, 2016. http://dx.doi.org/10.21125/inted.2016.1538.

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Prasetyo, Frenki Herlambang, and Herminanto Sofyan. "Digital Game-Based Larning Model and Design Elements to Increase Student Learning Motivation in English Listening Skills." In International Conference on Online and Blended Learning 2019 (ICOBL 2019). Paris, France: Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.200521.029.

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Reports on the topic "Motivation elements"

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Clark, Louise. The Diamond of Influence: A Model For Exploring Behaviour in Research to Policy Linkages. Institute of Development Studies (IDS), November 2020. http://dx.doi.org/10.19088/apra.2020.011.

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This learning paper presents an initial analysis of the emerging research to policy linkages within the Agricultural Policy Research in Africa (APRA) programme of the Future Agricultures Consortium, which is funded by the Foreign, Commonwealth & Development Office (FCDO). APRA has an innovative monitoring, evaluation and learning approach known as the ‘Accompanied Learning on Relevance and Effectiveness’ (ALRE), which is being delivered by a small team of embedded evaluation specialists. This paper discusses how ALRE has applied the COM-B (Capability, Opportunity, Motivation and Behaviour) (Mayne 2018; Mayne 2016; Michie, van Stralen and West 2011) model of behaviour change to explore the interactions and influencing strategies between researchers and policymakers in the context of agricultural policy research in Africa. These insights have produced the Diamond of Influence, a new ALRE-adapted model, which applies each of the COM-B elements to discuss the different aspects of research to policy processes, drawing on examples of how researchers in each of the APRA focus countries (Ethiopia, Ghana, Malawi, Nigeria, Tanzania and Zimbabwe) are engaging in policy spaces.
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Carlson, John. Nuclear verification in a Middle East WMD-Free Zone: Lessons from Past Verification Cases and Other Precedents. The United Nations Institute for Disarmament Research, January 2021. http://dx.doi.org/10.37559/wmdfz/21/nv/01.

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Verification will be of critical importance to achieving and maintaining a Middle East zone free of weapons of mass destruction (ME WMD). Effective verification arrangements would serve a vital national security objective for each state in the region by reducing tensions, removing the motivation to proliferate, and mitigating the risk of a virtual nuclear arms race (or war). In view of the high levels of tension and mistrust within the zone, ensuring effective verification will be especially demanding. The paper examines specific elements of the future nuclear verification of the zone, including: Which states should be included? What prohibitions and obligations should apply in the zone and how would they be verified? How could elimination of nuclear weapons in the zone be achieved? On what basis would the zone treaty enter into force? The paper also examines a number of existing treaties and arrangements as well as the lessons learned from past verification cases which regional states can draw on in developing verification for a Middle East nuclear-weapon-free zone.
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Nutrition Science for Health and Longevity: What Every Clinician Needs to Know. Gaples Institute, 2021. http://dx.doi.org/10.51150/gaples1.

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This online nutrition course for clinicians, approved for 4 hours of continuing medical education, is designed to provide a solid foundation of clinically relevant nutrition knowledge, and outlines practical strategies to incorporate nutritional counseling into a busy clinical practice. Course elements include: 1) Clickable links to more than 100 key references; 2) Sections on clinician self-care, fad diets, screening for patients with food insecurity, and motivational interviewing; 3) Over 20 immersive clinical scenarios; 4) Downloadable summaries of each section with key takeaways.
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