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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Exploring the value and limits of using outdoor adventure education in developing emotional intelligence during adolescence

Opper, 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
12

A Kirkpatrick evaluation of computer-integrated learning support material for technology education

Haupt, 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
13

The Garden/Patio in Residential Care Facilities for Older People : Characteristics and the Users Perspectives

Dahlkvist, Eva January 2015 (has links)
No description available.
14

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.
15

Visual Merchandising Approaches : A Comparative Study of High-End and Fast-Fashion Window Dressing Design

Cui, 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
16

Warten in gestalteter Umgebung: Gestaltungselemente im Wartebereich für das Wohlbefinden von Patient:innen

Luo, 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.
17

Technology and Gamification at Work / Teknik och spelifiering på jobbet

Engslätt, 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.
18

Vad förmedlar logotypen? : En designstudie / What does the logo communicate? : A design study

Takman, 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.
19

<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>
20

Gamification och online mathandel : ett förslag för att handla mer frukt och grönt. / Gamification and online grocery shopping : a proposal to buy more fruit and vegetables.

Nasufovski, Harun January 2019 (has links)
Online mathandel är en ständigt växande tjänst i Sverige eftersom fler människor börjar handla sin mat på nätet. Trots det äter svenskarna inte nyttigt då över 51% av befolkningen är överviktiga eller lider av fetma vilket kan leda till allvarliga sjukdomar. Inkluderingen av frukt och grönsaker i den dagliga kosten har visat sig vara det optimala sättet att motverka övervikt och sjukdomar. Sedan år 2010 har termen gamification bildats och inneburit att spelelement har använts inom olika sammanhang utanför spel. Studier har visat att implementeringen av gamification och spelelement som exempelvis poäng, badgesoch leaderboards inom olika tjänster har haft positiva inverkan inom lärande, undervisning och framförallt motivation. Syftet med studien var att undersöka hur gamification kunde motivera människor att handla mer frukt och grönsaker via en online mathandelssida. Studien genomfördes med en high-fidelity prototyp innehållande spelelementen badges, leaderboards, avatarer, poäng, förloppsindikatorer och feedback och testades på sex deltagare som tidigare hade handlat mat på nätet. De kvalitativa metoderna observation och intervju användes för att generera resultatet. Undersökningen resulterade i att deltagarna upplevde ökad motivation för att handla mer frukt och grönsaker och visade att gamification även kunde implementeras inom mathandel på nätet. / Online grocery shopping is an ever-growing service in Sweden, as more people are starting to purchase their food online. Despite this, the Swedes do not eat well since over 51% of the population is overweight or obese, which can lead to serious diseases. The inclusion of fruits and vegetables in the daily diet has proven to be the optimal way to counteract obesity and diseases. Since year 2010, the term gamification has been formed and has meant that game elements have been used in different contexts outside of games. Studies have shown that the implementation of gamification and game elements such as points, badges and leaderboards in various services has had a positive impact on learning, teaching and, above all, motivation. The purpose of the study was to investigate how gamification could motivate people to purchase more fruit and vegetables via an online grocery shopping site. The study was conducted with a high-fidelity prototype containing the game elements badges, leaderboards, avatars, points, levels and feedback and was tested on six participants who had previously purchased food online. The qualitative methods of observation and interview were used to generate the result. The study resulted in the participants experiencing increased motivation to purchase more fruit and vegetables and showed that gamification could also be implemented in online grocery shopping services.

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