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Toward a Critique of the Message Construct in CommunicationWilson, John K. (John Kenneth) 08 1900 (has links)
The idea of an inherent structure of meaning in human communication is identified as the message construct. Traces of the construct in textbook models of the basic communication process and in popular magazine images of communication are examined. The argument is raised that objectifying the message has resulted in a paradigm which focuses disproportionately on explicit, representational, and instrumental aspects of communication. An alternative conception is proposed which would take into account implicit, constitutive, and generative aspects.
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Resolving an instructional problem in nursing education through the use of generic instructional designTennis, Margaret D. Rhodes, Dent. January 1993 (has links)
Thesis (Ed. D.)--Illinois State University, 1993. / Title from title page screen, viewed February 20, 2006. Dissertation Committee: Dent M. Rhodes (chair), Ray Davidson, Donald Kachur, Rebecca Shaw. Includes bibliographical references (leaves 237-246) and abstract. Also available in print.
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The Theoretical and Practical Considerations for Effective Design, Development,and Evaluation of an Asynchronous Review Module on Interpersonal CommunicationsHollandsworth, Randall Jackson 29 April 2005 (has links)
This research evaluates the theoretical and practical capabilities for design, development, and evaluation for a computer-based learning module for interpersonal communications. A Type One developmental study provides an asynchronous review module for a professional leadership training provider to follow up instructor-led training. The module consists of elearning review modules and animated simulations to practice the scenario-based skill practice. The literature review identifies that using online technologies as an instructional strategy offers specific advantages for summative learning strategies. In addition, studies find computer-based role-playing strategies can enhance the learning of interpersonal skills. The use of computer-based, asynchronous strategies build from the findings of four relevant studies: Weller and Blaireâ sâ (1977) use of computer-assisted judging and feedback; Schroeder's (1986) use of videodisc technology to effectively teach interpersonal skills; Kass, Burke, Blevis, and Williamson's (1993) Guided Social Simulation Model; and Holsbrink-Engel's (1997) use of computer-based role plays. One key finding from the various studies suggests that transfer of learning and skill application are dependent on post-instructional maintenance following the initial learning event. This review investigates the elements of learning interpersonal communications, the application of asynchronous strategies to achieve this learning, and effective post-instructional strategies that support comprehension and skill transfer. / Ph. D.
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Social Media Reactions - An Empirical Study about the Shifting Communication Dynamics on FacebookSöderqvist, Maria January 2016 (has links)
Facebook is in the forefront when it comes to technical development and allowing new and faster communication opportunities. In this study, one of the latest technical additions on Facebook is being researched; namely the reaction-button. The aim of this paper is to understand the usage of the reaction-button as well as its impact on interpersonal communications, immediacy and speed in society. The research focuses on six different themes; Culture of Speed, Social acceleration, Space and time, Media richness, Immediacy as well as Telemediation. Empirical material have been collected through qualitative Think-aloud interviews and quantitative content analysis. The research is, among other things, questioning the actual need of a reaction-button and whether it is used the way it is intended. Furthermore, it presents the problematics within a potential harm on social relationships, a loss in communicative value and an inactive behavior caused by the obsession about speeding up online social interactions.
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A Gamification Theory : A study of loyalty enhancement in the retail contextHasnat, Radiat January 2020 (has links)
Gamification is a concept that is gaining significant recognition in the field of business administration in general and marketing in particular. Gamification has been gaining the interest of researchers recently with mostof the studies being conducted during the last three years. Gamification presents an opportunity for businesses to gain consumers’ attention and engagement through different aspects and elements of it. Organizations such as Pinchos, the restaurant have utilized those gaming elements in order to grow their revenues and keep the customers engaged while ordering food. Despite the exponential growth of gamification in the business world, studies on its marketing effectiveness and the influence of its elementsare lacking.To fill this gapin the literature, this researchaims to gain a deeper understanding of gamification and its different elements, byfocusingon the utilization of gamification as a digital marketing tool to enhance customer loyalty and retention in retail store setting. Therefore, this researchaimsfirst to identify all the factorsaffecting store choice. Second, identify and examine the different factors affecting retail store loyalty. Finally, the differentelements of gamificationare identifiedand their effect on loyalty are studied.In order to fulfil thepurpose of the studywe have collaborated with ChildrensHouse, a retail toy store located in Umea, Sweden, in order to gain insights from current and potential customers. A quantitative study was conducted,and the sample population chosen was generation Y parents, due to their digital literacy. To add a degree of credibility to the research, a short interview with Simon, the owner of ChildrensHouse, was conducted in order to gain managerial insights as well.The main conclusions of this research include,the different factors affecting retail toy store choices which were: store attributes, product attributesand demographics; the factors influencing loyaltywhich were: interpersonal communications, impersonal communications, direct experience, distance, value for moneyand engagement in gamified applications. Finally, the research results indicate that gamification when utilized as an engagement application will enhance customer retention and store loyalty.
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The Internet as an Anchor: A Comparative Analysis Model of Internet Advocacy and Web Site Production in Japan and the Issue of History Textbook ReformDowdle, Daniel Mark 22 November 2005 (has links) (PDF)
This master's thesis is a grounded theory study of the development of the Internet as a tool for political action in Japan by groups and individuals producing web pages on the issue of history textbook reform. Through the analysis of 14 in-depth interviews, a framework is developed for understanding the role the Internet has taken in political action in Japan. As activists utilize the Internet in political activism, the Internet appears to be developing into an anchor for continuing political activism. For activists, the Internet is a central point of reference for both mass communication and interpersonal communication activities. The model indicates that the political alignment of an activist is an important factor in determining his or her preference for either interpersonal or mass communication on the Internet. Activists on the left tend to use the Internet as a tool for interpersonal communication and coordination, while activists on the right tend to view the Internet as a tool for mass persuasion. The model of Internet activism developed in the thesis is also compared with models of communication derived from theories of technological determinism and social shaping of technologies. Consistent with technological determinist ideas, the Japanese case demonstrates that as activists rely on the Internet, other media show signs of becoming content for the new medium. However, the Japanese case also shows that pre-existing needs and the political framework of an activist have a strong shaping effect on Internet use, indicating the importance of a social shaping of technologies approach.
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