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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.
271

Ability beliefs, achievement goals and intrinsic motivation in physical education

Wang, C. K. John January 2001 (has links)
This thesis examined the relationships of the conceptions of sport ability, achievement goals, and intrinsic motivation in Physical Education. Studies 1 and 2 investigated the psychometric properties of the Conceptions of the Nature of Athletic Ability Questionnaire (CNAAQ), a measure of sport ability beliefs. Results showed that the revised version of the scale possesses sound psychometric properties in assessing sport ability beliefs among children and youth. In addition, the relationships between ability beliefs, goal orientations, perceived competence, and behavioural indicators (intentions and amotivation) were also examined in the first two studies. An incremental belief predicted task orientation, whereas an entity belief predicted ego orientation. Intentions to be physically active were predicted by goal orientations indirectly through perceived competence, and directly by task orientation. In addition, amotivation was predicted directly and indirectly by ability beliefs and directly by achievement goals. Specifically, entity beliefs directly predicted amotivation, task orientation negatively predicted amotivation. Study 3 examined the interrelationships between ability beliefs, achievement goals, perceived competence, behavioural regulation, and arnotivation using cluster analysis. Five distinct clusters were identified based on these motivational constructs and these profiles were found to be related to perceived physical self-worth and levels of sport participation. Study 4 experimentally manipulated sport ability beliefs and examined their causal influence on achievement goals and motivation patterns when faced with failure. The causal link between ability beliefs and goals was supported. Ability attributions for failure were stronger for entity theorists compared to incremental theorists. However, hypotheses predicting differences on effort attributions, affective reactions, and behavioural markers were not supported. Study 5 examined the effects of goal involvement on enjoyment and intrinsic motivation under positive feedback. The results suggested that task-involved and ego-involved participants did not differ in self-reported enjoyment and free-choice behaviour measure. However, the free-choice behaviour of the ego-involved participants may not be fully intrinsically motivated. In addition, autonomous communication increased the positive effects of task and ego involvement on intrinsic motivation and enjoyment, whereas controlling communication had an undermining effect. Overall, results show that high incremental beliefs and high task orientation facilitate adaptive motivational patterns. Autonomy-supportive contexts also enhanced students' task motivation compared to controlling contexts.
272

Inre och yttre motivation : En studie om vilka faktorer som motiverar unga medarbetare mest i fyra detaljhandelsföretag

Tribble, Joel Lawrence, Jimaale, Abdi Fatah January 2013 (has links)
Titel: Inre och yttre motivation – En studie om vilka faktorer som motiverar unga medarbetare mest i fyra detaljhandelsföretag Nivå: C- uppsats i ämnet företagsekonomi Författare: Joel Lawrence Tribble & Abdi Fatah Jimaale Handledare: Lars Ekstrand Datum: 2013 – Juni Syfte: Syftet med undersökningen är att, med hänsyn till incitamenten som tillämpas i detaljhandelsföretag, studera huruvida det är inre eller yttre motivationsfaktorer som har störst positiv påverkan på unga medarbetares motivation. Våra forskningsfrågor är: Är det inre eller yttre motivationsfaktorer som har störst positiv påverkan på unga medarbetares motivation? Vilka incitament tillämpar företag för att motivera sina medarbetare att utföra önskade prestationer? Metod: Vi har gjort fallstudier på fyra branschledande detaljhandelsföretag, där vi utförde fyra kvalitativa intervjuer med företagens respektive chefer. Vi delade även ut 60 enkäter till de valda företagens respondenter där vi riktade oss till unga medarbetare i åldrarna 15-30 år. Även sekundärdata som litteratur inom området och tidigare forskning har studerats. Informationen som genererats behandlades och analyserades vilket sedan ledde till vår slutsats. Resultat & Slutsats: Vi har kommit fram till att arbetstrygghet och goda arbetskamrater är de två mest motiverande faktorerna bland studiens unga medarbetare, och dessa är inre motivationsfaktorer. Förslag till fortsatt forskning: Vilka skillnader av motivationspreferenser finns det mellan olika generationsgrupper? Vilket styrsystem motiverar medarbetare mest? Utformar företag sina incitamentsystem på ett effektivt sätt?                      Uppsatsens bidrag: Det bidrag som uppsatsen gett är en ökad förståelse om vad som motiverar unga medarbetare mer och mindre inom detaljhandeln, och vilka incitament de valda företagen använder för att motivera sina medarbetare att utföra önskade prestationer. / Title: Intrinsic and extrinsic motivation - a study of what motivates young employees the most within four retail businesses. Level: Final assignment for Bachelor Degree in Business Administration Authors: Joel Lawrence Tribble & Abdi Fatah Jimaale Supervisor: Lars Ekstrand Date: 2013 - June Aim: The purpose of the study is that, given the incentives applied in the retail businesses, consider whether it is intrinsic or extrinsic motivators that have the greatest positive impact on young employees' motivation. Our research questions are:                      Is it intrinsic or extrinsic motivators that have the greatest positive impact on young employees' motivation?     What incentives do companies apply to motivate their employees to perform the desired performance?             Method: We have done case studies on four industry-leading retail companies, where we conducted four interviews with their respective managers. We also distributed 60 surveys to the selected companies employees where we aimed ourselves to young employees aged 15-30 years. Secondary data in forms of literature and prior research have been studied. The information generated were then processed and analyzed, which then led to our conclusion. Result & Conclusions: We have found that job security and good coworkers are the two most motivating factors among the study's young employees, and these are intrinsic motivators. Suggestions for future research:           What are the differences of motivation preferences between different generational groups? Which control system motivates employees the most? Do companies design their incentive systems in an efficient way? Contribution of the thesis: The contribution that the thesis has given is an increased understanding of what motivates young employees more and less within the detail industry, and what incentives the studied companies use to motivate their employees to perform the desired performance.
273

Motivation i dans : En kvalitativ studie om inre och yttre motivation hos vuxna kvällskurselever / Motivation in dance : Intrinsic and extrinsic motivation of adult evening class pupils

Pylkkänen, Amanda January 2018 (has links)
The purpose of this study is to examine what motivates adult pupils to participate evening dance classes at School of Dance and Circus. In addition to this, the purpose is to find out if their motivation is more intrinsic or extrinsic. Furthermore, the study aims towards investigating how dance pedagogues can develop their teaching with this specific target group to support the pupil’s interests and desires. The questionnaires of one evening dance course consisting of 11 pupils are analysed with Grounded Theory. The results show that there are 15 motivational factors: Joy, Development in dance, Physical development, Promotion of mental well-being, Other activity and Other form of training, Price, Curiosity, Cognitive development, Challenge, Aesthetics, Different experience of dance class, Social interaction, Prevention of pain and Prevention of injuries. The first six ones can be summarized as Self-fulfilment that work as the basis for the theory of the study. It is also shown that the motivation of the target group is more intrinsic than extrinsic. Promotion of experience of flow and creativity, preference of using mastery goal structures and teaching with direct instructions enforce intrinsic motivation and serve pupils’ interests and desires. These are suggested to dance pedagogues to use for developing their teaching with this target group.
274

HRM as a motivator to share knowledge : The importance of seeing the whole picture

Pääkkö, Yasmina, Samuelsson, Kristine January 2018 (has links)
Connecting Human Resource Management (HRM) and knowledge transfer through motivation is a new research area. Out of the few existing studies there is a predominance of quantitative studies, which are showing inconclusive results. As a response, this study uses a qualitative micro perspective to investigate how HRM practises influence intrinsic- and extrinsic motivation to share knowledge. It is important to divide motivation into intrinsic and extrinsic, as it impacts knowledge sharing differently. Former studies have identified a need to study the whole HRM system, therefore, to capture differences in motivation among employees exposed to the same system, this thesis takes on a single case study approach. Qualitative interviews were held with employees at an MNC that relies on knowledge intensive activities. The findings showed that employees were motivated intrinsically through career development and extrinsically by the performance management system. The supportive climate showed to influence motivation to share knowledge, both directly and indirectly. Job design was shown to work well in combination with other practises. Finally, a key finding was the importance of having an aligned HRM system.
275

The relations between self-determination, achievement motivation and academic achievement

Mnyandu, Pamela Tinky 11 1900 (has links)
This study's aim was to investigate whether self-determined behaviour and achievement motivation impact learner's academic performance. Convenient geographic sampling was used to select three pnmary schools in Soshanguve. A likert type questionnaire was used to collect data from 120 learners. Item analyses were preformed to investigate the reliability of subscales. Three hypotheses were tested using analysis of variance and Pearson product moment correlations. The first, which predicted that intrinsic motivation is positively related to academic achievement, was not supported. Both intrinsically and extrinsically motivated learners achieved better in academic tasks than amotivated learners. The second, which predicted a negative correlation between extrinsic motivation extrinsic motivation and academic performance, was also not supported. The third, which predicted that there is a negative correlation between amotivation and academic performance, was confirmed. General conclusions, recommendations, and limitations of the study are discussed. / Psychology / M.A. (Psychology)
276

Tocar/jogar Rocksmith : as experiências de flow de jovens guitarristas que jogam games de música

Pfützenreuter, Allan César January 2013 (has links)
A presente pesquisa teve como objetivo investigar as experiências de flow de jovens guitarristas ao jogarem o game Rocksmith. Os objetivos específicos foram identificar as condições e as características das experiências de flow presentes no relato de jovens guitarristas ao jogarem Rocksmith e relacionar as condições e características das experiências de flow de jovens guitarristas ao jogarem Rocksmith com as atividades musicais propostas no game. O referencial teórico desta pesquisa está fundamentado na Teoria do Flow de Mihaly Csikszentmihalyi (1992) que investigou as circunstâncias e ambientes que levam um indivíduo a experimentar um estado de imersão e satisfação na realização de determinada atividade, assim como, sistematizou as características daquilo que as pessoas sentem quando vivenciam esta experiência. As experiências de flow têm estreita relação com a motivação intrínseca, a aprendizagem e o desenvolvimento de habilidades cada vez mais complexas. O método desta pesquisa consistiu em um estudo de entrevistas qualitativas com seis jogadores do game Rocksmith que residem em Porto Alegre e Nova Petrópolis, ambas as cidades no Rio Grande do Sul. Como instrumento de coleta de dados, foram utilizadas entrevistas semiestruturadas construídas a partir das sete dimensões da Teoria do Flow. As características reveladas pelos entrevistados ao jogarem Rocksmith mostraram que o game satisfaz as condições e as características das experiências de flow, com exceção das dimensões fusãoação consciência e perda da autoconsciência. O sistema de níveis de dificuldade do Rocksmith foi um aspecto positivo destacado pelos participantes, assim como, o forte sentimento de controle onde os entrevistados afirmaram não sentir diferença entre tocar guitarra fora ou dentro do game. Os dados fornecidos também revelaram que o estado de flow não é uma experiência linear, mas diversa, circunstancial, além de complexa e multifacetada. O sentimento positivo da aprendizagem musical vinculada à diversão de jogar Rocksmith foi evidenciado pelos entrevistados revelando que a dicotomia entre aprender e se divertir deve ser repensada, especialmente para as aulas de música. / The following research aimed at investigating the flow experiences of young guitarists by playing the game Rocksmith. The specific goals were to investigate the preconditions and the characteristics of flow experiences in young guitarists’ reports by playing Rocksmith; and to relate the preconditions and characteristics of flow experiences of young guitarists by playing Rocksmith with the musical activities proposed by the game. The theoretical framework of the current research was based in the Flow Theory proposed by Mihaly Csikszentmihalyi (1990) who investigated the circumstances and the activities that lead an individual to a state of immersion and enjoyment in what one is doing, as well as, systematized the characteristics of what people feel when they experience this state. The flow experiences have a close relationship with intrinsic motivation, with learning processes and with the development of increasingly complex skills. The method consisted of qualitative interview studies with six Rocksmith players living in Porto Alegre and Nova Petrópolis, both cities sited in Rio Grande do Sul State - Brazil. Data collection was carried out through semi-structured interviews built upon seven dimensions of Flow Theory. The characteristics revealed by respondents showed that Rocksmith satisfied the flow experience’s preconditions and characteristics with the exception of merging of action and awareness, and loss of self-consciousness dimensions. Rocksmith’s dynamic difficulty adjustment system was a positive aspect reported by respondents, as well as, a strong sense of control where participants revealed to feel no difference between playing guitar in or out the game. The results showed that flow state is not a linear experience, but diverse, circumstantial, complex and multifaceted. The subjective well-being of music learning linked with feelings of fun by playing Rocksmith was evidenced by respondents revealing the dichotomy between learn and play should be rethought, specially, in music classes.
277

Tocar/jogar Rocksmith : as experiências de flow de jovens guitarristas que jogam games de música

Pfützenreuter, Allan César January 2013 (has links)
A presente pesquisa teve como objetivo investigar as experiências de flow de jovens guitarristas ao jogarem o game Rocksmith. Os objetivos específicos foram identificar as condições e as características das experiências de flow presentes no relato de jovens guitarristas ao jogarem Rocksmith e relacionar as condições e características das experiências de flow de jovens guitarristas ao jogarem Rocksmith com as atividades musicais propostas no game. O referencial teórico desta pesquisa está fundamentado na Teoria do Flow de Mihaly Csikszentmihalyi (1992) que investigou as circunstâncias e ambientes que levam um indivíduo a experimentar um estado de imersão e satisfação na realização de determinada atividade, assim como, sistematizou as características daquilo que as pessoas sentem quando vivenciam esta experiência. As experiências de flow têm estreita relação com a motivação intrínseca, a aprendizagem e o desenvolvimento de habilidades cada vez mais complexas. O método desta pesquisa consistiu em um estudo de entrevistas qualitativas com seis jogadores do game Rocksmith que residem em Porto Alegre e Nova Petrópolis, ambas as cidades no Rio Grande do Sul. Como instrumento de coleta de dados, foram utilizadas entrevistas semiestruturadas construídas a partir das sete dimensões da Teoria do Flow. As características reveladas pelos entrevistados ao jogarem Rocksmith mostraram que o game satisfaz as condições e as características das experiências de flow, com exceção das dimensões fusãoação consciência e perda da autoconsciência. O sistema de níveis de dificuldade do Rocksmith foi um aspecto positivo destacado pelos participantes, assim como, o forte sentimento de controle onde os entrevistados afirmaram não sentir diferença entre tocar guitarra fora ou dentro do game. Os dados fornecidos também revelaram que o estado de flow não é uma experiência linear, mas diversa, circunstancial, além de complexa e multifacetada. O sentimento positivo da aprendizagem musical vinculada à diversão de jogar Rocksmith foi evidenciado pelos entrevistados revelando que a dicotomia entre aprender e se divertir deve ser repensada, especialmente para as aulas de música. / The following research aimed at investigating the flow experiences of young guitarists by playing the game Rocksmith. The specific goals were to investigate the preconditions and the characteristics of flow experiences in young guitarists’ reports by playing Rocksmith; and to relate the preconditions and characteristics of flow experiences of young guitarists by playing Rocksmith with the musical activities proposed by the game. The theoretical framework of the current research was based in the Flow Theory proposed by Mihaly Csikszentmihalyi (1990) who investigated the circumstances and the activities that lead an individual to a state of immersion and enjoyment in what one is doing, as well as, systematized the characteristics of what people feel when they experience this state. The flow experiences have a close relationship with intrinsic motivation, with learning processes and with the development of increasingly complex skills. The method consisted of qualitative interview studies with six Rocksmith players living in Porto Alegre and Nova Petrópolis, both cities sited in Rio Grande do Sul State - Brazil. Data collection was carried out through semi-structured interviews built upon seven dimensions of Flow Theory. The characteristics revealed by respondents showed that Rocksmith satisfied the flow experience’s preconditions and characteristics with the exception of merging of action and awareness, and loss of self-consciousness dimensions. Rocksmith’s dynamic difficulty adjustment system was a positive aspect reported by respondents, as well as, a strong sense of control where participants revealed to feel no difference between playing guitar in or out the game. The results showed that flow state is not a linear experience, but diverse, circumstantial, complex and multifaceted. The subjective well-being of music learning linked with feelings of fun by playing Rocksmith was evidenced by respondents revealing the dichotomy between learn and play should be rethought, specially, in music classes.
278

Att motivera elever till läsning : En intervjuundersökning om hur lärare i årskurs 1–3 säger sig arbeta med läsmotiverande strategier / Motivating students to read : An interview study on how teachers in grades 1–3 say they work with reading motivating strategies

Olofsson, Anna, Persson, Emelie January 2018 (has links)
Studiens syfte är att undersöka hur lärare i årskurs 1–3 säger sig arbeta med skönlitteratur i undervisningen för att stimulera elevernas inre och yttre motivation till läsning. Den metod som användes för att samla in material är semistrukturerade intervjuer. Intervjuer gjordes med fem lärare som arbetar i årskurs 1–3. Utgångspunkten för studien är tidigare forskning om läsmotivation samt teorier om begreppen inre och yttre motivation. Resultatet visar att lärarna arbetar på många olika sätt för att öka elevernas läsmotivation. De använder olika läsutmaningar för att eleverna ska läsa mer och de samtalar med dem om varför det är viktigt att läsa. Däremot visar resultatet att lärarna inte fokuserar på begreppen inre och yttre motivation i någon större utsträckning. Resultatet visar också de svårigheter lärarna möter i arbetet när de ska motivera eleverna till läsning. Lärarna berättade att en del elever inte har någon läskultur hemifrån och att vårdnadshavarna inte är stöttande när det kommer till läsning. Detta anser lärarna vara ett problem då det kan vara svårt att få dessa elever motiverade till läsning.
279

Motivace hráčů fotbalu v závislosti na úrovni soutěže a herní vytíženosti / Motivation of football players

Hamada, Martin January 2018 (has links)
Title: Motivation football players under influence of level of competition and loading level Objectives: The first aim of this study is to describe the motivation of football players. The second aim is to find out how players' motivational structure changes depending on the level of gaming. The third aim of the thesis is to verify the hypotheses regarding the motivation structure and their changes on the set criteria. Methods: This is a cross-sectional study. The data was obtained using the Czech version of the Sport motivation scale. Relationships between motivation and the monitored variables (belonging to the given team - level of competition, gaming load) were evaluated using the Spearman correlation coefficient. Comparison of motivation at clubs at different levels of competition was performed using the t-test. By comparison, the data were compared with the results of other relevant studies. Results: On a given sample (n = 50), we found a correlation of the positive and the negative direction. At the alpha level of 0.1, a negative amortization correlation was found at the descending team level (R = 0.26; p-value = 0.07). A similar result was given by the result of the t-test, when we found a significant difference between the players from AC Sparta Praha and non-selective clubs (T = 2.8;...
280

Tocar/jogar Rocksmith : as experiências de flow de jovens guitarristas que jogam games de música

Pfützenreuter, Allan César January 2013 (has links)
A presente pesquisa teve como objetivo investigar as experiências de flow de jovens guitarristas ao jogarem o game Rocksmith. Os objetivos específicos foram identificar as condições e as características das experiências de flow presentes no relato de jovens guitarristas ao jogarem Rocksmith e relacionar as condições e características das experiências de flow de jovens guitarristas ao jogarem Rocksmith com as atividades musicais propostas no game. O referencial teórico desta pesquisa está fundamentado na Teoria do Flow de Mihaly Csikszentmihalyi (1992) que investigou as circunstâncias e ambientes que levam um indivíduo a experimentar um estado de imersão e satisfação na realização de determinada atividade, assim como, sistematizou as características daquilo que as pessoas sentem quando vivenciam esta experiência. As experiências de flow têm estreita relação com a motivação intrínseca, a aprendizagem e o desenvolvimento de habilidades cada vez mais complexas. O método desta pesquisa consistiu em um estudo de entrevistas qualitativas com seis jogadores do game Rocksmith que residem em Porto Alegre e Nova Petrópolis, ambas as cidades no Rio Grande do Sul. Como instrumento de coleta de dados, foram utilizadas entrevistas semiestruturadas construídas a partir das sete dimensões da Teoria do Flow. As características reveladas pelos entrevistados ao jogarem Rocksmith mostraram que o game satisfaz as condições e as características das experiências de flow, com exceção das dimensões fusãoação consciência e perda da autoconsciência. O sistema de níveis de dificuldade do Rocksmith foi um aspecto positivo destacado pelos participantes, assim como, o forte sentimento de controle onde os entrevistados afirmaram não sentir diferença entre tocar guitarra fora ou dentro do game. Os dados fornecidos também revelaram que o estado de flow não é uma experiência linear, mas diversa, circunstancial, além de complexa e multifacetada. O sentimento positivo da aprendizagem musical vinculada à diversão de jogar Rocksmith foi evidenciado pelos entrevistados revelando que a dicotomia entre aprender e se divertir deve ser repensada, especialmente para as aulas de música. / The following research aimed at investigating the flow experiences of young guitarists by playing the game Rocksmith. The specific goals were to investigate the preconditions and the characteristics of flow experiences in young guitarists’ reports by playing Rocksmith; and to relate the preconditions and characteristics of flow experiences of young guitarists by playing Rocksmith with the musical activities proposed by the game. The theoretical framework of the current research was based in the Flow Theory proposed by Mihaly Csikszentmihalyi (1990) who investigated the circumstances and the activities that lead an individual to a state of immersion and enjoyment in what one is doing, as well as, systematized the characteristics of what people feel when they experience this state. The flow experiences have a close relationship with intrinsic motivation, with learning processes and with the development of increasingly complex skills. The method consisted of qualitative interview studies with six Rocksmith players living in Porto Alegre and Nova Petrópolis, both cities sited in Rio Grande do Sul State - Brazil. Data collection was carried out through semi-structured interviews built upon seven dimensions of Flow Theory. The characteristics revealed by respondents showed that Rocksmith satisfied the flow experience’s preconditions and characteristics with the exception of merging of action and awareness, and loss of self-consciousness dimensions. Rocksmith’s dynamic difficulty adjustment system was a positive aspect reported by respondents, as well as, a strong sense of control where participants revealed to feel no difference between playing guitar in or out the game. The results showed that flow state is not a linear experience, but diverse, circumstantial, complex and multifaceted. The subjective well-being of music learning linked with feelings of fun by playing Rocksmith was evidenced by respondents revealing the dichotomy between learn and play should be rethought, specially, in music classes.

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