440 resultados para Behavioural sciences


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The main goal of this study was to explore experiences induced by playing digital games (i.e. meaning of playing). In addition, the study aimed at structuring the larger entities of gaming experience. This was done by using theory-driven and data grounded approaches. Previously gaming experiences have not been explored as a whole. The consideration of gaming experiences on the basis of psychological theories and studies has also been rare. The secondary goal of this study was to clarify, whether the individual meanings of playing are connected with flow experience in an occasional gaming situation. Flow is an enjoyable experience and usually activities that induce flow are gladly repeated. Previously, flow has been proved to be an essential concept in the context of playing, but the relations between meanings of playing and flow have not been studied. The relations between gender and gaming experiences were examined throughout the study, as well as the relationship between gaming frequency and experiences. The study was divided into two sections, of which the first was composed according to the main goals. Its data was gathered by using an Internet questionnaire. The other section covered the themes that were formulated on the basis of the secondary aims. In that section, the participants played a driving game for 40 minutes and then filled in a questionnaire, which measured flow related experiences. In both sections, the participants were mainly young Finnish adults. All the participants in the second section (n = 60) had already participated in the first section (n = 267). Both qualitative and quantitative research techniques were used in the study. In the first section, freely described gaming experiences were classified according to the grounded theory. After that, the most common categories were further classified into the basic structures of gaming experience, some according to the existing theories of experience structure and some according to the data (i.e. grounded theory). In the other section flow constructs were measured and used as grouping variables in a cluster analysis. Three meaningful groups were compared regarding the meanings of gaming that were explored in the first section. The descriptions of gaming experiences were classified into four main categories, which were conceptions of the gaming process, emotions, motivations and focused attention. All the theory-driven categories were found in the data. This frame of reference can be utilized in future when reliability and validity of already existing methods for measuring gaming experiences are considered or new methods will be developed. The connection between the individual relevance of gaming and flow was minor. However, as the scope was specified to relations between primary meanings of playing and flow, it was noticed that attributing enjoyment to gaming did not lead to the strongest flow-experiences. This implies that the issue should be studied more in future. As a whole this study proves that gamer-related research from numerous vantage points can benefit from concentrating on gaming experiences.

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Topic avoidance in romantic relationships has not been researched before in Finnish speech communication research, and this study was expected to increase the understanding of a phenomenon that acquires relatively dramatic attributes in everyday conversation. The aim of this study was to describe topic avoidance based on what was told in the interviews, and to describe the beliefs concerning functional or dysfunctional relational communication that can be interpreted from the interviewees' speech when they talk about topic avoidance. The theoretical reference frame of this study consists of the Communication Privacy Management Theory, relational dialectics, and earlier, mostly American research on topic avoidance. Ten Finnish people aged 22-31, who all had previous experience on one or more marital or common-law relationships were interviewed for this study. Additional material for the study was gathered from the interviewees by using the role playing method to describe interactional events where something essential is left unsaid in the context of romantic relationship. The following values were attributed to functional communication in romantic relationships: openness, equality, honesty, trust and positivity. The dialectical nature of the phenomenon being researched is evident in the way that along with openness, the interviewees talked about excessive openness that should occasionally be avoided in the context of relational communication by leaving things unsaid. Topic avoidance was seen both as a conscious strategic communication for managing privacy, and as an uncontrollable force of nature that at its worst destroys the relationship. When topic avoidance is seen as strategic communication, the choice concerning what is left unsaid is made by weighing the following dimensions asgainst each other: risks/ benefits (for self, relationship), protects/ does not protect (self, partner, relationship), burdens/ does not burden (self, partner, relationship), honesty/ dishonesty, responsibility lies with self/ responsibility does not lie with self. Topic avoidance was acceptable if it was used in order to preserve the relationship, as opposed to gaining power in the relationship or causing insecurity for the partner. The acceptability of topic avoidance varied according to whether it differed from lying or not. When the interviewees talk about topic avoidance, their speech can be interpreted to mean that in spite of uncontrollability, communicative choices can be made in relational communication and that skills concerning communication in romantic relationships can be learned.

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This study examined the fundamental question of what really matters when selecting a new employee. The study focused on tacit knowledge used by personnel recruiters when interviewing employees. Knowledge was defined as the best view available, which helps one not to act haphazardly. Tacit knowledge was also defined as a positive concept, and it was seen as a part of personnel recruiters` improving proficiency. The research topic was chosen based on the observed increase in the amount of employment interviews and their importance in society. As recruiting is becoming a more distinct profession, it was reasonable to approach the topic from an educational point of view. The following research problems guided the examination of the phenomenon: 1) Where does the interviewer seek tacit knowledge from during the employment interview? 2) How is tacit knowledge achieved during the employment interview? 3) How does the interviewer defend the significance of the tacit knowledge gained as knowledge that has influence on the selection decision? The research data was collected by interviewing six personnel recruiters who conduct and evaluate employment interviews as part of their work responsibilities. The interview themes were linked to some recently made selection decision in each organization and the preceding employment interview with the selected candidate. In order to conceptualize tacit knowledge, reflective consideration of the interview event was used in the study. The lettered research data was analyzed inductively. As a result of the study, the objects of tacit knowledge in the context of an employment interview culminated into three areas: the applicant s verbal communication, the applicant s non-verbal communication and the interaction between interview participants. Observations directed toward those objects were shown to be intentional and three schemes were found behind them: experiences from previous interviews, applicant s application papers and the aptitude for the work responsibilities. The question of gaining knowledge was answered with the concept of procedural knowledge. Personnel recruiters were found to have four different, but interconnected ways to encounter knowledge during an employment interview: understanding, evaluative, revealing, and approving knowing. In order to explain the importance given to tacit knowledge, it was examined in connection with the most prevalent practices in the personnel selection industry. The significance of knowledge as the kind of knowledge that has an impact on the decision was supported by references to collective opinion (other people agree with it), circumstance (interview s short duration), or using some instrument (structured interview). The study revealed new aspects of employment selection process through examining tacit knowledge. The characteristics of the inductive analysis of the research data may also be utilized, when applicable, in tacit knowledge research within other contexts.

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The objective of the study was to explore the dimensions of group identity in the guilds of World of Warcraft. Previous research shows that social interaction has an important role in playing games for many players. Social identities are an important aspect of self-concept and since group related cues are more salient than personal clues in computer-mediated communication, the social gaming experience was approached through group identity. In the study a new scale will be developed to measure the group identity in games. Secondary goal is to study how different guild attributes affect the group identity and third goal is to explore the connection between group identity and gaming experience and amount of play. Subjects were 1203 guild members and 106 players not in a guild. The data was gathered by an Internet survey which measured group identity with nine scales, gaming experience with three scales and guild attributes with four scales. Also various background data was gathered. The construct of group identity was analyzed with explorative factor analysis. The typical experiences of group identity was analyzed with cluster analysis and effects of guild attributes with multivariate analysis of covariance. As a result of the study a new scale was developed which measured group identity on six dimensions: self-stereotyping, public and private evaluation, importance, interconnection of self and others and awareness of content. Group identity was experienced strongest in elder middle-sized guilds that had formal rules and that emphasized social interaction. The players with strong group identity had more positive gaming experience and played World of Warcraft more per week than the players who were not in a guild or identified to guild weakly. This result encourages game developers to produce environments that enhance group identity as it seems to increase the enjoyment in games. As a whole this study proposes that group identity in guilds is constructed from the same elements as in traditional groups. If this is truly the case, guild membership may have similar positive effects on individual’s mental well-being as traditional positively evaluated group memberships have.

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Tietotekniikan kehittyessä lisääntyy sekä tietotyön tekijöiden tarve että paine tehostaa opetusta tietotekniikan avulla. Tietotyöläisten tarvitsemien taitojen opettamiseen tarvitaan uutta pedagogiikkaa, jossa korostetaan tietojen ja sääntöjen seuraamisen sijaan taitoja, itsenäisyyttä ja oppimaan oppimista. Tietotekniikankäyttäminen opetuksessa tuo omat haasteensa oppimistilanteisiin. Sosiokonstruktiivinen, yhteisöllinenverkko"-oppiminen onkin nousemassa perinteisen opettajajohtoisen opetuksen haastajaksi. Suomessa kehitetty Tutkiva oppiminen on yksi tämän viitekehyksen mukaisista pedagogisista menetelmistä. Koska sosiokonstruktiivinen teoria korostaa ihmisten välisiä suhteita yli yksittäisen ihmisen toiminnan, alan tutkimuksenkin on otettava kantaa tutkimustilanteessa esiintyviin vuorovaikutussuhteisiin. Tähän perinteiset psykologiset ja pedagogiset menetelmät eivät sovellu, kun taas sosiaalitieteissä suhteellisen vanha analyysimenetelmä, SVA eli sosiaalinen verkostoanalyysi, on tarkoitettu nimen\-omaan ihmisryhmien analysoimiseen. SVA:n sovellukset psykologian ja yhteisöllisen oppimisen alueilla ovat kuitenkin vasta alustavia, eikä luotettavaa näyttöä menetelmän soveltumisesta saatika hyödyllisistä tuloksista vielä ole. Tämän tutkimuksen on tarkoitus selvittää, onko SVA sovellettavissa tälle tutkimuksen alueelle. Tässä tutkimuksessa SVA:ta käytettiin 23 peruskoulu- ja lukioluokan Tutkivan oppimisen menetelmällä toteutettujen oppimistilanteiden tutkimiseen. Tulokset osoittavat, että SVA soveltuu yhteisöllisen verkko-oppimisen tutkimiseen, sillä tästä aineistosta löytyi alustavia SVA:n tunnuslukuja, jotka ovat yhteydessä oppimistilanteen laatuun. Tulokset ovat myös pitkälti sosiokonstruktiivisen teorian mukaisia: kurssin hyöty nousee, kun useat oppilaat kirjoittavat korkealaatuisia viestejä ja osallistuvat kattavasti eri keskusteluihin. Avainsanat: Tutkiva oppiminen, sosiokonstruktivismi, pedagogiikka, yhteisöllisyys, yhteisöllinen verkko-oppiminen, Fle3, SVA, sosiaalinen verkostoanalyysi, koulu, opetus.

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Starting point for the study was the notion made in previous studies that the Finnish educational practices are not sufficient in multicultural teaching. The main objective of the research was to find out good multicultural teaching practices developed by experienced teachers. The subject of the research was teachers narratives about the problems, solutions and the development of multicultural academic teaching. Previous research has shown that disturbances in multicultural activity can be caused among other things by cultural and linguistic differences, racism and prejudice and stress related to immigration. The management of multicultural teaching can be examined from the individual point of view as intercultural competence and from the collective point of view as management of the disturbances of multicultural teaching. The development of the management has been illustrated with the models of adaptation and transformative/expansive learning. The methodological approach of the research was narrative. I interviewed six teachers with narrative methods. Half of the interviews were pair interviews. As an analytical framework I used the basic story model by Labov (1972). I analysed critical incidents, resolutions and evaluations of the stories. According to the results the problems of the multicultural academic teaching are diverse. Most often mentioned problems were cultural differences and racism. Problems were managed by developing practices that support the multicultural activity broadly and by reacting to sudden problems intuitively or reflectively. In the management of the academic multicultural teaching the experienced teachers emphasised flexibility, group building and trust, intensified guidance, acting against racism and prejudice and characteristics of the teacher, like patience and sense of humour. The management of multicultural teaching has developed through the accumulation of intercultural experiences, reflection of experiences, cooperative problem solving, following the research of the field and experimenting different approaches. In accordance with the previous studies, this research showed that continuous learning is needed in the management of multicultural teaching. The results can be used in developing academic multicultural teaching and education.

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Työuupumus on kolmitahoinen stressioireyhtymä, jolle on tyypillistä uupumusasteinen väsymys, kyynistyneisyys ja ammatillisen itsetunnon heikkeneminen. Balanssi-hanke perustettiin tutkimaan ja kehittämään ryhmähoitomuotoa vakavaan työuupumukseen. Projektin tavoitteena on selvittää kahden eri ryhmähoitomuodon vaikuttavuutta ja sellaisia yksilöön liittyviä tekijöitä, joilla saattaa olla vaikutusta ryhmähoidon tuloksellisuuteen. Tässä tutkimuksessa selvitettiin mielialan havainnoinnin, tunnistamisen ja säätelyn (Trait Meta-Mood) yhteyksiä työuupumuksen laskuun ryhmähoitojen aikana ja kuuden kuukauden pituisella seurantajaksolla. Emootioilla on useiden eri teorioiden mukaan yksilön sopeutumista edistävä signaalitehtävä. Mieliala kertoo yksilön sisäisestä tilasta, ja sitä voidaan kuvata miellyttävänä, epämiellyttävänä, kiihtyneenä tai rauhallisena. Mielialaa voi tarkastella mielialakokemuksen tai mielialan säätelyn tasolla. Mielialan säätelyn tasolla tarkoitetaan ajatuksia mielialasta. Tällä reflektiivisellä tasolla mielialaa havainnoidaan, tunnistetaan ja säädellään. Oletettiin, että jos mieliala tunnistetaan hyvin ja mielialaa säädellään tehokkaasti, työuupumus vähenee eli työuupumuksen ryhmähoito on tuloksellista. Lisäksi tutkittiin missä vaiheessa mahdolliset yhteydet ilmenevät ja eroavatko yhteydet psykoanalyyttisessä ja toiminnallisessa hoitoryhmässä. Tutkimusaineisto kerättiin 1999-2000. Koehenkilöt (n=99) olivat 31-59-vuotiaita valtion laitosten ja valtion yritysten työuupumuksesta kärsiviä työntekijöitä, miehiä oli 24 ja naisia 75. Lisäksi kerättiin ei-uupuneiden kontrolliryhmä (n = 26, ikä 37 - 58 vuotta), jota hyödynnettiin tässä tutkimuksessa vain uupuneiden ja ei-uupuneiden vertailuihin ennen hoidon alkua. Molempina vuosina uupuneet henkilöt satunnaistettiin toiminnallisiin ja psykoanalyyttisiin hoitoryhmiin. Työuupumus mitattiin 9 kuukautta kestäneen hoidon alussa, lopussa ja puoli vuotta hoidon päättymisen jälkeen. Mielialan havainnointi, tunnistaminen ja säätely mitattiin hoidon alussa, lopussa ja puoli vuotta hoidon päättymisen jälkeen. Tulokset osoittivat, että mielialan tunnistamisen korkea taso ja mielialan säätelyn korkea taso olivat yhteydessä työuupumuksen voimakkaampaan laskuun koko tutkimusjakson ajan. Yhteydet olivat erilaiset eri ryhmähoidoissa hoidon aikana ja seurantajaksolla. Hoidon aikana psykoanalyyttisessä hoitoryhmässä mielialan havainnoinnin lisääntyminen ja mielialan säätelyn tehokkuus olivat yhteydessä työuupumuksen voimakkaampaan laskuun. Toiminnallisessa hoitoryhmässä sen sijaan mielialan tunnistamisen taito oli yhteydessä työuupumuksen voimakkaampaan laskuun hoidon aikana. Seurantajaksolla molemmissa hoitoryhmissä mielialan tunnistamisen taito oli yhteydessä työuupumuksen voimakkaampaan laskuun. Kontrolliryhmässä ei todettu mielialan havainnoinnin, tunnistamisen ja säätelyn taitojen ja työuupumuksen vähenemisen välistä yhteyttä. Tutkimuksen tulokset antavat uutta tietoa sellaisista yksilöllisistä tekijöistä, joilla on työuupumuksen ryhmähoitoprosessia moderoiva rooli. Mielialan hyvin tunnistaminen ja mielialan tehokas säätely saattavat olla sellaisia ryhmäterapiassa opittuja yksilöllisiä voimavaroja, joita työuupumuksesta toipumisessa tarvitaan hoidon päättymisen jälkeen. Koska mielialan hyvin tunnistamisen, mielialan tehokkaan säätelyn ja työuupumuksen ryhmähoidon tuloksellisuuden väliset yhteydet todettiin molemmissa ryhmähoitomenetelmissä, voi olettaa, että molemmat ryhmähoitomenetelmät ovat vakavaa työuupumusta vähentäviä hoitomenetelmiä. Ryhmähoidon aikana opitut mielialan tunnistamisen ja säätelyn taidot auttavat ylläpitämään terapian aikana alkanutta hyvinvoinnin kasvua. Avainsanat: työuupumus, toiminnallinen ryhmäterapia, psykoanalyyttinen ryhmäterapia, mielialan havainnointi, mielialan tunnistaminen, mielialan säätely, työuupumuksen ryhmähoidon tuloksellisuus

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The aim of this study was to build a model and analyze how users move in a virtual environment and to explore the experiential dimensions connected with different ways of moving. Due to the lack of previous research on this subject, this was an explorative study. This study also aimed to identify different ways how users move in virtual environments and the background variables connected to them. It was hypothesized that fluent movement in virtual environments is connected to high presence, skill and challenge assessments. Test participants (n = 68) were mostly highly educated young adults. A virtual environment was built using a CAVE -type virtual reality interface. The task was to search for objects that do not belong into a normal house. The participants movement in the virtual house was recorded on a computer. Movement was modelled using a cluster analysis of information entropy based movement measurements, acceleration, amount of stops and time spent being stationary. The experiential dimensions were measured using the EVEQ -questionnaire. We were able to identify four different ways of moving in virtual environments. In respect of background variables, the four groups differed only in the amount of weekly computer usage. However, fluent movement in virtual environments was connected to a high sense of presence. Furthermore, participants who moved fluently in the environment assessed their skills as being high and regarded the use of virtual environment as challenging. The results indicate that different ways of moving affects how people experience virtual environments. Consequently the participants assessment of their skills and level of challenge have an impact on the affective evaluation of the situation at hand. Entropy measures have not been previously applied when studying movement, and in addition the role of movement on the experiential dimensions of virtual environments is an unexplored subject. The movement analysis method introduced here is applicable to other research problems. Finally, this study expands on our knowledge of the special characteristics connected with the experiential dimensions of virtual environments.

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Objectives. The sentence span task is a complex working memory span task used for estimating total working memory capacity for both processing (sentence comprehension) and storage (remembering a set of words). Several traditional models of working memory suggest that performance on these tasks relies on phonological short-term storage. However, long-term memory effects as well as the effects of expertise and strategies have challenged this view. This study uses a working memory task that aids the creation of retrieval structures in the form of stories, which have been shown to form integrated structures in longterm memory. The research question is whether sentence and story contexts boost memory performance in a complex working memory task. The hypothesis is that storage of the words in the task takes place in long-term memory. Evidence of this would be better recall for words as parts of sentences than for separate words, and, particularly, a beneficial effect for words as part of an organized story. Methods. Twenty stories consisting of five sentences each were constructed, and the stimuli in all experimental conditions were based on these sentences and sentence-final words, reordered and recombined for the other conditions. Participants read aloud sets of five sentences that either formed a story or not. In one condition they had to report all the last words at the end of the set, in another, they memorised an additional separate word with each sentence. The sentences were presented on the screen one word at a time (500 ms). After the presentation of each sentence, the participant verified a statement about the sentence. After five sentences, the participant repeated back the words in correct positions. Experiment 1 (n=16) used immediate recall, experiment 2 (n=21) both immediate recall and recall after a distraction interval (the operation span task). In experiment 2 a distracting mental arithmetic task was presented instead of recall in half of the trials, and an individual word was added before each sentence in the two experimental conditions when the participants were to memorize the sentence final words. Subjects also performed a listening span task (in exp.1) or an operation span task (exp.2) to allow comparison of the estimated span and performance in the story task. Results were analysed using correlations, repeated measures ANOVA and a chi-square goodness of fit test on the distribution of errors. Results and discussion. Both the relatedness of the sentences (the story condition) and the inclusion of the words into sentences helped memory. An interaction showed that the story condition had a greater effect on last words than separate words. The beneficial effect of the story was shown in all serial positions. The effects remained in delayed recall. When the sentences formed stories, performance in verification of the statements about sentence context was better. This, as well as the differing distributions of errors in different experimental conditions, suggest different levels of representation are in use in the different conditions. In the story condition, the nature of these representations could be in the form of an organized memory structure, a situation model. The other working memory tasks had only few week correlations to the story task. This could indicate that different processes are in use in the tasks. The results do not support short-term phonological storage, but instead are compatible with the words being encoded to LTM during the task.

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Changes in governance in the public sector made it possible to give the power to the level of service production. In Finland schools were diversified. They wanted to be as attractive as possible. In her dissertation (2006) Piia Seppänen studied parental choice and schools choice policies in Espoo, in Kuopio, in Lahti, inTurku and in some levels in Helsinki too. After her study was done there has been some changes in school choise policy in Espoo. The catchments areas changed radically; earlier every school did have its own catchment area. But now three or even five school has the same catchment area. On the base of the Seppänen’s dissertation I wondered who’s choice it really were? Is the choice maker customer or producer of the service? In my study I tried to understand those processes where pupils were selected for the 7th grade in lower secondary schools in the spring in 2006. To make the picture clear, I have to study the history of pupil selection and the changes of it in the 21st century. I also have to study the geography of the town which is quite special in comparison with the normal cities with one central area. This has its own effects on the pupil selection system as well as in the whole study. In my study I try to present what kind of process the pupil selection is in Espoo and how it was done actually in the spring of 2006. The empirical data of my study were statistical data, documents of different kind, conversations with principals, local authorities and politicians. I also interviewed one politician and observed a few information meetings about the pupil selection process. Based on this large variety of data I tried to draw a picture of the way of speaking (writing) about the ability of the choice. Furthermore, how this pupil selection is done in reality. The ability to apply to special instruction in f. e. music, graphic arts or maths and sciences or to language based instruction (bilingual and immersion teaching) depends on the district you live. Because there is one catchment area which has no special or language based instruction available. Also the poor public transport system might have some effects on the parental choice. According to my study, 20 % of the 7th grade pupils were selected with criteria of different kind to special classes. Because the ability to get special or language based instruction depends on your district, there is a big risk for a selection based on the pupils' socio-economic background.