7 resultados para Fun
em University of Queensland eSpace - Australia
Resumo:
What do visitors want or expect from an educational leisure activity such as a visit to a museum, zoo, aquarium or other such experience? Is it to learn something or to experience learning? This paper uses the term 'learning for fun' to refer to the phenomenon in which visitors engage in a learning experience because they value and enjoy the process of learning itself. Five propositions regarding the nature of learning for fun are discussed, drawing on quantitative and qualitative data from visitors to a range of educational leisure activities. The commonalities between learning for fun and other theoretical constructs such as 'experience,' 'flow', 'intrinsic motivation', and 'curiosity' are explored. It is concluded that learning for fun is a unique and distinctive offering of educational leisure experiences, with implications for future research and experience design.
Resumo:
Today's challenge to medical educators is to provide continuing education that supports excellence in clinical practice while finding new approaches to make learning more stimulating, motivating, and entertaining. At our hospital we are experimenting with innovative teaching techniques, incorporating games and debate, which encapsulate core concepts of the theory of adult learning: active participation by learners, application of knowledge, informal presentation, and feedback(1).
Resumo:
There is little research that reports children's perspectives on physical activity, bodies and health. This paper, drawn from a larger multi-method study on physical activity in the lives of seven- and eight-year-old Australian children, attempts to 'give a voice' to 13 children's views. Interviews focused on children's activity preferences and related decision making and motivations pertaining to these activities, as well as how they thought about the relationships between physical activity, health and their bodies. Data suggest some tensions surrounding the importance of fun for children alongside their awareness of 'healthist' discourses that require self-monitoring and improvement.
Resumo:
The 'BIS/BAS scales' (Carver & White, 1994) is the most widely cited inventory for assessing Gray's (1982,1991) Reinforcement Sensitivity Theory (RST) of personality. A peculiarity of this instrument is its three-factor representation of Gray's Behavioural Activation System (BAS), which mediates reactions to reward. While the BAS was initially proposed as the causal basis of Impulsivity, recent arguments suggest that Impulsivity is related to but distinct from reward-reactivity. In this paper, two studies examined Carver and White's BAS scales in terms of factor structure, and convergent/divergent validity when predicting proxies of Impulsivity and reward-reactivity. Confirmatory Factor Analysis revealed structural distinctions between the three BAS scales, and multivariate regression suggested that two of the scales (Drive and Reward-Responsiveness) reflect key concepts of the BAS, while the third (Fun-Seeking) has a broader focus, being equally related to reward-reactivity and Impulsivity. (c) 2005 Elsevier Ltd. All rights reserved.
Resumo:
The project is working towards building an understanding of the personal interests and experiences of children with the aim of designing appropriate, usable and, most importantly, inspirational educational technology. kidprobe, an adaptation of the technology probe concept, has been used as a lightweight method of gaining contextual information about children's interactions with 'fun' technology. kidprobe has produced design inspiration which focuses primarily on the social and emotional connections children made. The use of kidprobe has generated some important ideas for improving the use of probes with children. It is an important first step in understanding how to effectively adapt probing techniques to inspire the design of technology for children.