544 resultados para motivating
Resumo:
In order to encourage children and adolescents to defend and support their victimized peers, it is important to identify factors that either maximize or minimize the probability that students will engage in such behaviors. This thesis is composed of four studies designed to elucidate how a variety of factors work in conjunction to explain why some children defend their victimized classmates, whereas others remain passive or reinforce the bully. The conceptual framework of this thesis is drawn from several theoretical considerations, including social cognitive learning theory, the expectancy-value framework as well as the literature emphasizing the importance of empathy in motivating behaviors. Also the child-by-environment perspective and the socialecological perspective influenced this research. Accordingly, several intra- and interpersonal characteristics (e.g., social cognitions, empathy, and social status) as well as group-level factors (e.g., norms) that may either enhance or reduce the probability that students defend their victimized peers are investigated. In Studies I and II, the focus is on social cognitions, and special attention is paid to take into account the domain-specificity of cognition-behavior processes. Self-efficacy for defending is still an interest of study III, but the role of affective empathy on defending is also investigated. Also social status variables (preference and perceived popularity) are evaluated as possible moderators of links between intrapersonal factors and defending. In Study IV, the focus is expanded further by concentrating on characteristics of children’s proximal environments (i.e., classroom). Bullying norms and collective perceptions (i.e., connectedness among the students and the teachers’ ability to deal with bullying situations) are examined. Data are drawn from two research projects: the Kaarina Cohort Study (consisting of fourth and eighth graders) and the randomized controlled trial (RCT) evaluating the effects of the KiVa antibullying program (consisting of third to fifth graders). The results of the thesis suggest that defending the victims of bullying is influenced by a variety of individual level motivational characteristics, such as social cognitions and affective empathy. Also, both perceived popularity and social preference play a role in defending, and the findings support the conceptualization that behavior results from the interplay between the characteristics of an individual child and their social-relational environment. Classroom context further influences students’ defending behavior. Thus, antibullying efforts targeting peer bystanders should aim to influence intra- and interpersonal characteristics of children and adolescents as well as their social environment.
Resumo:
Tämän tutkimuksen tavoitteena oli laatia Konecranes Service Oy:n huoltohenkilökunnalle kannustava palkkiojärjestelmä nykyisen kannustinjärjestelmän rinnalle. Diplomityö toteutettiin huhti- syyskuussa 2012 Konecranes Service Oy:ssä projektina, jonka työryhmän jäsenenä tutkija toimi. Tutkimusaineistoa kerättiin haastattelemalla yrityksen henkilökuntaa mahdollisimman laajasti sekä etsimällä käytössä olevia kannustinjärjestelmiä muista vastaavista yrityksistä. Työn teoreettisessa osiossa tarkasteltiin tulospalkkauksen kokonaisuutta sekä työhön liittyviä sisäisiä ja ulkoisia motivaatiotekijöitä. Teoriaosuudessa käsiteltiin lisäksi palkitsemisen kokonaisuutta sekä määriteltiin palkitsemiskohteen (huoltoasentajan) toimenkuvaa, jolloin mahdolliset, huoltoasentajan vaikutuspiirin alaiset mittarit, saatiin rajattua. Empiirinen osuus keskittyi mittareiden hakemiseen sekä sopivan mittariston kehittämiseen toimivaksi kokonaisuudeksi. Tutkimuksen tuloksena syntyi Konecranes Service Oy:n huoltohenkilökunnalle räätälöity mittaristo, jossa on pyritty ottamaan huomioon yrityksen eri toimipisteiden huoltoasentajien mahdollisuudet mahdollisimman kattavasti. Mittaristo on sovellettavissa eri toimintaympäristöihin, mikä vastaa yrityksen asettamiin tarpeisiin.
Resumo:
New challenges have been created in the modern work environment as the diversity of the workforce is greater than ever in terms of generations. There will become a large demand of generation Y employees as the baby boomer generation employees retire at an accelerated rate. The purpose of this study is to investigate Y generation specific characteristics and to identify motivational systems to enhance performance. The research questions are: 1. What are Y generation characteristics? 2. What motivational systems organizations can form to motivate Y generation employees and in turn, create better performance? The Y generation specific characteristics identified from the literature include; achievement oriented; confident; educated; multitasking; having a need for feedback; needing management support; sociable and tech savvy. The proposed motivational systems can be found in four areas of the organization; HRM, training and development, communication and decision making policies. Three focus groups were held to investigate what would motivate generation Y employees to achieve better performance. Two of these focus groups were Finnish natives and the third consisted of international students. The HRM systems included flexibility and a culture of fun. It was concluded that flexibility within the workplace and role was a great source of motivation. Culture of fun was not responded to as favorably although most focus group participants rated enjoyableness as one of their top motivating factors. Training and development systems include training programs and mentoring as sources of potential motivation. Training programs were viewed as a mode to gain a better position and were not necessarily seen as motivational systems. Mentoring programs were not concluded to have a significant effect on motivation. Communication systems included keeping up with technology, clarity and goals as well as feedback. Keeping up with technology was seen as an ineffective tool to motivate. Clarity and goal setting was seen as very important to be able to perform but not necessarily motivating. Feedback had a highly motivating effect on these focus groups. Decision making policies included collaboration and teamwork as well as ownership. Teams were familiar and meet the social needs of Y generation employees and are motivating. Ownership was equated with trust and responsibility and was highly valued as well as motivating to these focus group participants.
Resumo:
Joukkoliikenteen suosio hiipuu vähitellen, käyttö aste laskee. Tätä ongelmaa lähdimme ratkaisemaan sovelluksen ja pelillistämis menetelmän avulla. Menetelmää hyödyntäen tavoitteena oli luoda sovellus joka koukuttaa käyttäjän sovelluksen käyttöön ja sitä kautta joukkoliikenteen käyttöön. Pyrimme pysäyttämään joukkoliikenteen käyttöasteen laskun tai jopa kääntämään sen kasvuun. Varsinaista tulosta ei tällä työllä saatu, sillä aika ei vain riittänyt sovelluksen testaamiseen käytännössä. Pelillistämis menetelmiä kun tutkii ja vertaa sovellustamme niihin, niin sovelluksellamme on hyvä mahdollisuudet toimia joukkoliikenteen käytön lisäämisen työkaluna.
Resumo:
Työ käsittelee ihmisten motivointia hyödyntäen pelillistämistä. Työhön kuuluu myös mobiilisovelluksen toteutus, jolla pyritään vaikuttamaan julkisen liikenteen käytön kavattamiseen. Pelillistämisen käyttäminen sovelluksissa on kasvanut huimasti varsinkin mobiililaitteiden yleistymisen myötä. Pelillistämisellä pyritään vaikuttamaan ihmisten käyttäytymiseen pelielementtien avulla. Eli pelielementit, kuten pisteet ja saavutukset, tuodaan reaalimaailmaan ja käyttäjä palkitaan suorituksesta välittömästi. Työssä käydään läpi kaksi pelillistämistutkimusesimerkkiä, EcoIsland ja Orientation Passport, ja niiden havainnot. Pelillistämisen tehokkuuden tutkiminen on vaikeata, mutta yleisesti sitä pidetään toimivana. Kuitenkaan mikään taianomainen työkalu se ei ole.
Resumo:
The purpose of this thesis is to analyze the effects of tangible and intangible incentives on the dimensions of motivation and organizational innovativeness in the context of different organizational cultures. Theory suggests that an antecedent of innovativeness is individual creativity of employees, which is influenced by intrinsic motivation, flexible organizational structures, and transformational leadership. Empirical evidence for this research is derived from 424 respondents representing technology-driven industries in Finland. Data is collected through an online questionnaire and analyzed using SPSS statistics software. The results imply that intangible incentives and intrinsic motivation have an important role in determining organizational innovativeness. The positive relationships of intangible incentives, intrinsic motivation and innovativeness seem to be higher in flexible organizational cultures. As practical implications, managers should foster flexible organizational cultures that highlight employee empowerment. The motivating power of non-financial intrinsic incentives and recognition of good work should not be undermined when compared to tangible monetary rewards.
Resumo:
This study discusses the procedures of value co-creation that persist in gaming industry. The purpose of this study was to identify the procedures that persist in current video gaming industry which answers the main research problem how value is co-created in video gaming industry followed by three sub questions: (i) What is value co-creation in gaming industry? (ii) Who participates in value co-creation in gaming industry? (iii) What are the procedures that are involved in value co-creation in gaming industry? The theoretical background of the study consists of literature relating to the theory of marketing i.e., notion of value, conventional understanding of value creation, value chain, co-creation approach, co-production approach. The research adopted qualitative research approach. As a platform of relationship researcher used web 2.0 tool interface. Data were collected from the social networks and netnography method was applied for analyzing them. Findings show that customer and company both co-create optimum level of value while they interact with each other and within the customers as well. However mostly the C2C interaction, discussions and dialogues threads that emerged around the main discussion facilitated to co-create value. In this manner, companies require exploiting and further motivating, developing and supporting the interactions between customers participating in value creation. Hierarchy of value co-creation processes is the result derived from the identified challenges of value co-creation approach and discussion forums data analysis. Overall three general sets and seven topics were found that explored the phenomenon of customer to customer (C2C) and business to customer (B2C) interaction/debating for value co-creation through user generated contents. These topics describe how gamer contributes and interacts in co-creating value along with companies. A methodical quest in current research literature acknowledged numerous evolving flows of value in this study. These are general management perspective, new product development and innovation, virtual customer environment, service science and service dominant logic. Overall the topics deliver various realistic and conceptual implications for using and handling gamers in social networks for augmenting customers’ value co-creation process.
Resumo:
Presentation at Open Repositories 2014, Helsinki, Finland, June 9-13, 2014
Resumo:
A major challenge faced by companies today is the engagement gap at the workplace and how to motivate employees to engage in less intrinsically motivating work activities that are valuable for the organization. The objective of this study is to investigate gamification as a means for employee motivation and personal engagement that result in behavioral outcomes from the gamification developers’ perspective. Theories of work motivation and engagement are viewed in relation to gamification. The empirical part conducts a qualitative multiple-case study. The data is analyzed with the CAQDAS NVivo. The empirical findings suggest that gamification can enhance employee motivation, but careful consideration of extrinsic motivators is necessary to avoid their detrimental effect on intrinsic motivation. Employee self-determination is built through internalization of gamified system’s goals reaching autonomous motivation to engage in the target behavior. Employee engagement is built by fulfilling the psychological conditions of meaningfulness, safety and availability. The results suggest that gamification can build employee motivation and engagement leading to behavior change if designed with the business objectives in mind. Moreover, the gamified system needs to be renewed to address the changes in the business environment and reflect them in the employee behavior.
Resumo:
Online sexual solicitation (solicitation) of youth has received widespread media and research attention during the last decade. The prevalence rates of youth who have experienced solicitation or solicitation attempts vary between studies depending on the methodology used (e.g., whether youth or adults are the target study group). In studies focusing on youth victims, the prevalence of solicitation attempts made by adults during the past year is typically reported to be between 5 and 9%. Adults who solicit youth online have been found to use deception and other manipulative behaviors to gain access to sexual activities with youth. However, previous studies have lacked a control group of adults who solicit other adults online. Without this comparison, one could argue that deceiving others online about one’s identity, and engaging in manipulative behaviors, is an inherent part of most online sexual interactions with strangers. Additionally, little is known about the associations between manipulative behaviors and the solicitation outcomes. In research concerning offline sexual behaviors, it has been noted that situational factors, such as sexual arousal, may alter both sexual interest and behavior. The effects of situational factors on online sexual behaviors have been less extensively studied (especially so with a quantitative approach); no studies have to date focused on adults’ solicitation of youth. Investigating the role of a lowered sexual age preference and the role of situational factors in the soliciting adults could be an important step in order to receive deeper knowledge of the role of traits and states in the context of solicitation. Additionally, there is a lack of knowledge of the effect of the age of the youth. Although previous studies on solicitation has found that older youth, compared with younger youth and children, are more often solicited, the possible reasons for this have not been investigated. Are adults who solicit youth affected by legal deterrence (through the legal age of consent), is it because older youth are more available online, or are the adults’ age preferences merely a product of a normally distributed age preference in the population? The purpose of the present thesis was fivefold: 1) to obtain an estimate of the frequency of adults’ solicitation of youth as self-reported and observed in actual behavior; 2) to explore whether the legal age of consent (LAC) affects solicitation frequency, or whether a normally distributed sexual age preference more accurately describe the proportion of solicited youth of different ages; 3) to investigate the associations of both traits (e.g., lower sexual age preference) and states (immediate situational factors, such as alcohol intoxication), and the solicitation target; 4) to explore whether adults who solicit youth and adults who solicit adults are equally deceitful and manipulative online, and whether the different solicitation outcomes are as common in both groups; and 5) to investigate whether the deceitful and manipulative behaviors engaged in had different associations with the solicitation outcomes depending on the age of the solicited. In the survey study, a convenience sample of 1393 adult participants (aged 18 years or older) self-reported any online communication with strangers during the past year. Of these, 56% (776 respondents) reported that they had solicited or attempted to solicit at least one stranger. Of the respondents, 453 (58.4%) were men, and 323 (41.6%) were women. Participants with only adult contacts (18 years or older) constituted the majority (640 respondents). In contrast, 136 individuals reported a youth contact (a 13 year old or younger, or a 14 to 17-year old). Approximately half of the participants were men in the adult contact group, while 75% of the participants were men in the youth contact group. Approximately 60% of the participants with youth contacts were recruited from two websites associated with a pedophilic sexual interest. In an online quasi-experimental study, with researchers impersonating youth of different ages (10–18 year olds) in chat rooms, 251 online conversations with chat room visitors made up the entire sample. All chat room visitors alleged to be men. The self-reported frequency of having solicited youth (0–17-year olds) during the past year was approximately 10% in our sample of adults who reported communicating with any strangers online. When we observed this behavior in chat rooms, we found that approximately 30% of the chat room visitors who believed they interacted with a 10 to 14 year old attempted to solicit the youth. We found that solicitation attempts increased equally much when increasing the age of the impersonated youth from 14 to 16, as from 16 to 18. Thus, we concluded that a normally distributed age preference in the population was a more plausible explanation to the effect of the age of the solicited, rather than the LAC (here; 15 and 16). If the chat room visitors would have been deterred only by the LAC, we would have expected that the change in amount of solicitation attempts from an illegal age group to a legal age group would have been significantly stronger than changes between age groups within illegal-illegal and legal-legal groups. Our subsample of survey participants from the pedophilia-related websites expectedly reported that they had solicited youth more often in comparison to the sample gathered through general (i.e., not associated with any particular sexual preference) websites. We also found that participants with a youth contact reported higher levels of sexual arousal and shame before the sexual interaction with their online contact, compared with participants with an adult contact. Additionally, the participants with youth contacts who reported consumption of child- and adolescent pornography also reported being more sexually aroused before the interaction, compared to the participants with youth contacts who did not report consumption of these kinds of pornography. We also found clear indications that the online sexual interaction had an alleviatory effect on reported levels of sadness, boredom and stress, independent of the age of the contact. Generally, the participants with youth and adult contacts reported deceiving their contacts as often and suggesting keeping the communication a secret from someone as often. Participants with a youth contact, however, reported using more persuasion techniques for online sexual purposes or for the purpose of an offline meeting, compared to those with an adult contact. In the chat rooms, we found that more indirect ways of future sexual communication (e.g., continuing chatting) was suggested by the chat room visitors that were under the assumption of interacting with youth aged 10 to 14, compared with more direct means (e.g., meeting offline). Survey participants with youth contacts who had used deception, suggested keeping the interactions a secret, and/or persuaded their contact by appealing to the contacts feelings of love and attachment for the participant had also more often engaged in cybersex with the contact. No other manipulative behaviors were associated with the other investigated solicitation outcomes (receiving a sexual picture, meeting offline, and engaging in sexual contact offline) within this group of participants. However, using deception, suggesting secrecy and using persuasion was also positively associated with certain solicitation outcomes within participants with an adult contact. In summary, adults’ solicitation of youth is much more frequent when observed in chat rooms than self-reported. Additionally, an underlying lowered sexual age preference seems to be a motivating factor on a group level in adults who solicit youth. We concluded that directed prevention efforts should be made on pedophiliarelated websites. Additionally, the role of situational factors, especially sexual arousal in persons with a pedo- or hebephilic sexual interest should be investigated further in the context of online sexual solicitation.
Resumo:
Työn tavoitteena on selvittää, minkälaisia mahdollisuuksia digitaalinen tarinankerronta antaa peruskouluissa. Työssä käsitellään digitaalinen tarinankerronta ja se, miten sitä hyödynnetään opetuksessa. Työn taustana on opetushallituksen laatima opetussuunnitelma 2016. Opetussuunnitelmassa uutena on ohjelmointi, jota käsitellään työssä vähän tarkemmin. Tulevaisuudessa teknologia, kuten koodaus ja robotiikka sekä lisätty todellisuus voivat tukea luovuutta, innovatiivisuutta ja ongelmanratkaisukykyä. Työ on kirjallisuuskatsaus, jossa aihetta analysoidaan lähdekirjallisuuden avulla. Digitaalisella tarinankerronnalla luokkahuoneessa on rajattomat mahdollisuudet. Digitaalinen tarinankerronta tukee uuden opetussuunnitelman tavoitteita. Digitaalisen tarinankerronnan avulla voidaan osallistaa lapset oppimisprosessiin, heidän omia vahvuuksia saadaan esille sekä he pääsevät itse oivaltamaan ja ratkomaan ongelmia. Ohjelmointi, robotiikka ja lisätty todellisuus antavat uusia työkaluja opetukseen. Ohjelmointi on älyllisesti motivoiva ajattelutapa. Teknologian käyttö opetuksessa lisää opiskelumotivaatiota ja yhdessä tekemisen iloa.
Resumo:
Tässä tutkimuksessa selvitettiin, miten suorituskyvyn johtamista ja mittaamista käytännössä toteutettiin suuressa tutkimus- ja tuotekehitystoimintaa Suomessa harjoittavassa elintarvikealan yrityksessä. Tutkimuksessa kartoitettiin tärkeimpiä suorituskykyyn vaikuttavia tekijöitä suorituskyvyn johtamisen ja mittaamisen näkökulmasta. Tutkimuksen tavoitteena oli saada kooste suosituksista tutkimus- ja tuotekehitystoiminnan suorituskyvyn johtamisen ja mittaamisen kehittämiseksi. Tutkimuksen laajuus rajattiin neljään case-yritykseen. Tutkimuksessa tehtiin empiirinen puolistrukturoitu kyselytutkimus, strukturoidut haastattelut sekä tulosten arviointi. Tutkimusote oli lähinnä toiminta-analyyttinen, koska tutkimuksessa käsiteltiin organisaation toimintaa, johtamista, ongelmanratkaisua, päätöksentekoprosesseja sekä kehitys- ja muutosprosesseja. Tutkimustulosten perusteella suorituskyvyn johtamista ja mittaamista case-yrityksissä toteutettiin BSC:n yleisten näkökulmien mukaisesti. Tutkimus- ja tuotekehitystoiminnan mittauksen tavoitteet poikkesivat toisistaan niiden toiminnan luonteesta johtuen. Tutkimustoiminnassa suorituskyvyn mittauksen tavoitteet painottuivat lähinnä innovatiivisuuteen, oppimiseen ja motivointiin. Tuotekehitystoiminnassa mittauksen tavoitteet olivat enemmän diagnostisia. Tuotekehitystoiminnassa tavoitteena olivat projektien seurantaan, toiminnan tulostenarviointiin, talouteen sekä koordinaatioon ja kommunikointiin liittyvät tekijät. Tutkimustulosten perusteella puutteita havaittiin suorituskyvyn viestinnän riittävyydessä ja vaikuttavuudessa, mittaustiedon hyödynnettävyydessä, aineettoman pääoman mittauksessa, projektien arviointikriteerien viestinnässä, prosessien selkeydessä ja toimivuudessa, projektiosaamisessa, suorituskyvyn mittauksessa, vaikutusmahdollisuuksissa, johtamisessa ja esimiestyössä.
Resumo:
Value added services are becoming increasingly popular as they increase the perceived value of the core product and can be a strong method of attracting customers and motivating them to make a choice. The purpose of this research is to develop internet-based value added services for housing estate business in Russia. The research is a case study of Russian housing estate market utilising a triangulation of methods for better results. For the qualitative data analysis, 7 interviews with heads of regional departments of construction companies from different regions of Russia were conducted. For the quantitative data analysis, a survey of 128 inhabitants of Saint-Petersburg housing estates was held. Factor analysis and descriptive statistics including cross-tabulations and chi-square tests for significance were used to analyse the results. In this study, a list 19 value added services that can be provided through online platforms in housing estate market was developed. These services fall into three big groups: social networking services, compulsory and additional services. Additionally, the question of monetisation of online platforms in housing estate market was discussed and three business models were suggested.
Resumo:
This qualitative study examined the effects of hospital restructuring on a group of nurses at a community hospital. Eleven nurses were asked questions in order to gain insight into their experience in this situation. Ten of these participants were female, and one was male. The intent was to gather information about how restructuring has affected their lives, including, their motivational factors and barriers to participation in continuing education, and their descriptions of their workplace environment. Audiotaped interviews were conducted on two occasions to obtain this data. Emergent themes included the nurses' comments about continuing education, motivational factors, barriers that included geography and time, reactions of co-workers, restructuring, the College of Nurses' Quality Assurance Program including peer feedback, and performance appraisals. The literature review compares the barriers and motivational factors to the previous research findings. Thus, this study gave voice to the experience of this group of nurses, working in a healthcare setting that is involved in restructuring. This information is important to the healthcare system, since many areas are involved in restructuring. The whole process, if it is to be successful, depends on the frontline workers, namely the nurses. Thus, if there is anything to be learned from this group of people, that could be used to improve this progression, everyone would benefit from this information, were it to be implemented. Everyone is a stakeholder in the quality of healthcare in our province. The frontline workers are the ones that hold the vantage point to be able to provide suggestions for the changes needed to successful. These nurses are not just motivated by work issues however, and educating them and motivating them will also improve the care provided through increased knowledge and enhanced self-esteem.
Resumo:
Questionnaires were sent to 703 Open College students. The questionnaire asked questions regarding personal demographics, how they felt about andragogy as postulated by Malcolm Knowles, and invited responses pertaining to the institutional practices of Open College. Two hundred and ninety-four responses were received. The information was synthesized and used descriptively. The information regarding andragogy was also used descriptively and analyzed using chi-square. The statistics were compared by gender. No significant difference was found. Students rejected the concept of self-directed learning. They did use their past experience when preparing assignments, however. They also entered Open College in order to learn how to do something better rather than for esoteric reasons. In fact, their whole orientation to learning was very practical in nature. The factors motivating these learners were internal rather than external. In addition, institutional practices were identified that could further enhance the Open College experience.