Spelling suggestions: "subject:"selfdetermination 1heory"" "subject:"selfdetermination atheory""
861 |
Hur kan HR-personal stöttamedarbetares innovationskraft? : En kvalitativ studie om yttre- och inre motivation samt organisationskulturens förutsättningar för innovativtarbetsbeteende / How can HR professionals support employees’ innovation? : A qualitative study about extrinsic and intrinsic motivation and organizational culture’s prerequisites for innovative work behavior.Pizarro Munoz, Emma, Gleistedt, Sofia January 2022 (has links)
HR-avdelningars roll är att tillgodose medarbetarnas, chefers och organisationens behov och utveckla de mänskliga- och organisatoriska resurserna. Det verkar vara vanligt att tro att de ekonomiska resurserna är viktigast för en organisations överlevnad, men medarbetares prestationer kan direkt påverka organisationers konkurrenskraft. Syftet var att utifrån ett HR-perspektiv öka förståelsen för organisationskultur och motivation och beskriva vad som utgjorde en innovativföretagskultur samt vilken roll arbetsmotivation hade för ett innovativt arbetsbeteende. Genom ett bekvämlighetsurval intervjuades åtta respondenter inom innovativa företag. En tematisk analys användes för att analysera intervjuerna och resulterade i två huvudteman som var innovativ företagskultur och motivation. Förutsättningarna för innovativa kulturer och beteenden samt motivation visade sig bero på graden av autonomi, socialt stöd och upplevelsen av kompetens samt återkoppling i arbetet. Autonomi och återkoppling var sätt för medarbetare att få tillåtelse att våga testa samt utvärdera sina innovativa idéer, vilket kunde leda till en mer autonom motivation och främja innovationskraften. Arbete med organisationskultur och motivation skulle kunna vara användbara sätt för HR-avdelningar och organisationer att arbeta för att behålla och förstärka sin position på marknaden.
|
862 |
Facilitating Behavioral Change among Women with Polycystic Ovary Syndrome : A Design-Oriented Case Study / Främjande av beteendeförändring bland kvinnor med polycystiskt ovarialsyndrom : En designorienterad fallstudieRobertsson, Hilda January 2023 (has links)
The polycystic ovary syndrome (PCOS) affects women or people with female reproductive organs negatively, by irregular periods, difficulties in getting pregnant, and excessive hair growth. The symptoms can be eased by taking on habits of regular physical exercise and a balanced diet. Taking on new habits is however a challenging task. This thesis aims at harnessing the affordances (if any) that the design of gamification in a mobile application for women with PCOS could bring. The theoretical lens of self-determination theory has been used to underpin the design of gamification elements that can engage the users of an app. After creating designs and implementations in the app, evaluations were made with 29 participants through surveys and interviews. The results from the user evaluations show that participants’ thoughts on features and elements differed and that they were interested in them being designed in different ways. Designing an app that allows the user flexibility was desirable, and even viewed as motivational. Another take is that one should be careful in designing elements in a health app that uses comparing elements of gamification, since it can generate negative feelings such as anxiety. In the future, it would be interesting to include more features in the app and let users test it for a longer time to see if that would have a significant impact on the user engagement, and if habits could form for a better well-being. / Polycystiskt ovarialsyndrom (PCOS) påverkar kvinnor eller människor med kvinnliga reproduktiva organ negativt, genom oregelbunden mens, svårigheter i att bli gravid, och ökad hårväxt. Symptomen kan lindras genom regelbunden fysisk aktivitet och en balanserad kost. Att skaffa nya vanor är en utmaning. Det här examensarbetet har i syfte att se vilka möjligheter (om några) som en design av spelifiering i en mobilapp för kvinnor med PCOS kan ge. Linsen av självbestämmande teorin har använts för att stödja designen av spelifiering element som kan engagera app användare. Utvärderingar gjordes med 29 deltagare i form av enkäter samt intervjuer efter att ha skapat designer samt gjort implementationer i appen. Resultaten, baserade på deltagar utvärderingarna, visar på att användarnas tankar kring funktioner och element skilde sig åt samt att de var intresserade i olika designer för dessa. Att designa en app som erbjuder användaren flexibilitet var önskvärt, och sågs även som motiverande. En annan insikt är att designa delar av en hälsoapp som använder sig av spelifiering element där man jämför sig med andra bör ske med omsorg, då det kan medföra användaren med negativa känslor såsom ångest. Vidare vore det intressant att inkludera fler funktioner i appen och låta användare testa den en längre period för att se om det skulle ha en signifikant påverkan på användarnas engagemang, samt om vanor kunde skapas för ett bättre välbefinnande.
|
863 |
Upplev mera, spelifiera! Eller? : En experimentdriven dagboksstudie om hur spelifiering påverkar användarupplevelsen av digitalt medierad sysslohantering / Gamify more, experience more – right? : An experiment driven diary study on how gamification affects the user experience of task management applicationsHjorth, Anna-Maria January 2022 (has links)
Since 2013 gamification has been applied in a number of domains, among these task management applications (TMA), to achieve positive effects. However, a discrepancy has been found regarding expected results and those of applying the method to TMA. This study has conducted a field experiment to evaluate the user experience of two instances of a web-based TMA called Att.Göra. One instance was gamified (AG.Play), while the other was not (AG). 14 respondents were asked to evaluate their user experience through diaries over a one week period. Through thematic analysis of the resulting data, this study concludes that gamification can affect the user experience by heightening the experience of hedonic attributes, lowering expectations regarding pragmatic attributes and increasing motivation for continued usage. However, this may not be enough to sustainably satisfy user needs, since the aim of TMA is to aid users in pragmatically oriented activities rather than hedonic. / Sedan 2013 har spelifiering applicerats inom olika områden, bland annat digitalt medierad sysslohantering (DMSH), för att uppnå positiva effekter. Tidigare forskning visar dock på en diskrepans i väntade utfall vid bruk av metoden och resultat inom området. Studien har nyttjat fältexperiment för att utvärdera användarupplevelsen av två instanser av en nätbaserad DMSH kallad Att.Göra. En instans spelifierades (AG.Play) och en inte (AG). 14 deltagare läts utvärdera sin användarupplevelse genom dagböcker under en veckas tid. Genom tematisk analys av den resulterande empirin har denna studie funnit att spelifiering kan påverka användarupplevelsen av DMSH genom att förhöja upplevd hedonik, sänka förväntningar på pragmatisk förmåga samt öka motivation tillfortsatt användning. Detta riskerar dock inte vara nog för att tillfredsställa användarens behov långsiktigt, då det primära syftet med DMSH är att understödja användare i pragmatiskt orienterade aktiviteter snarare än hedoniska.
|
864 |
Evaluating the Swedish National Agency for Education’s Programming Curriculum for Elementary School Third-Graders / Utvärdering av skolverkets programmeringsläroplan för tredje-klassare i grundskolan.Erfani Torbaghani, Ramtin, Luthman, Felix January 2019 (has links)
In 2018 the government of Sweden decided to include programming in elementary school. Therefore, the purpose of this report was to investigate whether or not the current Swedish third-grade programming curriculum was appropriate or not, and also to evaluate the viability of including a few additional programming concepts in the teaching material for grade three. To achieve this goal, a game incorporating Gamification was developed in order to assist in the teaching of these concepts, as well as the current curriculum, to a group of third-graders from a swedish school. There were 87 participants introduced to the different programming concepts by playing the game during theoretical lectures. The results suggests that the current curriculum can be expanded upon, and also that the additional concepts all seemed to be viable extensions. However, we believe that more research needs to be conducted in order to draw any definite conclusions. / År 2018 beslutade Sveriges regering att inkludera programmering i grundskolan. Syftet med denna rapport var därför att undersöka huruvida den nuvarande svenska programmeringskriterierna för årskurs tre är lämplig eller inte, samt att utvärdera möjligheten att inkludera några ytterligare programmeringskoncept i undervisningen för årskurs tre. För att uppnå detta mål utvecklades ett spel som innefattade Spelifiering (engelska: Gamification) för att underlätta undervisningen av dessa begrepp, såväl som den aktuella läroplanen, till en grupp av tredjeklassare från en svensk skola. Det var 87 deltagare som introducerades till de olika programmeringskoncepten genom att spela spelet under teoretiska föreläsningar. Resultaten tyder på att den nuvarande läroplanen kan utökas med koncepten som undersöks i denna studie. Vi tror emellertid att mer forskning måste genomföras för att dra några konkreta slutsatser.
|
865 |
Motivation hos äldre medarbetare : En kvalitativ fallstudie av hur äldre medarbetare motiveras i sitt arbeteSelin, Dina January 2022 (has links)
Purpose: The purpose of the study is to describe and explain how older employees are motivated in their work. Method: The study was designed as a case study with a qualitative. Seven semi-structured interviews with leaders in a staffing company were carried out on Zoom and supplemented afterwards with internal-and external documents and news articles. Results and Conclusion: The results showed that older employees are motivated through autonomy, solidarity, and competence in their work, which are the starting points for intrinsic motivation. Likewise, they were motivated by extrinsic motivation and motivational factors such as praise, responsibility, recognition, and financial aspects. Older employees' motivation is also promoted when leaders maintain a good working relationship with them and take their interests into account. / Syfte: Syftet med studien är att beskriva och förklara hur äldre medarbetare motiveras i sitt arbete. Metod: Studien utformades som en fallstudie med kvalitativ ansats. Sju semistrukturerade intervjuer med ledare i ett bemanningsföretag utfördes på Zoom och kompletterades i efterhand med interna-och externa dokument samt nyhetsartiklar. Resultat och Slutsats: Resultatet visade på att äldre medarbetare motiveras genom autonomi, samhörighet och kompetens i sitt arbete som är utgångspunkter i inre motivation. Likaså motiverades de genom yttre motivation och motivationsfaktorer såsom berömmelse, ansvar, erkännande och ekonomiska aspekter. Äldre medarbetares motivation främjas även när ledare upprätthåller god arbetsrelation till dem samt tar hänsyn till deras intressen.
|
866 |
Varför slutar svenska ungdomsfäktare att tävla? : En kvalitativ studie om före detta fäktares upplevelser / Why do Swedish youth fencers drop out from competing? : A qualitative study of former fencers experiencesLewin, Johan January 2023 (has links)
Syfte Syftet med detta arbete var att ur före detta tävlings-fäktares perspektiv undersöka orsakerna bakom de omfattande avhopp som sker i övergången mellan ungdoms- och seniorklass i svensk fäktning, samt vad föreningar och förbund kunnat göra för att motverka dessa avhopp. Studien syftar även till att undersöka vilka åtgärder föreningar och förbund kan göra för att främja återupptagandet av tävlande enligt före detta tävlings-fäktare. Vilka orsaker ser före detta värj-fäktande ungdomar till varför de slutade tävla? Vilka åtgärder kunde föreningar och förbund vidtagit enligt före detta värjfäktare för att förhindra deras avhopp ifrån tävlande som ungdomar? Vilka åtgärder kan enligt före detta värjfäktare föreningar och förbund vidta för att främja återupptagande av tävlande? Metod Studiens teoretiska utgångspunkt är motivationsteorin self-determination theory (SDT) och är genomförd med en kvalitativ ansats. Sex semistrukturerade intervjuer har genomförts med före detta fäktare. Intervjuerna har analyserats med tematisk innehållsanalys. Resultat Respondenterna upplevde ett kompetensbekräftande genom tävlandet samt en stark känsla av tillhörighet och när dessa faktorer försvann eller minskade i omfattning ledde det till avhopp. Vidare framkom att avhoppen hade kunnat förhindrats. Därutöver framkom att fäktarna kan ställa sig positiva till att återuppta tävlandet som motionärer ifall det skulle finnas en attraktiv breddverksamhet vad gäller både tävlingar och träningar. I ett återupptagande av tävlandet hade det sociala sammanhanget varit högt prioriterat men också möjligheten att få mäta sig mot fäktare på liknande nivå som de själva i anpassade tävlingsformer. Slutsats Det fanns ett starkt samband mellan avhoppen och att de psykologiska behoven upphörde att uppfyllas av deltagande i sporten. Svensk fäktning kunde under ungdomsåren starkt uppfylla behoven kopplade till att känna samhörighet och kompetens och även i viss mån autonomi men misslyckades med att tillgodogöra de grundläggande psykologiska behoven när fäktarna blev äldre. Vidare visar detta vikten av att föreningar och förbund arbetar aktivt med att tillgodose de grundläggande psykologiska behoven för motivation ifall avhoppen ska minskas och för att främja till återupptagandet av tävlande. / Aim The aim of this study was to investigate, from the perspective of former competitive fencers, the reasons behind the high level of drop outs that occur in the transition between youth and senior levels in Sweden, as well as what clubs and federations could have done to counteract these drop outs. The study also aimed to investigate what measures clubs and federations can take to promote the resumption of competing according to former competitive fencers. - What reasons do former épée fencing youths give as why they stopped competing? - According to former épée fencers, what measures could clubs and federations have taken to prevent youth drop out? - According to former épée fencers, what measures can clubs and federations take to promote the resumption of competing? Method The study's theoretical framework was the self-determination theory (SDT) and the research body was qualitative. Six semi-structured interviews have been conducted with former fencers. The interviews have been analyzed using thematic content analysis. Results The results showed that the former fencers had experienced a confirmation of competence through competitions, as well as a strong sense of belonging to their teammates and friends in the sport. When these factors disappeared or decreased, it led to drop outs. It also emerged that these drop outs could have been prevented. In addition, it emerged that the fencers are positive about resuming competition recreationally if there is an wide range of activities in terms of both competitions and training targeted at recreational fencers. For the resumption of competing, social context has been identified as a high priority. Another high priority is the opportunity to compete against fencers of a similar level to themselves in adapted forms of competition. Conclusions There was a strong correlation between the drop out of youth fencers and their psychological needs not being fulfilled in the sport. During childhood of the respondents, participation in fencing strongly fulfilled the need for a sense of belonging and feeling of competence, and to a certain extent autonomy. Fencing in Sweden however failed to provide this as the fencers got older. Furthermore, if drop outs are to be reduced and the competing is to be resumed, the study demonstrates the importance of clubs and confederations working actively to meet the psychological needs of the athletes.
|
867 |
Student Perceptions of Doctoral Faculty Advisors and How They Support Motivation in an Online, Professional Doctorate ProgramBarnickle, Julie Elizabeth 27 April 2023 (has links)
No description available.
|
868 |
[en] MOTIVATION TO LEARN FROM HIGH SCHOOL STUDENTS IN RIO DE JANEIRO DURING THE COVID-19 PANDEMIC / [pt] MOTIVAÇÃO PARA APRENDER DE ALUNOS DO ENSINO MÉDIO DO RIO DE JANEIRO DURANTE A PANDEMIA DE COVID-19MARIA CRISTINA DE OLIVEIRA SILVEIRA 24 January 2022 (has links)
[pt] Essa pesquisa investigou a motivação para aprender de jovens alunos do ensino médio da Rede Pública Estadual do Rio de Janeiro frente às adversidades vivenciadas durante o isolamento social imposto pela pandemia de covid-19 e ao uso das TIC e/ou de material impresso para continuar, de forma remota, os estudos no ano de 2020. Para tanto, olhamos para o campo delimitado - alunos de nove escolas de ensino médio da rede pública de ensino do Rio de Janeiro -, pelos preceitos da Teoria da Autodeterminação, que afirma que existem três necessidades psicológicas básicas – de autonomia, competência e pertencimento (vínculo) – cuja satisfação é imprescindível para a motivação e o bem-estar, mas podem sofrer influências contextuais. A pesquisa consistiu de 3 estudos articulados: um estudo quantitativo, realizado com alunos que estudaram majoritariamente pelo uso do aplicativo Classroom; um estudo quantitativo com alunos que fizeram uso de material impresso; um estudo de base qualitativa, com alunos de ambos os grupos, realizado a partir de entrevistas. Os materiais dos dois estudos de base quantitativa foram submetidos a análises estatísticas psicométricas; as entrevistas foram submetidas a análise de conteúdo. Os resultados foram discutidos à luz da literatura sobre motivação, especificamente a Teoria da Autodeterminação, e da literatura sobre cultura escolar. De modo geral, os resultados indicam que as condições de estudo em 2020 não favoreceram as percepções dos alunos quanto ao atendimento das necessidades psicológicas associadas à motivação para aprender (autonomia, vínculo e competência), principalmente o vínculo. Indicam, ainda, a falta de letramento digital e de autorregulação da aprendizagem. / [en] This research investigated the motivation to learn of young high school students from the State Public Network of Rio de Janeiro in face of the adversities experienced during the social isolation imposed by the covid-19 pandemic and the use of ICT and/or printed material to remotely continue the studies in the year 2020. Therefore, we look at the delimited field - students from nine high schools in the public education system in Rio de Janeiro -, according to the precepts of the Self-Determination Theory, which states that there are three basic psychological needs – autonomy, competence and belonging (bond) – whose satisfaction is essential for motivation and well-being but may suffer contextual influences. The research consisted of 3 articulated studies: a quantitative study, carried out with students who studied mainly through the use of the Classroom application; a quantitative study with students who used printed material; a qualitative-based study, with students from both groups, carried out through interviews. The materials from two quantitatively-based studies were subjected to psychometric statistical analyses; interviews were subjected to content analysis. Results were discussed from the perspective of the literature on motivation, specifically the Self-Determination Theory, and the literature on school culture. Overall, the results indicate that study conditions in 2020 did not favor the student s perceptions of meeting the psychological needs associated with the motivation to learn (autonomy, bonding and competence), especially bonding. They also indicate the lack of digital literacy and self-regulation of learning.
|
869 |
Global Crowdsourcing for Climate Change: Citizen engagement in environmental monitoring : An exploratory case study of breaking a world record with dronesAguilera Bezrokov, Yambot, Bouman, Jennifer January 2022 (has links)
The rise of crowdsourcing practices has revolutionized the way in which organizational tasks can be performed. One application of crowdsourcing that has been receiving growing attention over the past decade is using the crowd to collect environmental data that is needed to monitor, manage and predict environmental events. Most projects are still in their initial stages and since these projects often require high levels of citizen participation, there is a need to better understand the motivations for individuals to(dis)engage in these crowdsourcing projects, especially when long-term participation is required. Therefore, the aim of this thesis is to explore the motivations of individuals that participated in a crowdsourcing project for environmental data collection. Building on Self-Determination Theory, Social Exchange Theory and Social Identity theory, a case was studied of an organization that successfully motivated citizens from all over the world to use their drones to collect geographic climate data. In total, ten interviews were conducted with the drone-operators. The findings suggest that participants felt intrinsically motivated to engage because they wanted to do good, cared about climate change and were passionate about flying drones. Additionally, they experienced extrinsic motivations such as the possibility of gaining future job offers, recognition, and experience. Moreover, since participation was deemed relatively easy and straightforward, costs of participation were low and outweighed by the benefits. Finally, feeling part of a wider community made the participants more motivated to engage. Using crowdsourcing to collect environmental data on a wider spatiotemporal scale can help guide policy-making that mitigates or manages the impacts of climate change. Future projects would benefit from more and diversified research that support the design of long-term participation schemes, as the success of the projects depends on the level of citizen engagement.
|
870 |
Citizen OSINT Analysts : Motivations of Open-Source Intelligence VolunteersCochrane, Josie January 2022 (has links)
The amount of open-source information – that is, data, images, and footage that is openly available to the public - is growing exponentially. With it, so is the number of citizens analysing this data to form open-source intelligence (OSINT). Using the 2022 invasion of Ukraine as a case study, this study highlights the motivations behind the citizen OSINT analysts who are uncovering events on the frontline and verifying significant amounts of data from such events. Through interviews with 10 citizen OSINT analysts – all voluntarily contributing to OSINT in relation to the invasion of Ukraine, as well as other major OSINT projects – this study demonstrates the motivations behind this growing community. The findings reflect a new era of participation and advocacy and are a demonstration of self-determination theory. The findings demonstrate citizens’ sceptic views towards traditional media but also, that with a more analytical approach, with improved transparency and collaboration there is reason to be optimistic about the future of journalism and audience engagement.
|
Page generated in 0.2061 seconds