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.
Full textLöwenberg, 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.
Full textNelson, 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.
Full textPicone, 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.
Full textJones, 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.
Full textThesis 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.
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.
Full textGrund, 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.
Full textLevin, 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.
Full textIntroduktion: 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.
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.
Full textPaulsson, 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.
Full textIntroduction: 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.
Bengtsson, Amanda, and Olivia Wredh. "Mål, en drivkraft i projekt? Hur mål och andra faktorer har betydelse för en projektmedarbetares motivation Has the usage of goals in a project an effect on the motivation? How goals and other elements are of importance for a project member’s motivation." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21726.
Full textA qualitative study has been made where interviews were used as a method of data collection. Semi-structured interviews have been implemented were the interviewees are people with different ages, different sexes and who has different occupations in different industries. The main purpose with this study is to examine whether, and if so, how goals are of importance for a project member’s motivation. The study also aims to find out if there are other elements that can have importance for the motivation. The result shows that concrete goals make project members motivated in their work. The result also shows that elements like salary, reward, colleagues, responsibility and the feeling of doing a meaningful work have importance for a project member’s motivation. It also shows that how project groups work with goals are important for the motivation, for example all employees need to be aware of the existing goals.
Zobal, Cheryl. "Employee Engagement: The Impact of Spiritual, Mental, Emotional and Physical Elements on the Relationship Between Employee Engagement and Behavioral Outcomes." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc799489/.
Full textPedro, Laís Zagatti. "Uso de gamificação em ambientes virtuais de aprendizagem para reduzir o problema da externalização de comportamentos indesejáveis." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-08122016-170652/.
Full textResearches in Virtual Learning Environments are getting increasing attention from the research community due to the technological advances of the last decade, the modernization of schools and teaching environments. Several studies indicate that students who use virtual learning environments improve their performance and learn more. However, there are important problems that hinder their use and need to be further investigated. Among them, one of the main problems is the inappropriate use of these systems by students. The boredom, lack of interest, monotony, lack of motivation, among other factors, ultimately causes the student to behave inappropriately when interacting with these systems. The best known improper behavior is Gaming the System, which makes the student to ignore the content to be learned and find ways to perform mechanically the activities proposed by the system. In this content, this project aims to study and define an alternative to reduce the appearance of this undesirable behaviors through the use of gamification techniques, where it can persuade the student to interact with the system in a proper way. This work presents the development of a gamified educational system (E-Game) in order to prove if the game elements can reduce the behavior such as Gaming the System, increasing the motivation in the students during the activity. The educational system was submitted to empirical experiments in real virtual learning environments, in order to get real data to analyze. Also, another educational system was developed, without the game elements, in order to get comparative data. One of the experiments was executed in a school in São Carlos city, with 60 students in the sixth grade. The results of the experiment showed that statistically there is a significative difference during the use of gamified and non-gamified educational systems. Empirically, the results proved that the externalization of undesirable behaviors decreased during the use of gamified educational systems. Furthermore, it was observed a difference in the results related to the students gender, so far not noticed in the literature. It was detected that the male gender externalized less undesirable behaviors in the gamified systems, than the female gender. On the other hand, the female gender practiced less gaming the system in the non-gamified environment, compared to the gamified environment.
Steyn, Taryn. "Testing the effects of individual gamification elements on motivation and performance quality to better understand how they can be implemented in an organisational context." Diss., University of Pretoria, 2015. http://hdl.handle.net/2263/52326.
Full textMini Dissertation (MBA)--University of Pretoria, 2015.
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Gordon Institute of Business Science (GIBS)
MBA
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Oliveira, André Luiz de Castro. "Preferências de elementos da gamification e determinantes do engajamento de discentes de ciências contábeis." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2018. http://hdl.handle.net/10183/184343.
Full textEngagement of learners is one of the most important topics in Education nowadays. It is observed that the new students have a different way of looking at the learning process, since the traditional model still imposes on the student the passive role in the classroom. In this perspective, the use of gamification appears as a strategy proposal capable of helping teachers to attract their students, since the structure of gamification has potential for engagement. Its format is well suited to current yearnings, especially when it comes to learning in a time when teachers challenge students' attention to technology. Thus, this research describes the preferences and determinants of accounting student engagement in relation to the elements of gamification. The determinants of student engagement in relation to the acceptance of gamification elements are presented. A quantitative-qualitative and descriptive approach is used as a method for collecting research data. The field of research explored was the Accounting Sciences course of UFRGS, in which 355 students from all over the course participated (43%). Research shows that undergraduates are experienced with games (almost 95% use digital games) and that they engage frequently in this activity (54.4% at least monthly frequency). The results allowed to identify that the students' perception about gamification is positive: 36.62% said they feel comfortable with the idea. In addition, 27% demonstrated animation with this proposal. The students indicated that they favor a system with elements of gamification in teaching, considering the following elements: Points, Progression, Teams, Medals, Profile and Helps. Finally, this research contributes to the identification of the determinants of students' engagement in relation to the acceptance of gamification elements (section 4.5). It also adds information about the students' relationship with the games, making it possible to find a guideline that can help teachers to successfully apply gamification activities.
Rýdl, Vojtěch. "Gamifikační systémy a jejich integrace v organizaci." Master's thesis, Vysoká škola ekonomická v Praze, 2013. http://www.nusl.cz/ntk/nusl-204903.
Full textHamm, Breanna H. "Today's Learners: Applying Gaming Elements to Enhance Student Engagement in a University Visual Communication Course." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1308576036.
Full textVikström, Emma, and Rebecka Karlström. "Hur Habitica stödjer de psykologiska behoven autonomy, competence och connectedness för bibehållen motivation : En kvalitativ studie av den digitala uppgiftshanteraren Habitica, gamification och inre motivation." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-44952.
Full textUppgiftshanteraren Habitica studerades för att svara på: 1) Hur tjänsten motiverar genom att tillfredsställa psykologiska behov från SDT och 2) Varför användare fortsätter att använda Habitica. Studien utgick från teorier om gamification, motivation och ramverket METUX. En intervjustudie utfördes med tio användare varpå en tematisk analys utfördes. Personlig anpassning, avatarer, socialt ansvar och olika belöningar identifierades som motiverande faktorer. Däremot hade vissa av dessa faktorer motsatt effekt i vissa fall. Motiverande faktorer som identifierats genom studien kunde kopplas till ett eller flera psykologiska behov. Dessa kopplingar gjordes utifrån studiens teoretiska ramverk. Mer forskning behövs för att avgöra om den här studiens fynd gör sig gällande i andra kontexter och i ett större sammanhang.
Lindholm, Oscar. "Individual game design elements in to-do lists – How the addition of feedback and clear goals is experienced." Thesis, Umeå universitet, Institutionen för informatik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136791.
Full textInggårde, Karin. "Creativity and EFL Learning : An empirical study in a Swedish upper-secondary school." Thesis, Mälardalens högskola, Akademin för utbildning, kultur och kommunikation, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-24884.
Full textNasufovski, Harun. "Gamification och online mathandel : ett förslag för att handla mer frukt och grönt." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-19593.
Full textOnline grocery shopping is an ever-growing service in Sweden, as more people are starting to purchase their food online. Despite this, the Swedes do not eat well since over 51% of the population is overweight or obese, which can lead to serious diseases. The inclusion of fruits and vegetables in the daily diet has proven to be the optimal way to counteract obesity and diseases. Since year 2010, the term gamification has been formed and has meant that game elements have been used in different contexts outside of games. Studies have shown that the implementation of gamification and game elements such as points, badges and leaderboards in various services has had a positive impact on learning, teaching and, above all, motivation. The purpose of the study was to investigate how gamification could motivate people to purchase more fruit and vegetables via an online grocery shopping site. The study was conducted with a high-fidelity prototype containing the game elements badges, leaderboards, avatars, points, levels and feedback and was tested on six participants who had previously purchased food online. The qualitative methods of observation and interview were used to generate the result. The study resulted in the participants experiencing increased motivation to purchase more fruit and vegetables and showed that gamification could also be implemented in online grocery shopping services.
Velková, Romana. "Psychologické aspekty reklamy." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-199786.
Full textRiedel, Roman. "Jugendliche Alltagsgestaltung und Identitätsbildung mit Fantasy-Rollenspielen Schule öffnen für Elemente des Spiels und spielerische Aktionsformen /." [S.l.] : [s.n.], 2005. http://deposit.ddb.de/cgi-bin/dokserv?idn=976473259.
Full textMångs, Oscar. "Motiverande element i seriösa kontext : En fallstudie för att utvärdera effekten av gamification." Thesis, Högskolan Dalarna, Informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:du-34239.
Full textWhen developing an application it is crucial that the community recognize a motivational value in using the application. A common strategy to increase motivation is gamification. Gamification implies using functionality that we often experience in games like scoreboards or points in applications where we usually don’t expect that functionality. This study focuses on error report applications. These applications let the user post error reports to the municipality they visit or live in. The purpose of this study is to investigate if gamification is a suitable strategy for this context. The purpose is also to investigate if gamification in this context brings any motivational value to the users. To aid in this investigation a prototype has been created to present what an application like this can look like with gamification implemented. This is necessary because on today’s market there is no such application using gamification. This is a case study because the purpose is to investigate this particular case of error report applications. An application of this sort usually consists of two parties, a municipality and a citizen. Therefore, both parties have participated in this study. The municipalities have participated in semi-structured interviews over the phone and structured interviews via mail. Citizens have participated trough a survey. The conclusion is that the municipalities doesn’t necessarily want the potential effects of gamification. They experience that the size of the userbase is sufficient and they may not be able to accommodate a larger amount of error reports. It could lead to a longer waiting time for the citizen waiting to get their error fixed. The citizens that have participated in the survey are not united regarding the motivational effect of gamification. Gamficiation works but for this context it needs some adjustments to improve the effect.
Petkevičiūtė, Dalia. "Slaugytojų motyvacijos ir jų požiūrio į motyvavimo sistemos elementus VŠĮ Kauno Medicinos Universiteto Klinikose įvertinimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2005. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2005~D_20050610_111627-44268.
Full textKeskin, Yesim. "Elements of Motivational Interviewing as Common Factors across Exemplary Marriage and Family Therapy Demonstrations." Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/86206.
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Listi, Paul, and Petter Kullander. "“Jag blir så motiverad av den här appen”: Spelifierade element i en träningsapplikation." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208752.
Full textHow is the perceived training motivation affected by the use of the gamified elements found in the Fitocracy training application, compared to more traditional analogue logging methods? Gamified elements in different types of applications are something that is used more and more in the development of mobile technology. Despite this, there is no well-established spatial application for the purpose many need to perceive - an increased motivation for training. This study aims to investigate one of the most established exercise applications available on the market - Fitocracy - and how much its gamified elements actually affect the perceived training motivation compared to a traditional training logging method.Several studies have been carried out in the field earlier, and they have often found signs that gamified elements have a positive impact, but the phenomenon behind this should be studied deeper. Gowin found in his study from 2014 that the majority of participants used an application that contained gamified elements that helped them meet their training goals. In order to estimate the perceived motivation level of the gamified elements in Fitocracy, for two weeks, two training groups were logged in training logging. One group used to use Fitocracy and the other logged their training continuously using a form. The survey is based on user logging along with forms sent to the participants before, during and after the study. The quantitative results of the study indicate that the perceived training motivation is not affected at all by gamfied elements as compared to analog logging methods. However, from the qualitative results, one can conclude that the gamified elements in Fitocracy seem to positively impact the perceived motivational level of the users.
Matthies, Holger. "Übertragung von Elementen der Open-Source-Softwareentwicklung auf Outside-In-Innovationen." St. Gallen, 2004. http://www.biblio.unisg.ch/org/biblio/edoc.nsf/wwwDisplayIdentifier/01652379001/$FILE/01652379001.pdf.
Full textLOMBARDI, IVAN. "MOTIVAZIONE, GIOCO, LINGUA: ELEMENTI LUDICI TRA GLOTTODIDATTICA E PSICOLINGUISTICA." Doctoral thesis, Università Cattolica del Sacro Cuore, 2014. http://hdl.handle.net/10280/3754.
Full textWhen learning a foreign language at school, students are often amotivated and disengaged. Conversely, they could (and do) play video games for hours straight and seemingly enjoy every second of it. What makes the first activity boring and the second fun? And is there a way to use some elements of digital games to enhance the intensity of language learners’ motivation in school settings? The answer to both questions is the aim of our work. We will start by analysing the nature of digital games as media and their potential for language teaching and learning. Then, we will point out eight ’game elements’ that language teaching in schools commonly uses, but does not conceptualise as such: rules, narrative, goals, feedback, progress, participation, competition and cooperation, emotions; we will describe the different use of these shared elements in video games and in the language classroom to explain their different motivational outcomes. We will then ground our claims in the existing literature on motivation in psychology and psycholinguistics and in the good practices of gamification. In the end, we will propose a series of guidelines to make language teaching and learning at school a gamified experience and review several successful case studies in education and language education.
Schwartz, Joseph Michael. "Understanding the coupon prone purchaser : the importance of economic and psychological elements of sales promotions in motivating purchase." Diss., Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/31030.
Full textBertholdo, Ana Paula Oliveira. "Engajamento por meio de elementos de jogos em comunidades online de colaboração aberta." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-15022019-103557/.
Full textGalleries, Libraries, Archives and Museums (GLAMs) have faced challenges for involving users in the selection, cataloging, contextualization and curation of collections through crowdsourcing. This new mode of interaction extends beyond passive access and can lead to a deeper level of engagement with collections. Because user engagement is the key to success in this context, GLAMs need to create and maintain open collaboration systems. However, such systems need to foster a sense of community around artifacts, and communities depend, among other factors, on colaborators engagement. The term engagement indicates the depth of an actor\'s investment when interacting with a digital system. To promote the engagement of users with online communities, the use of gamification has been discussed. Gamification is the use of game design elements in contexts that are not games and aims to stimulate participation and engage people. In the theoretical studies on gamification, intrinsic motivation and self-determination of the user are the main bases for the construction of applications. However, most of the literature describing the implementation of gamification uses reward elements, such as points, badges, and leaderboards, associated with pontification, a subset of gamification; and does not present the monitoring and analysis of each game element inserted during the development, in order to evaluate the impact on the behavior of the users. There is also a need to explore how gamification can be implemented in specific domains. This research proposes an approach to integrate gamification and evaluation of engagement during the development of open collaboration online communities. In this context, an action research was carried out in the domain of a GLAM on architecture and urbanism, the Arquigrafia project, to investigate current practices of gamification and an approach proposal. Engagement metrics were statistically analyzed using experimental and non-experimental quantitative research of data collected over three years of monitoring (2015-2018). The results indicate that the use of game elements in an open collaboration online community in the GLAM domain has a positive effect on user engagement under certain conditions, which are considered in the approach proposal of this thesis.
Gokmen, Ahu. "Transactional and transformational leadership as an element of organizational context for team behavior and effectiveness." CSUSB ScholarWorks, 2000. https://scholarworks.lib.csusb.edu/etd-project/1626.
Full textŠtalmachová, Ivana. "Firemná kultúra spoločnosti Vodafone Czech Republic a.s." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-75234.
Full textFewer-Gillis, Janet. "Folio paper one, A perspective on motivation as an element in the persistence and proficiency of the second-language learner, Folio paper two, An assessment of the motivation of the student of a second language in a small school/rural school setting : Folio paper three, Putting research into practice, follow-up and future recommendations for the motivation of second-language learners." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ36119.pdf.
Full textArvidsson, Malin, and Mattias Liljegren. "Gamification : Hur spelerfarenhet påverkar gamifications motiverandeeffekt inom skolan." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-43253.
Full textCasarin, Márcia Lygia Ribeiro de Souza. "Elementos motivadores no design instrucional e nas interações verbais em um programa de apropriação do Moodle." Pontifícia Universidade Católica de São Paulo, 2010. https://tede2.pucsp.br/handle/handle/14153.
Full textInserted in the Applied Linguistics area, in the line of Language, Education and Technology research, this work aims to detect the presence (or absence) of motivational elements in the instructional design and in the verbal interactions between researcher and participant-teacher of a Moodle instrumentalization program. Enhancing motivation when teaching in virtual contexts has been emphasized by several authors, such as Vafa (1999), Figl and Bauer (2008), Kim (2009) and Keller (1983). Selection of adequate tools and preparation of instructors must be associated for the elaboration of interesting environments which strengthen motivational aspects that promote and sustain participants engagement and, additionally, favour the appropriation process. In this program, the researcher guided the participant teacher in a Moodle site specially built to this end. From the moment the participant-teacher displayed a reasonable degree of autonomy, her practice was directly carried out in the actual context of application, that is, in the elaboration of Moodle sites to supplement her face to face classes. Keller s (1983) contributions assisted in the analysis of the guidance site and Kerbrat- Orecchioni s (2006) theory was taken as the basis for the linguistic-discursive analysis of the e-mail verbal interactions. Marcushi s (2002) reflections on electronic speech justify the choice of Kerbrat-Orecchioni s (2006) contributions. Action research was chosen as the general methodological approach. The results of the analysis confirmed the presence of motivational elements in the guidance Moodle site. According to ARCS Model, elements classified in the categories of attention, relevance, confidence and satisfaction were detected. Moreover, motivational elements were detected in the verbal interactions between researcher and participant, materialized in linguistic manifestations of politeness, according to Kerbrat-Orecchioni s (2006) proposal. These two sets of motivational elements, in our view, were decisive in the participant s Moodle appropriation
Este trabalho insere-se na área da Linguística Aplicada, linha de pesquisa Linguagem, Educação e Tecnologia e tem com objetivo detectar a presença (ou ausência) de elementos motivacionais no design instrucional e nas interações verbais entre pesquisador e participante docente de um programa de instrumentalização do Moodle. A ênfase na motivação, aplicada ao ensino realizado em contextos virtuais, tem sido dada por vários autores, como Vafa (1999), Figl e Bauer (2008), Kim (2009) e Keller (1983). A seleção de ferramentas adequadas e o preparo dos docentes devem estar combinados para a elaboração de ambientes interessantes que privilegiem aspectos motivacionais que promovam e sustentem o engajamento dos participantes e que favoreçam o processo de apropriação. Nesse programa, a pesquisadora orientou a professora participante em um Moodle especialmente construído para esse fim. A partir do momento em que a participante-docente apresentou autonomia razoável, sua prática realizou-se diretamente no contexto real de aplicação, isto é, na elaboração dos ambientes Moodle que seriam utilizados como apoio às suas aulas presenciais. Os aportes de Keller (1983) subsidiaram a análise do ambiente de orientação e a teoria de Kerbrat-Orecchioni (2006) embasou a análise linguístico-discursiva das interações verbais via e-mail. As idéias de Marcuschi (2002) sobre o discurso eletrônico justificam a escolha dos aportes dessa autora. Como abordagem metodológica geral foi utilizada a pesquisa-ação. Os resultados da análise confirmaram a presença de elementos motivacionais na construção do ambiente de orientação. De acordo com o Modelo ARCS, foram detectados elementos classificados na categoria da atenção, relevância, confiança e satisfação. Além disso, foram detectados elementos motivacionais nas interações verbais entre pesquisador e participante, consubstanciados nas manifestações lingüísticas da polidez, de acordo com a proposta de Kerbrat-Orecchioni (2006). Esses dois conjuntos de elementos motivacionais, a nosso ver, foram decisivos para a apropriação do Moodle pela participante
Dunn, Mary Elizabeth. "The effect of narrative elements within video games : localized setting and character motivation on audience arousal." Thesis, 2012. http://hdl.handle.net/2152/ETD-UT-2012-05-5828.
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Liu, Shih-Yu, and 劉詩瑜. "Gamification Elements for Enhancing Adolesence in Reading Behavior, Motivation and Satisfaction- A Case of a Reading Platform." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/sw7hk5.
Full text國立臺灣科技大學
設計系
107
With the popularity of the Internet, the main channel for young people to obtain information comes from the Internet. However, the internet algorithm leads people to access information according to their preferences, resulting in unbalanced reading problems, particularly in teenagers. It is important for teenagers to maintain balanced reading behaviors. Thus, this study uses gamification elements as an incentive to encourage teenagers to read a wide range of articles and cultivate reading habits via the internet. A reading platform was to developed to investigate the impact of gamification design on teenagers’ reading behavior, motivation and satisfaction. Three gamification elements, leaderboard, badge, and avatar, were adopted to design the reading platform and the effects of the three gamification elements were further explored. This study designed four reading platform as experimental models, includes three gamification elements experimental conditions and a non-gaming experimental condition as a control group. This study recruited 154 subjects to participated in the study. Statistical analysis was performed to analyze the background data and questionnaire data. The results of data analysis indicate that: (1) The use of gamification elements has significant effects on reading time. The gamification design can enable adolescents to be more focused and subjects would read additional articles in the avatar and leaderboard conditions. (2) Gamification design has a significant effect on extrinsic goal orientation and task value, and the avatar is the most powerful mechanic to enhancing extrinsic motivation. (3) Gamification design has a significant effect on satisfaction. (4) Gamification design is rated more fun than non-gamification design for the reading platform. The gamification design can promote the reading habits of teenagers, and the avatar and leaderboard received higher evaluation in satisfaction and feedback.
Lee, Kuan-Hui, and 李冠慧. "The Influence of Visual Elements and Aesthetic Judgment on Consumers’ Motivation and Behavior: A Study of Convenience Store Gift Collectors in Taiwan." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/38235158829647570191.
Full text國立彰化師範大學
藝術教育研究所
99
Since the first convenience store was established in Taiwan in 1978, more than 9,000 of these chain stores have opened on the island. Currently, there is one convenience store in each 4 square kilometers, the highest concentration of convenience stores in the world. With a similar service style and merchandise among these stores, the competition for attracting consumers has become a considerable challenge. Since 2005, many promotional activities have been used to attract customers, such as the collection of bonus points for free gifts. Most of these gifts are both functional and aesthetically pleasing. However, the choices of gifts reflect the consumers' collection preferences. The current gift styles are mostly Japanese cartoon characters, while others have local Taiwanese images and Chinese religious elements. Through our literature review we found that most studies have focused on consumers' bonus-point collecting behavior from business management and commercial perspectives. Therefore, this study examined these consumers' collecting behaviors according to how the consumers’ preference of visual elements of the gifts and their collecting motivations and behaviors, aesthetic judgment, and visual preferences. A mix of research methods was used for the study: a quantitative investigation to measure the consumers' visual preferences; and qualitative interviews of the bonus-point collectors, in order to understand their emotional attachment to the gifts and their ways of collecting them. The free gifts and consumers' collecting behaviors together represent one of the special aspects of Taiwan's visual culture. Based on the result of analysis and discussion, the main conclusions of this study were as followed: 1.The consumers' consideration of the visual elements of free gifts were at the fairly higher degree. And there were significant differences on the consideration of visual elements in terms of gender, and art-related educational background. 2.The consumers' aesthetic judgement has fallen mainly on "Expressiveneness and Meaning” stage. And there were significant differences on aesthetic judgement in terms of gender, age, different artistic learning experience, and educational background. Consumers with art learning backgrounds had more specific interpretations of the collections, as they had better interpretive skills and were capable of using the vocabulary of professional art; Those without art learning backgrounds thought of themselves as lacking aesthetics, or had doubts about their own aesthetic awareness, because they used their everyday vocabulary to describe the appearance of the gift. 3.The consumers' consideration of the visual elements had positive and significant effects on collected motivation and collection behavior. 4.The consumers' aesthetic judgement has positive and significant effects on collected motivation and collection behavior 5.The results of the collecting motivations and behaviors showed that there are differences between those with art backgrounds and those without. Those with art learning backgrounds tended to place the gifts with the same characteristics together more often, take the integrity of the preservation into account, and perform the re-creation of the free convenience store gifts, included photography, re-assembly of the gift, post-production computer dialogue, etc., and customers would upload images onto the Internet to share with others. Also they paid more attention to the overall design and atmosphere about where to place the gifts.
Chen, Chao Yu, and 陳昭瑜. "A study of B&B consumers’ motivation, determining elements and future intension: the case study of elementary school teachers in Kaohsiung City." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/84593833516596645477.
Full text南台科技大學
應用英語系
99
The main purpose of this study is to explore the B&B customers’ accommodation motivation, determining elements, and future intension which were referred to the prior B&B experience of elementary school teachers who have different life style. .The questionnaire take elementary school teacher in Kaohsiung City as participants and had 389 effective questionnaires. Then, the study use SPSS to do descriptive statistics, reliability analysis, T-test, one-way ANOVA and factor analysis. According to the analysis result, the main motivations were “social demand” and “relaxation”. In determining elements, people would pay more attention on “image and style” and “guide and extra service” of B&B. Therefore, according to the result, the study suggests that B&B management ought to know the demand that customers need and their behaviors. Then, try to enhance customers’ positive feeling to B&B and increase opportunities and activities to contact with host and other customers.
Langerová, Veronika. "Tvorba motivačních materiálů pro výuku některých témat chemie." Master's thesis, 2010. http://www.nusl.cz/ntk/nusl-285513.
Full textKulhavá, Lucie. "Gamifikace v kvantitativním online výzkumu." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-345224.
Full textMATOUŠEK, Michal. "Počítačová hra ve výuce chemie na SŠ." Master's thesis, 2015. http://www.nusl.cz/ntk/nusl-187919.
Full textFen, Wang Ya, and 王雅芬. "The study of the leisure experience influence caused by mild Mental disorders leisure motivation, leisure hinder elements: Take mild mental disorder junior high, senior high and vocational students in Taitung area for example." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/fsgczx.
Full text國立臺東大學
進修部休閒事業管理組碩(夜間)
105
The leisure experience,influence of the hinder enjoyment of leisure activitiesTaking junior and senior high school in as Taitung are our sample .The objects of study are senior and junior high school students. We selected 200students to conduct a questionnaire.We handed out 200questionaires,and recovered 190 Deducting the ten blank and unfinished forms ,the completed questionnaires number 190 Research results show (1)leisure motivation involves an interpretable variance of 44.3%.(2)leisure motivation touard leisure experience ’s interpretable variance is 54.1%.(3)leisure motivation touard leisure satisfation’s interpre table variance is 72%.(4)leisure satisfaction toward perception leisure’s interpret table variance is63.7%.(5)leisure benefit toward leisure behavior ’s interpretable variance is 49.8%. By offering successful leisure activitics through related achievements,people with mild mental disabilities can obtain satisfaction through lcisure experieuce and feeling.
Vieira, Joana Isabel Pinheiro. "Um contributo de revisão pedagógica e didática do programa da disciplina de instrumento : clarinete do curso básico de música." Master's thesis, 2016. http://hdl.handle.net/10400.14/22071.
Full textThe present study, entitled “A pedagogical and didactic review of the contribution instrument discipline program – clarinet basic course in music”, intends to be a pedagogical and didactic contribution for the instrumental teaching – clarinet. By applying the Simultaneous Learning pedagogical approach of Paul Harris, the researcher aims to enable new tools for teaching clarinet, and to develop and apply new musical elements not included in the instrument program - Clarinet basic course in music. The program currently in place in the chosen institution is inadequate and out of date in regards to musical skills, assessment tools and substantiation of the conceptual framework. On the one hand it is intended to give an educational contribution by applying the Paul Harris methodology for clarinet program, on the other one it arose the need to make a contribution to the "art of teaching" an instrument. This case study, of a qualitative nature, was held in Academia de Música de Vilar do Paraíso, during a non-teaching period - from July to September 2016. The study included three students, aged between 11 and 12 who attended, in the school year 2015/2016, the 6th year, of the integrated system of AMVP. The techniques used for the collection and production of data: direct and participant observation, field notes recorded in the investigator logbook, semi-structured interviews with participating students and documentary research. The collected data were interpreted and presented through the content analysis technique. The results of this research showed that the pedagogical approach of Paul Harris applied to the clarinet education improves student learning, representing thus an instrument of the program contribution - clarinet, to invest in an innovative and creative pedagogy that captivates and motivates students for the teaching of music.
Morais, Célia Cristina Silva de. "A componente lúdica na sala de aula como elemento facilitador da aprendizagem." Master's thesis, 2014. http://hdl.handle.net/10362/14371.
Full textWU, MEI-LING, and 吳美玲. "A Study on the Vegetarian Restaurants Aesthetic Perception and Consumers’ Intention -with Their Motivation as an Interference Element." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/8p524y.
Full text國立臺北大學
企業管理學系
105
The increasing animal infectious diseases and food security problems in Taiwan these recent years are making people pay more attention to health and food safety.This has also promoted a rise in the vegetarian population vising and a growth trend in vegetarian food. There has been a dramatic increase of vegetarian cuisine, restaurants, organic fruits and vegetables stores everywhere in the country. Competitions among vegetarian restaurants has become highly intense.Therefore, it is crucial for vegetarian food industry to understand know how to combine aesthetic elements to attract consumers' attention. “Religious Belief” is no longer a consumption motivation of vegetarians. The people's income and standard of living has been improving as time changes. Vegetarians have began promoting “Eating Vegetarian Food” to protect the Earth to be eco-friendly This is also healthy to our human bodies and has beauty effect to help us have better looks. Nowday's society has gradually begun to Value humanities, aesthetics and experience activities. Aside from facing competitions and meeting the needs of the market, the vegetarian restaurants' owners are hoping to combine the concept of aesthetics, space design, art fashion and other elements, in order to increase people's acceptance of vegetarian food and also to attract “non-mainstream customers'” consumption. We used hierarchical regression analysis in this research. By gathering 350 questionnaires with valid feedback from our study subjects, the consumers of vegetarian restaurants, we were able to study the relationships between vegetarian restaurants aesthetic perception, consumer's motivation and buying intentions. Also, by the consumer's motivation as a interference factor, we were able to explore whether it will affect the consumer's willingness to purchase. The results show that: hypothesis (1)Is Supported Vegetarian restaurants aesthetic perception has a positive signiticant on consumer's intention Hypothesis (2) Is Supported Consumer's motivation has a positive on consumer's intention to purchase. Hypothesis (3) Is Partially Supported consuming motive plays' an important role of moderating effect. According to the results we give some suggestions for practitioners and acadermics
Ahl, Obucina Anna. "Cross-cultural design in wine destination websites : Cultural sensitivity and motivations in UI through investigation of web interface design elements." Thesis, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-23957.
Full textCerutti, Andrea. "Motivational drivers behind gamification: the role of utilitarian, hedonic and social aspects." Master's thesis, 2017. http://hdl.handle.net/10362/23377.
Full text翁睿甫. "Video game addiction and children achievement motivation:a study of Taipei city elementar ystudents." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/03214020456896105522.
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