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Transcending Engineering’s ‘Weed-Out’ Culture by Investigating the Impacts of Classroom FeedbackWallwey, Cassondra Jean 13 September 2022 (has links)
No description available.
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Motivace, spokojenost a angažovanost pracovníků jako determinanty pracovního výkonu / Motivation, work satisfaction and engagement of employees as determinants of work performancePrajer, Jan January 2015 (has links)
The Master´s Thesis deals with the issue of motivation, work satisfaction and engagement of employees as determinants of work performance. The aim of this Thesis is to analyse the level of motivation, work satisfaction and engagement of employees in a particular insurance-brokerage company, asses the influence of these variables on the work performance and devise recommendations for the company how to optimize the motivation, work satisfaction and engagement of their employees. The first part of the Thesis deals with the terminology of this issue, the second part deals with the analysis of motivation, work satisfaction and engagement of employees based on a survey among the employees. There is also an analysis of dependence of work performance on these variables. At the end of the Thesis there are recommendations that can increase the level of motivation, work satisfaction and engagement of employees of this company.
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A Qualitative Exploration of Faculty Motivations Influencing Their Engagement With Students at Private InstitutionsShepherd, Chad January 2021 (has links)
No description available.
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How playfulness in healthcare applications enhances children’s engagement enriches their lives as they live with chronic diseaseChang, Cai January 2020 (has links)
The idea is to determine how game design can be applied to generate and sustain motivation in serious gaming, or applied gaming, design projects. Elements that spark a sense of playfulness embedded in an application in a non-game context have been shown to enhance the user’s engagement. DiabetesNinja is a healthcare app for children with type 1 diabetes, but the children who used it did not engage with it as they were meant to. When living with diabetes, one’s disease-related knowledge and self-management are important, but children can only learn these when they use and interact with the app properly and regularly. Therefore, as a part of learning to live with a chronic disease, the primary aim was to increase children’s motivation to use the application. This study explores relevant theories in the fields of gamification, pedagogy and healthcare. In this exploration, three co-design workshops were conducted to gain an understanding of the children’s current user experience, explore their attitudes towards game elements, and identify design possibilities. The outcome is a serious game design concept where diabetes index registration functions are embedded in the levelling up (bonus) system. In addition, the visually customizable Tamagotchi concept installed in the levelling-up system acts as an assistant to motivate the children on a regular basis and may contribute to the children's long-term engagement. I conclude with how the levelling-up system follows the pattern of diabetes data registration and is an appropriate game mechanic for both motivating children and easing their heavy cognition load in the disease-related index registration sequence.
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Deepening User Engagement on an Esports Platform Using Gamification : A Multi-Conceptual StudyÖdegaard Jacobsson, Sofia January 2019 (has links)
In recent years, the global interest in esports has grown exponentially, opening up for new technologies and products to be developed. One example is esports platforms which serve players with a common place to carry out their esports-related activities. This study utilizes current research about motivation and user engagement to develop three conceptual design proposals aiming to showcase how appropriate gamification components could be incorporated into an esports platform in order to deepen user engagement. These conceptual designs are evaluated by conducting a focus group, in which the participants had expert knowledge in the fields of esports, user experience, technology, and game design. Based on the results, conceptual design guidelines are established, and two final conceptual designs are proposed. With these two final designs, this study aims to contribute to and inspire future design work within the field of gamification and esports. / Under senare år har det globala intresset för esport ökat exponentiellt, vilket har öppnat upp för ny teknik och produkter att utvecklas. Ett exempel är esportplattformar som tillgängliggör spelare med en gemensam plats att utföra sina esportrelaterade aktiviteter. Denna studie använder aktuell forskning om motivation och användarengagemang för att utveckla tre konceptuella designförslag som visar hur lämpliga gamificationkomponenter kan inkorporeras i en esportplattform för att fördjupa användarengagemang. Dessa konceptuella designförslag utvärderas i en fokusgrupp där deltagarna har expertkunskaper inom esport, användarupplevelse, teknik och speldesign. Baserat på resultaten utformas konceptuella riktlinjer och två slutliga konceptuella designförslag presenteras. Med dessa två slutliga designförsag syftar denna studie till att bidra till och inspirera framtida designarbeten inom gamification och esport.
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Intergenerational Communication Strategies for Generation X SupervisorsJohnson, La Toya Amese 01 January 2019 (has links)
Millennials, who by 2024 will make up approximately 34% of the U.S. workforce, will play a critical role in organizational strategies and productivity, as will the supervisors who manage them. The purpose of this multiple case study was to explore the intergenerational communication strategies that Generation X supervisors used to motivate and engage high performing millennials in the workplace. The framework for this study was Mannheim's generation theory and the 2-factor theory of motivation by Herzberg, Mausner, and Snyderman. Data were collected from parks and recreation employees in the southeastern region of the United States, including 4 Generation X supervisors who completed semistructured interviews and 2 millennial cohort focus groups. Data were transcribed, coded, and validated through member checking and methodological triangulation. The 4 themes identified were culture and socialization, relationship building and intergenerational connectedness, employee growth and development, and rewards and recognition. The findings of this research may benefit millennials, frontline supervisors, parks and recreation agencies, and leaders in other organizations by providing an understanding of generational needs. The data presented in this study may support positive social change by showing that supervisors and millennial employees can build high quality relationships within their organizations, enabling those organizations to support the communities they serve.
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The Effectiveness of the HearBuilder Software Program on the Acquisition of Phonological Awareness Skills for African-American Children in Prekindergarten: Implications for Educational LeadersAdams, Janice E 22 May 2017 (has links)
This mixed methods study was designed to examine the effectiveness of the HearBuilder Phonological Awareness software program on the acquisition of phonological awareness in African-American preschool children. Additionally, the researcher investigated the relationship between the independent variables of student engagement, student motivation, student behavior, and student attendance on the dependent variable of acquisition of phonological awareness as measured by the gain score. Descriptive statistical analyses were used to describe, summarize, and interpret the data collected. After examining the aforesaid variables, the researcher found there were no significant relationships between the gain scores and any of the independent variables. But there were useful significant relationships between the independent variables of student motivation, student engagement, and student attendance. The researcher also examined the differences between the pretest and posttest for the experimental and control groups combined. A significant difference was found between these two tests suggesting that the HearBuilder Phonological Awareness software program was effective in improving student’s performance in the experimental group. There was no significant difference, however, between pre and posttest based on gender. So while one can see the effectiveness in the HearBuilder Phonological Awareness program based on the difference between the pre and posttest, the reason does not lie in the variables selected as independent variables, but in other variables not included in the study such as instructional strategies. Finally, the researcher investigated the difference in the performance of the experimental group and the control group as measured by the mean gain scores. Key results revealed that the experimental group scored higher than the control group on the HearBuilder Phonological Awareness posttest as measured by the gain score. Early Childhood administrators can utilize this investigation as a vehicle to advance their instructional leadership skills and teachers can improve their pedagogical practices.
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