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Exploring the value and limits of using outdoor adventure education in developing emotional intelligence during adolescenceOpper, Bjorn January 2013 (has links)
Given today’s social milieu, there is no denying that the nature of the life experiences youth
are facing has drastically changed in recent decades. In this study, outdoor adventure
education (OAE) was explored as a possible intervention strategy for the development of
emotional intelligence during adolescence.
This research project consisted of a case study of an event, namely “The Journey”,
which is a 23-day outdoor adventure education programme for Grade 10 learners at a private
high school for boys in a major South African city. Through this research, which involved
collecting, analysing and interpreting data on the topic, an endeavour was made to explore the
possible impact of OAE on the development of emotional intelligence, as well as the
sustainability of skills acquired, and also on possible design elements that may impact on the
facilitation of the development of emotional intelligence.
This study was based on a socio-constructivist paradigm, which had developed from an
interpretivist world view. This research project represents a multi-method mode of inquiry:
both quantitative and qualitative data-gathering techniques were implemented as a process of
triangulation to provide a comprehensive analysis of the research problem. The research
proper (76 participants) was preceded by a pilot study (28 participants). For the research
proper, participants completed the Bar-On EQ-i: YV (Bar-On, 2007) questionnaire before
embarking on “The Journey” (pre) and again at its completion (post1). This was followed by
another post-test three months later (post2). Furthermore, 10 participants had also been
randomly selected to form part of a pre- and post- “Journey” focus-group interview and to provide reflective essays post- “Journey”. Another focus-group interview with selected staff
members was conducted post-“Journey”.
The identified themes generated from the quantitative and qualitative data collected
were as follows: emotional intelligence; outdoor adventure education; rites of passage;
“Journey” design elements; boarding; the emotional climate of the school; division based on
stereotypes; and sustainability of skills acquired.
In terms of emotional intelligence as a theme, the results indicated that participation in
“The Journey” not only results in an increase in the overall EQ skills of participants, but that
the impact also appears to be sustainable.1 As far as the impact of “The Journey” on the
various subskills of emotional intelligence is concerned, the findings revealed that there was
an increase in all EQ subskills directly after participation (quantitative and qualitative data).
However, the results of the research proper, where pre- and post2-“Journey” scores were
compared (quantitative data), suggest that increases were maintained in only three of the five
subskills mentioned, namely intrapersonal skills, adaptability and general mood. Thus it
appears that the initial increase in interpersonal and stress management skills did not have a
sustainable effect. / Thesis (PhD)--University of Pretoria, 2013. / gm2014 / Educational Psychology / unrestricted
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A Kirkpatrick evaluation of computer-integrated learning support material for technology educationHaupt, Maria Margaretha Catharina (Grietjie) 03 February 2006 (has links)
The aim of this research is to establish which aspects influence students’ successful learning of design skills through contextually integrated learning support material for the design and technology education programme at the University of Pretoria. The purpose of the research is threefold: • The first aim is to investigate the extent to which the electronic tutorial, Design in Action (hereafter referred to as “the tutorial”) contributes to students’ (novice designers) design theory in a technological context i.e. to indicate whether the level of sophistication of the exemplary graphics and explanatory text is suited to the context. • The second aim is to establish the levels of learning achieved by learners as a result of the intervention using Design in Action in order to indicate the adequacy of the learning support material in achieving the learning outcomes of the unit. • The third aim is to establish possible improvements for the tutorial to increase its effectiveness in terms of curriculum, media&technology, learning&instruction and teacher education&didactics (Van den Akker, 1999). The findings of this preliminary study will be used in broader studies focused on the design and development of contextually integrated learning support material for design and technology education students. This research is a qualitative case study, including the evaluation of levels of learning of first year pre-service design and technology students, conducted in the interpretative paradigm, within the theoretical frame of socially responsible research (Reeves, 2000). The evaluation of the levels of learning was based on a model designed by Kirkpatrick (Kirkpatrick, 1994). The model delineates four levels of instruction (training) outcomes: reaction, learning, behaviour, and results. / Dissertation (MEd (CIE))--University of Pretoria, 2005. / Curriculum Studies / unrestricted
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The Garden/Patio in Residential Care Facilities for Older People : Characteristics and the Users PerspectivesDahlkvist, Eva January 2015 (has links)
No description available.
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Vilka designelement kan inspirera till engagemang på en digital lärplattform? : En studie baserad på universitetsstudenters upplevelser på distans. / What design elements on a digital learning platform inspire engagement ? : A study based on the experiences of remote university students.Klara, Andersson, Jamar, Tom January 2024 (has links)
Denna studie undersöker vilka designelement som påverkar distansstudenters upplevda engagemang i online-lärmiljöer, mer specifikt den etablerade digitala lärplattformen Moodle. Studiens syfte är att upptäcka och analysera vad som kan utvecklas, för att ytterligare inspirera till engagemang hos universitetsstudenter i Sverige. En kvalitativ metod användes, där studien tillämpade semistrukturerade intervjuer och användartester med sju deltagande studenter för att samla in empirisk data. En tematisk analys användes för att identifiera flera teman som påverkar studenters engagemang. Dessa teman inkluderar: information och navigation, struktur och gränssnitt, social och gemenskap, brist på stöd, begränsad interaktion, kommunikation och tekniska problem. Resultaten visade bland annat att bättre strukturering av innehåll, mindre komplicerat användargränssnitt och navigation, bättre social interaktion och effektivt studentstöd, väsentligt skulle bidra till att förbättra studenters upplevda engagemang. Dessa resultat understryker också institutionens och lärarens ansvar att skapa en känsla av gemenskap och stöd för att förbättra upplevelsen med att studera på distans. Insikterna från resultaten visar på flera praktiska utvecklingsområden på den undersökta lärplattformen. Studien bidrar till kunskap kring den pågående utvecklingen av distansundervisningen sedan pandemins spår. Där förståelsen kring hur lärplattformar kan utvecklas, kan skapa en bättre och mer engagerande lärande-upplevelse i framtiden. / This study explores which design elements affect distance students' experienced engagement in online learning environments, specifically focusing on the established digital learning platform, Moodle. The aim of the study is to discover and analyze areas for improvement that could further inspire engagement among university students in Sweden. A qualitative method was implemented by utilizing semi-structured interviews and user tests on seven participants to gather empirical data. A thematic analysis was used to discover several themes that influence student engagement in the current distance education environment. These themes include: information and navigation, structure and interface, social and community aspects, lack of support, limited interaction, communication, and technical issues. The results indicated that better content structuring, a less complicated user interface and navigation, improved social interaction, and effective student support could significantly enhance students' engagement. These findings also underscore the institution's and teachers responsibility to foster a sense of community and support to improve the experience of distance education. Insights from the results suggest several practical areas for development on the investigated learning platform. This study contributes to the knowledge about the ongoing development of distance education, post pandemic. Understanding how learning platforms can be developed can create a better and more engaging learning experience in the future.
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遊戲設計策略對衍生商品購買意願之影響 / Effect of game design strategy on purchase intention of extension products林冠宇, Lin, Kuan Yu Unknown Date (has links)
現今應用程式軟體(APP)不斷推陳出新,吸引不少企業與廠商投入應用程式設計的行列,原因來自於使用者高度熱衷使用這類型的程式,而此高使用度也可能正面影響使用者對贊助品牌的認同度。由於近年來資訊科技與通訊發展迅速,因而帶動應用程式設計業者設計更多動態功能與互動性功能的應用程式以期留住顧客,鼓勵他們重複性購買該應用程式之衍生商品,以提升顧客忠誠度。但隨著有越來越多的社群與手機遊戲應用程式漸漸在現今生活中形成一股重要潮流後,企業應瞭解添加遊戲元素至應用程式中將能夠帶給顧客哪些價值感受,並選取最重要的元素作為主要訴求。本研究中整理不同的遊戲設計元素及不同人口統計特徵與消費行為,用以探討不同類型顧客的消費購買意向,在檢閱過遊戲設計的相關文獻後,本研究歸納出七種遊戲設計元素,並以個案研究方式驗證這些元素後,進而提出研究假設,試圖找出遊戲設計對不同類型顧客的影響。接著,為驗證本研究提出的假設,我們調查五百名受試者對遊戲元素的感受,希望本研究成果能提供應用程式設計者參考,設計出更貼近使用者需求的應用程式,幫助他們從衍生產品中獲得更高的收益。 / Applications software (“apps”) have generated substantial interest among marketers, primarily because of their high level of user engagement and the positive impact this presumably has on a customer’s attitude toward the sponsoring brand. Due to the advancement of information and telecommunication technologies, more dynamic and interactive applications have been developed to retain customers and encourage repeat purchasing for extension products and further enhance customer loyalty. As the increasing application of social and mobile games plays an important trend in today’s culture, enterprises need to understand the value of adding frequent game design elements into every customer encounter. This study consolidates different game design elements and demographics to explore the purchase intentions of different types of customers. We have reviewed the game-design literature and identified seven motivational elements. Using a case analysis, we verified these elements and proposed hypotheses on game design for different types of customers. Then the hypotheses was tested by collecting responses from 500 participants regarding their perceptions of the elements of the game activity. We hope that the findings can provide app designer useful references in generating more revenue from extension products.
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Visual Merchandising Approaches : A Comparative Study of High-End and Fast-Fashion Window Dressing DesignCui, Yufan, Nattakrannuwat, Varissara January 2023 (has links)
In this comparative study, the design elements and visual merchandising approaches employed in window displays by high-end and fast-fashion retailers are investigated. The study utilizes a visual content analysis method with standardized evaluation criteria to analyze the window displays of six high-end and six fast-fashion stores located in Paris. By adopting an analytical framework adapted mainly from Morgan (2015) and Diamond and Diamond (2007), the research aims to uncover shared patterns and distinguishing factors in the approaches of these two sectors. The findings reveal clear differences in purpose, layout, visual weight, focal points, color schemes, and prop usage between highend and fast-fashion retailers. These insights offer valuable practical implications for enhancing the visual appeal of window displays in the highly competitive retail landscape
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Warten in gestalteter Umgebung: Gestaltungselemente im Wartebereich für das Wohlbefinden von Patient:innenLuo, Zhejing 08 July 2022 (has links)
Patient:innen in der Notaufnahme verbringen oft lange Zeit im Warteraum. Vor diesem Hintergrund wird in dieser Arbeit eine Untersuchung durchgeführt, um die Umgebung im Warteraum zu verbessern. Damit kann die Erfahrung von Patient:innen im Krankenhaus verbessert und die Zufriedenheit von Patient:innen während der Wartezeit erhöht werden. Um herauszufinden welche Gestaltungselemente im Wartebereich genutzt werden, wurde im Rahmen dieser Forschungsarbeit die Methode des Interviews und der Umfrage genutzt. Die Gestaltungselemente wurden anschließend mit einer Literaturrecherche und einer Beispielsammlung auf ihre Einsatzmöglichkeiten überprüft, um zu zeigen, welche Aspekte des Entwurfes in die Praxis umgesetzt werden können und was die Menschen brauchen, während sie warten. Anhand der durchgeführten Interviews wurden folgende Gestaltungselemente herausgefunden: Grünpflanzen im Wartebereich, Ausblick nach Außen und die Größe des Raumes, Farbgestaltung und Beleuchtung, Angebote der Ablenkung, sowie Privatsphäre im öffentlichen Bereich. Diese wurden mit Literatur und Beispielen überprüft. Ziel der Forschungsarbeit war es, Ideen für die Optimierung von Wartebereichen in Notaufnahmen zu sammeln.
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Technology and Gamification at Work / Teknik och spelifiering på jobbetEngslätt, Frida January 2017 (has links)
Activity-based workplaces are offices where the employees share workplaces and choose where to work based on their current activity. The aim is to make the work more efficient, but studies have shown that activity-based workplaces are not being used as intended. This can create different types of friction for employees, and produce negative energy, decreasing the employee satisfaction and efficiency in the workplace. Gamification is a term which is growing in the field of enterprise and organisations, and is being used as a tool to motivate people and direct their activity. According to the theoretical approach Human Work Interaction Design, it is important to examine how technical solutions can be designed to facilitate the employees in different work domains. Therefore, an interesting research problem is to examine how gamification can be used in an activity-based workplace. The research question in this study is which game design elements can be included in an IT-based system to reduce friction in an activity-based workplace. Through interviews at two different companies with activity-based workplaces, this paper shows that the use of resources, a lack of understanding of the concept ABW, the physical environment as well as a different type of social interaction are the major causes of friction. Three game design elements which affect employees intrinsic motivation and therefore have a long-term impact have been chosen. The suggestion is to implement a performance graph, a narrative and social connection elements to reduce friction in activity-based workplaces. These game design elements direct employees use of the workplace, and therefore increase their efficiency and satisfaction. / Aktivitets-baserade kontor är kontor där de anställda delar arbetsplatser och väljer arbetsplats beroende på vilken aktivitet de ska utföra. Målet är att göra arbetet mer effektivt, men studier visar på att aktivitets-baserade kontor inte används som de är tänkta. Detta skapar olika typer av friktion för de anställda samt producerar negativ energi, vilket minskar de anställdas tillfredsställelse och effektivitet på arbetsplatsen. Spelifiering är ett begrepp som blivit känt inom företag och organisationer och används för att motivera människor och rikta deras aktiviteter. Enligt den teoretiska inriktningen Människa Arbete Interaktionsdesign är det viktigt att undersöka hur tekniska lösningar kan designas för att underlätta för de anställda i olika arbetsdomäner. Ett intressant forskningsområde är därför att undersöka hur spelifiering kan användas i ett aktivitets-baserat kontor. Frågeställningen i den här studien är vilka spelelement som kan implementeras i ett IT-baserat system för att minska friktion i ett aktivitets-baserat kontor. Genom intervjuer på två företag som arbetar i aktivitets-baserat kontor visar denna studie att användningen av resurser, en saknad av förståelse för konceptet aktivitets-baserat kontor, den fysiska miljön samt den sociala interaktionen är de huvudsakliga orsakerna till friktion. Tre spelelement som påverkar de anställdas intrinsiska motivation har valts ut. Förslaget är att implementera en prestationsgraf, en berättarröst samt sociala förbindelser för att minska friktion i ett aktivitets-baserat kontor. Spelelementen ska påverka de anställdas användning av kontoret och därigenom öka deras effektivitet och tillfredsställelse på arbetsplatsen.
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Vad förmedlar logotypen? : En designstudie / What does the logo communicate? : A design studyTakman, Linnea January 2022 (has links)
Idag väljer allt fler varumärken att förändra designen i sina logotyper, något som orsakat starka reaktioner hos konsumenterna. Genom logotypens visuella element, såsom färg och form, kan känslor, som bland annat hoppfullhet och förtroende, samt associationer till specifika föremål eller företeelser, framkallas hos konsumenterna. Därtill kan logotypens design även skapa positiva attityder som i sin tur kan smitta av sig på varumärket. Den här studien ämnar utforska potentiella konsumenters uppfattning om förändrade logotypers designegenskaper och element. Vidare ämnar studien att bygga en interaktiv miljö för att besvara studiens frågeställningar. Studien är genomförd med en kombination av en kvantitativ och en kvalitativ metod i form av en webbaserad designenkät. Webbenkäten innehåller en inledande interaktiv del som innefattar logotypdesignande. Därefter berörs både öppna (kvalitativa) och slutna (kvantitativa) frågor angående val av designelement och logotyper i förhållande till förtroende (attityd). Resultaten visade att färger som grön, blå och gul med fördel kan användas i varumärkeslogotyper som berör miljö, hållbarhet och energi. Varumärken som befinner sig inom fordonsindustrin kan inkludera färger som blå, silver och svart i första hand, därefter grön och gul. Grön är mest fördelaktig i samband med varumärkeslogotyper som tillhandahåller musikstreamingtjänster, då associationer till musik är framträdande. För att förmedla känslor som exempelvis hoppfullhet, lugn, säkerhet, seriositet, förtroende, framtidstro, harmoni och positivitet kan blå och grön användas i logotypdesignen. För att framkalla ett större förtroende gentemot ett varumärke kan antingen en balans skapas, med hjälp av former, eller en logotypram implementeras. / Today, more and more brands are choosing to change the design of their logos, something that has caused strong reactions from consumers. Through the logo's visual elements (such as color and shape) emotions, such as hopefulness and confidence, as well as associations with specific objects or phenomena, can be evoked in consumers. In addition, the logo's design can also create positive attitudes that in turn can be transferred to the brand. This study aims to explore potential consumers' perceptions of the design properties and elements of changing logos. Furthermore, the study intends to build an interactive environment to answer the study's questions. The study was conducted with a combination of a quantitative and a qualitative method in the form of a web-based design survey. The web survey includes an introductory interactive part that includes logo design. Then, both open (qualitative) and closed (quantitative) questions regarding the choice of design elements and logos in relation to confidence (attitude) are presented. The results showed that colors such as green, blue and yellow can be used to advantage in brand logos that affect the environment, sustainability and energy. Brands connected to the automotive industry can include colors such as blue, silver and black in primarily, then green and yellow. Green is most beneficial in connection with brand logos that provide music streaming services, as associations to music are prominent. To convey emotions such as hopefulness, calm, security, seriousness, confidence, optimism, harmony and positivity, blue and green can be used in the logo design. In order to evoke greater trust in a brand, either a balance can be created, with the help of shapes, or a logo frame can be implemented.
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<b>Designing a Narrative Driven Serious Game for Learning Bengali</b>Koushiki Pohit (18422274) 22 April 2024 (has links)
<p dir="ltr">Use of serious games and gamified applications for language learning have increased substantially over the past decade. They are an effective way to supplement language learning. These applications utilize a range of language learning methods such as grammar-translation, audio-lingual and task-based learning in combination. Task-based language learning particularly suits the typical gameplay elements of narratives and quests. Thus, this study aims to develop a serious game for learning Bengali, world’s 7th most spoken language. The literature in this area indicates that hubshaped quest landscape design is found to be most effective for game-based learning environments. So, the study implements a branching, hubshaped narrative for learning Bengali language.</p><p dir="ltr">This application also implemented a hidden object mechanism for vocabulary acquisition instead of traditional grammar-translation methods used in other language learning software. The prototype was assessed from user feedback in a qualitative manner across four broad heuristic categories comprising of learning, tutorials, engagement and cultural elements. In the process, the study sought to understand whether cultural context-based interventions in the narrative improve learner motivation.</p><p dir="ltr">The results show a positive impact of cultural elements on the learners’ motivation to progress. Further, the hidden object mechanism was received as a satisfactory method to learn foreign vocabulary. This form of interactive, narrative based educational application has the potential to supplement traditional lessons for foreign language acquisition.</p>
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