544 resultados para motivating
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The use of serious games in education and their pedagogical benefit is being widely recognized. However, effective integration of serious games in education depends on addressing two big challenges: the successful incorporation of motivation and engagement that can lead to learning; and the highly specialised skills associated with customised development to meet the required pedagogical objectives. This paper presents the Westminster Serious Games Platform (wmin-SGP) an authoring tool that allows educators/domain experts without games design and development technical skills to create bespoke roleplay simulations in three dimensional scenes featuring fully embodied virtual humans capable of verbal and non-verbal interaction with users fit for specific educational objectives. The paper presents the wmin-SGP system architecture and it evaluates its effectiveness in fulfilling its purpose via the implementation of two roleplay simulations, one for Politics and one for Law. In addition, it presents the results of two types of evaluation that address how successfully the wmin-SGP combines usability principles and game core drives based on the Octalysis gamification framework that lead to motivating games experiences. The evaluation results shows that the wmin-SGP: provides an intuitive environment and tools that support users without advanced technical skills to create in real-time bespoke roleplay simulations in advanced graphical interfaces; satisfies most of the usability principles; and provides balanced simulations based on the Octalysis framework core drives. The paper concludes with a discussion of future extension of this real time authoring tool and directions for further development of the Octalysis framework to address learning.
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Numerous studies have found a positive connection between learners’ motivation towards foreign language and foreign language achievement. The present study examines the role of motivation in receptive vocabulary breadth (size) of two groups of Spanish learners of different ages, but all with 734 hours of instruction in English as a Foreign Language (EFL): a CLIL (Content and Language Integrated Learning) group in primary education and a non-CLIL (or EFL) group in secondary education. Most students in both groups were found to be highly motivated. The primary CLIL group slightly overcame the secondary non-CLIL group with respect to the mean general motivation but this is a non-significant difference. The secondary group surpass significantly the primary group in receptive vocabulary size. No relationship between the receptive vocabulary knowledge and general motivation is found in the primary CLIL group. On the other hand, a positive significant connection, although a very small one, is identified for the secondary non-CLIL group. We will discuss on the type of test, the age of students and the type of instruction as variables that could be influencing the results.
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The market for luxury brands has outpaced other consumption categories through its growth, and has been found in continuous development. As there is an increasing amount of luxury categories, the consumption of luxury fashion brands account for the largest proportion of luxury profits, and the marketing costs for such brands has shown to surpass those of other fashion categories. Consumer researchers have throughout decades emphasized how individuals participate in consumption behavior to form their self-concept in relation to brands. However, previous research has disregarded the multidimensional perspective regarding the theory of self-concept when examining the consumption of brands. Hence, the current research paper aims to strengthen the existing self-concept theory by exploring the role in which luxury fashion brands have by focusing on how the consumption of such brands relate, and contribute, to the consumer’s self-concept. By applying a qualitative method to investigate such purpose, and involving the existing theory of self-concept, brand image, and brand personality, it appeared that luxury fashion brands has a function to operate as a confidence booster for young consumers’ perception of their self-concept. In terms of the theoretical contribution of this paper, this research further illustrates how the theoretical explanation of brand image and brand personality relates to two different dimensions of the consumer’s self-concept. The consumption of luxury fashion brands has shown a significant role in individuals’ consumption behavior by emphasizing a striving, and motivating, part in the self-concept of young consumers.
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Vårdrelaterade infektioner är ett globalt problem och god handhygien är det främsta verktyget i kampen mot vårdrelaterade infektioner. Följsamhet till handhygien är globalt sett låg. Sjuksköterskans händer är den främsta källan för att sprida smitta därför är sjuksköterskans beteende vad gäller handhygien viktig. Sjuksköterskans avsikt att utföra handhygien kan förklaras av den inre dimensionen som enligt Theory of planned behaviour är attityder, subjektiva normer och upplevd beteendekontroll. Syfte: Litteraturöversiktens syfte var att beskriva vilka attityder, subjektiva normer och upplevda beteendekontroller som påverkar sjuksköterskans följsamhet av riktlinjer för handhygien. Metod: Denna studie har genomförts som en litteraturöversikt och baserades på fjorton artiklar av kvantitativ- och kvalitativ metod som har sökts ur databaserna PubMed, CINAHL och Web of Science. Resultat: Studiens resultat visade att det utifrån perspektivet av Theory of planned behaviour finns attityder, subjektiva normer och upplevda beteendekontroller som påverkar sjuksköterskans följsamhet till riktlinjer för handhygien. Sjuksköterskan upplevde att personligt skydd var en framträdande attityd som motiverade till handhygien. Under subjektiv norm så framträdde patienten, kollegor och förebilder som motiverande faktorer till att utföra handhygien och att känslan av att det är enkelt att utföra handhygien var den mest framträdande faktorn under upplevd beteendekontroll. Sammanfattning: Följsamhet till riktlinjer för handhygien är låg trots nationella insatser och kampanjer för att öka följsamheten. Resultatet visade att sjuksköterskans följsamhet till riktlinjer för handhygien främst påverkades av personligt skydd, patienten, kollegor, förebilder och känslan av att det är enkelt att utföra handhygien. Litteraturöversiktens resultat kan användas för att öka kunskapen om området och utveckla nya strategier för att öka sjuksköterskans följsamhet till riktlinjer för handhygien.
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This paper examines whether restaurant reservations should be locked to specific tables at the time the reservation is made, or whether the reservations should be pooled and assigned to tables in real-time. In two motivating studies, we find that there is a lack of consensus in the restaurant industry on handling reservations. Contrary to what might be expected based on research that shows the benefits of resource pooling in other contexts, a survey of 425 restaurants indicated that over 80% lock reservations to tables. In two simulation studies, we determine that pooling reservations enables a 15-minute reduction in table turn times more than 15% of the time, which consequently increases service efficiency and enables a restaurant to serve more customers during peak periods. Pooling had the most consistent advantage with higher customer service levels, with larger restaurants, with customers who arrive late, and with larger variation in customer arrival time.
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Thesis (Ph.D.)--University of Washington, 2016-08
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There is increasing advocacy for inclusive community-based approaches to environmental management, and growing evidence that involving communities improves the sustainability of social-ecological systems. Most community-based approaches rely on partnerships and knowledge exchange between communities, civil society organizations, and professionals such as practitioners and/or scientists. However, few models have actively integrated more horizontal knowledge exchange from community to community. We reflect on the transferability of community owned solutions between indigenous communities by exploring challenges and achievements of community peer-to-peer knowledge exchange as a way of empowering communities to face up to local environmental and social challenges. Using participatory visual methods, indigenous communities of the North Rupununi (Guyana) identified and documented their community owned solutions through films and photostories. Indigenous researchers from this community then shared their solutions with six other communities that faced similar challenges within Guyana, Suriname, Venezuela, Colombia, French Guiana, and Brazil. They were supported by in-country civil society organizations and academics. We analyzed the impact of the knowledge exchange through interviews, field reports, and observations. Our results show that indigenous community members were significantly more receptive to solutions emerging from, and communicated by, other indigenous peoples, and that this approach was a significant motivating force for galvanizing communities to make changes in their community. We identified a range of enabling factors, such as building capacity for a shared conceptual and technical understanding, that strengthens the exchange between communities and contributes to a lasting impact. With national and international policy-makers mobilizing significant financial resources for biodiversity conservation and climate change mitigation, we argue that the promotion of community owned solutions through community peer-to-peer exchange may deliver more long-lasting, socially and ecologically integrated, and investment-effective strategies compared to top-down, expert led, and/or foreign-led initiatives.
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Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment without feeling fatigue or frustration, as they would typically do with a comparable learning task. Based on this notion, the academic community is keen on exploring methods that can deliver deep learner engagement and has shown increased interest in adopting gamification – the integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios – as a means to increase student engagement and improve information retention. Its effectiveness when applied to education has been debatable though, as attempts have generally been restricted to one-dimensional approaches such as transposing a trivial reward system onto existing teaching materials and/or assessments. Nevertheless, a gamified, multi-dimensional, problem-based learning approach can yield improved results even when applied to a very complex and traditionally dry task like the teaching of computer programming, as shown in this paper. The presented quasi-experimental study used a combination of instructor feedback, real time sequence of scored quizzes, and live coding to deliver a fully interactive learning experience. More specifically, the “Kahoot!” Classroom Response System (CRS), the classroom version of the TV game show “Who Wants To Be A Millionaire?”, and Codecademy’s interactive platform formed the basis for a learning model which was applied to an entry-level Python programming course. Students were thus allowed to experience multiple interlocking methods similar to those commonly found in a top quality game experience. To assess gamification’s impact on learning, empirical data from the gamified group were compared to those from a control group who was taught through a traditional learning approach, similar to the one which had been used during previous cohorts. Despite this being a relatively small-scale study, the results and findings for a number of key metrics, including attendance, downloading of course material, and final grades, were encouraging and proved that the gamified approach was motivating and enriching for both students and instructors.
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Computer games are significant since they embody our youngsters’ engagement with contemporary culture, including both play and education. These games rely heavily on visuals, systems of sign and expression based on concepts and principles of Art and Architecture. We are researching a new genre of computer games, ‘Educational Immersive Environments’ (EIEs) to provide educational materials suitable for the school classroom. Close collaboration with subject teachers is necessary, but we feel a specific need to engage with the practicing artist, the art theoretician and historian. Our EIEs are loaded with multimedia (but especially visual) signs which act to direct the learner and provide the ‘game-play’ experience forming semiotic systems. We suggest the hypothesis that computer games are a space of deconstruction and reconstruction (DeRe): When players enter the game their physical world and their culture is torn apart; they move in a semiotic system which serves to reconstruct an alternate reality where disbelief is suspended. The semiotic system draws heavily on visuals which direct the players’ interactions and produce motivating gameplay. These can establish a reconstructed culture and emerging game narrative. We have recently tested our hypothesis and have used this in developing design principles for computer game designers. Yet there are outstanding issues concerning the nature of the visuals used in computer games, and so questions for contemporary artists. Currently, the computer game industry employs artists in a ‘classical’ role in production of concept sketches, storyboards and 3D content. But this is based on a specification from the client which restricts the artist in intellectual freedom. Our DeRe hypothesis places the artist at the generative centre, to inform the game designer how art may inform our DeRe semiotic spaces. This must of course begin with the artists’ understanding of DeRe in this time when our ‘identities are becoming increasingly fractured, networked, virtualized and distributed’ We hope to persuade artists to engage with the medium of computer game technology to explore these issues. In particular, we pose several questions to the artist: (i) How can particular ‘periods’ in art history be used to inform the design of computer games? (ii) How can specific artistic elements or devices be used to design ‘signs’ to guide the player through the game? (iii) How can visual material be integrated with other semiotic strata such as text and audio?
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O crescente consumo de energia, bem como a possibilidade de esgotamento dos recursos não renováveis, tem fomentado a busca de fontes de energia alternativas. O biodiesel é um biocombustível obtido a partir de fontes renováveis e a sua utilização permite reduzir as emissões de gases com efeito de estufa. Nos últimos anos tem-se produzido biodiesel a partir de óleos alimentares usados (OAU), sendo que com esta aplicação valoriza-se um resíduo e simultaneamente produz-se um combustível “verde”. O biodiesel é produzido através das reações de transesterificação e/ou esterificação entre triglicerídeos e/ou ácidos gordos livres e um álcool, na presença de um catalisador. O rendimento do processo está estritamente relacionado com o tipo de catalisador e as condições que este opera. O principal objetivo do presente trabalho consistiu na avaliação do efeito de alguns parâmetros operacionais no desempenho de uma lípase imobilizada (Novozyme® 435), nomeadamente: (i) índice de acidez do óleo, (ii) razão mássica de enzima/óleo e (iii) método regeneração da enzima com vista à sua reutilização. Também foi objeto de estudo do presente trabalho a produção em contínuo, num (bior)reator tubular de leito fixo, de ésteres metílicos de ácidos gordos (FAME) usando a referida enzima. Registou-se um aumento rendimento em com o incremento do índice de acidez do óleo usado, o que indicia que a enzima catalisa simultaneamente as reações de esterificação e transesterificação. Relativamente à razão mássica de enzima/óleo, dentro da gama testada verificou-se um aumento do rendimento em FAME com a concentração da enzima em meio reacional. Dos vários solventes testados, a aplicação de solvente tert-butanol na regeneração (com incubação) da enzima foi o que melhores resultados teve. Finalmente, os resultados obtidos no ensaio de produção de FAME num biorreator contínuo são motivadores, criando expectativas de uma possível aplicação industrial no futuro.
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Thesis (Ph.D.)--University of Washington, 2016-08
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Thesis (Ph.D.)--University of Washington, 2016-08
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Com este estudo, pretendeu-se realizar uma reflexão sobre a problemática dos alunos com Dificuldades de Aprendizagem Específicas (DAE) e sua inclusão na comunidade educativa. Para isso, procurou-se resposta à pergunta inicial “Qual o contributo da Arte/Expressão Plástica, na inclusão de alunos com Dificuldades de Aprendizagem Específicas”. A intervenção, passou por trabalhar a Expressão Artística com sete alunos do segundo ciclo, com DAE, integrados numa Oficina de Artes, denominada “Oficina SentirArte”, com recurso a estratégias de intervenção diversificadas e motivadoras. Atendendo à problemática proposta a estudo, e à questão de partida à qual se pretendeu responder, recorreu-se a um estudo quase-experimental, com pré-teste e pós-teste, numa perspetiva de Investigação-Ação, em que a Expressão Plástica, proporcionou a estes alunos a exploração das suas capacidades e o seu desenvolvimento, servindo para descobrir a emoção estética que reside, justamente, na satisfação que todos experimentam ao sentir-se capazes de explorar ao máximo as próprias capacidades de perceção e expressão. Concluiu-se, através de observação direta, da aplicação de um inquérito por questionário e de uma entrevista aos alunos, que a Expressão Artística e nomeadamente a Expressão Plástica teve um papel primordial, quer na promoção de competências como a de comunicação, a criatividade e a socialização, quer na da autoestima, da autoconfiança e do autoconceito, quer na inclusão destas crianças na escola e até na sociedade.
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O marketing interno (MI) surge como uma ferramenta de gestão que tem como objetivo principal o desenvolvimento de uma organização focada no cliente, motivando e capacitando os seus colaboradores a alcançarem os objetivos organizacionais. Esta ferramenta pode contribuir para um maior e melhor desempenho e comprometimento organizacional, desde que usada de forma estratégica e adequada. Esta dissertação procura verificar se a existência de práticas de MI podem influenciar, de alguma forma, a motivação dos colaboradores contribuindo, igualmente, na retenção e fidelização dos mesmos, num contexto industrial, ao contrário do que é habitual nos estudos feitos até então, focados mais nos serviços pelas suas caraterísticas de maior contacto entre clientes e colaboradores. Aplicando a metodologia de estudo de caso na empresa Oliveira & Irmão, S.A., analisou-se um programa de marketing interno iniciado e desenvolvido durante o ano 2014 e que a empresa pretende manter, não esquecendo de uma forma geral de outras práticas de MI que a empresa faz questão de continuar a assinalar. Em termos globais, os resultados deste estudo mostram que a existência de práticas de marketing, aplicadas internamente, têm efeito no desenvolvimento de comportamentos e atitudes relacionadas com o trabalho por parte dos colaboradores e, que mesmo não sendo os principais fatores motivacionais, são complementares.
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Purpose – The purpose of this paper is to identify the key determinants of organisational silence from the perspective of non-standard workers (NSWs). The study focuses on three research themes: first, analysing the experiences motivating NSWs to remain silent; second, analysing the role of the NSW life cycle in the motivation to remain silent, the final theme is evaluation of the impact on organisational voice of an organisation employing a workforce in which NSWs and standard workers (SWs) are blended. Design/methodology/approach – The study utilises a phenomenological approach, as defined by Van Manen (2007), to collect and analyse the phenomenon of organisational silence from the perspective of NSWs. The NSWs are defined as individuals operating via Limited Liability UK registered companies created for the purpose of delivering services to organisations via a contract of services. This study employed a combination of phenomenology and hermeneutics to collect and analyse the data collected from the NSWs using semi-structured interviews (Lindseth and Norberg, 2004). Findings – The study concludes with three core findings. NSWs experience similar motivational factors to silence as experienced by standard workers (SWs). The key differential between a SW and a NSW is the role of defensive silence as a dominant motivator for a start-up NSW. The study identified that the reasons for this is that new NSWs are defensive to protect their reputation for any future contract opportunities. In addition, organisations are utilising the low confidence of new start up NSWs to suppress the ability of NSWs to voice. The research indicates how experienced NSWs use the marketing stage of their life cycle to establish voice mechanisms. The study identified that NSWs, fulfiling management and supervisory roles for organisations, are supporting/creating climates of silence through their transfer of experiences as SWs prior to becoming NSWs. Research limitations/implications – This study is a pilot study, and the findings from this study will be carried forward into a larger scale study through engagement with further participants across a diverse range of sectors. This study has identified that there is a need for further studies on organisational silence and NSWs to analyse more fully the impact of silence on the individuals and the organisation itself. A qualitative phenomenological hermeneutical study is not intended to be extrapolated to provide broad trends. The focus of the phenomenological hermeneutic research methodology is on describing and analysing the richness and depth of the NSW’s experiences of silence in organisational settings. Originality/value – This paper draws together the studies of worker classification, motivators for organisational silence, and the impact of blending SWs and NSWs in an organisational setting. The study demonstrates that academic research to date has focused predominantly on SWs to the exclusion of the 1.5 million, and growing, NSWs in the UK. This study examines these under-represented workers to analyse the participants’ experiences of organisational silence, and its consequences in organisational settings, demonstrating a need for further studies.