motivation interaction
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2021 ◽  
Vol 19 (5) ◽  
pp. pp401-415
Author(s):  
Marsela Thanasi-Boçe

This study aims to examine the role of instructor, motivation, and interaction in building students’ perceptions of and satisfaction with online learning (OL). It proposes a structural model based on data collected from 446 graduate and undergraduate students who attended online courses during the first COVID-19 lockdown. The data analysis was conducted using partial least square structural equation modeling (PLS-SEM). The results reinforced the role of interaction and instructors in strengthening students’ motivation, especially highlighting interaction as a facilitator of how instructors motivate their students. Motivation, interaction, and the instructor’s role contributed to positive OL perceptions, which in turn generated greater student satisfaction. This study also revealed that interaction is the factor with the highest impact on OL perception. The instructor’s role in motivating students was found to be higher if a greater interaction was present in the online platform. However, the students did not derive OL satisfaction directly from their instructors; rather, satisfaction was generated only when motivation, interaction, and positive OL perceptions emerged. Finally, gender differences were identified in the students’ OL satisfaction. Females derived a greater level of motivation, OL perception, and satisfaction from interactions with their instructors and peers, while the male students’ OL perception and satisfaction were not affected by their instructors.


2021 ◽  
Vol 11 (2) ◽  
pp. 175
Author(s):  
Faiz Malaysia Ghazali

Undergraduate students are facing challenges during COVID-19 pandemic where teaching and learning (T&L) are completely migrated to online and distance learning (ODL). Most of the countries worldwide are under lockdown. Regardless of the shock faced, education is one of the main sector where it is important and can be continued to operate completely online, and perhaps combined with face-to-face (F2F) into Hybrid Learning when the pandemic rate is going under control. However, many feedback received from the students especially from various sources including students themselves, parents, and educators on real situation in ODL. Thus, this study is taking an initiative to gather systematic and objective feedback on three main factors; Autonomy, Competence and Relatedness. The undergraduate students of the higher institutions of learning in southern state of Malaysia are the respondents in this study consists of 321 students from multiple faculties representing different fields of studies. As a result, the factors under investigation had effects on students’ motivation, interaction, communication, and online accessibility in continue enrolling to pursue their study using ODL and Hybrid Learning. Learning environment and preferences can be further explored to support the students in a more comprehensive manner in post-COVID-19 pandemic. 


2021 ◽  
Author(s):  
Rati Kapoor ◽  
Arpit Singh ◽  
Manas Ranjan Pradhan

Abstract Caregivers such as teachers and parents have a huge impact on children with Autism Spectrum Disorder (ASD). 10 in-depth semi-structured interviews with teachers explored motivation, interaction and teaching strategy among teachers dealing with children with Autism. Study showed that the teachers lack in-depth knowledge or practice session or course regarding Autism despite their education. With work experience as teacher or therapist they gain insight on Autism. Study found some unique ways of interaction among teachers and children such as sign language and picture method. Also, no specific teaching strategy was used, as every teacher uses different strategy for different child. Further research is required for deep awareness and teaching development programmes so that they can help children with Autism.


Author(s):  
Widyawan Kuncoro Aji ◽  
Hardiani Ardin ◽  
Muhammad Ahkam Arifin

The pandemic coronavirus is forcing educational institutions to shift rapidly to distance and online learning. It forces teachers and students to apply blended learning even though they may not be ready to teach and learn in fully online contexts. Hence, this research aims to explore teachers' and students' perceptions at Parahikma Institute of Indonesia regarding the use of blended learning as media learning during the pandemic coronavirus.  This research was a qualitative design applying phenomenology. The technique of selecting participants was convenience sampling. The participants of this study consist of nine students from the third, fifth, and seventh semesters who were enrolled in the English Education Department and three lecturers who taught English at Parahikma Institute of Indonesia. This study utilized semi-structured interviews as the single data collection method. The data collected were analyzed using thematic analysis. The result of this study covered two parts, namely the teachers' and students' perceptions. In terms of teachers’ perception, the teachers reported some advantages regarding blended learning such as effective learning, autonomous learning and easy to use. However, there were challenges for the teachers in teaching through blended learning such as poor internet connection, time-consuming, and less experience. On the contrary, regarding students’ perceptions, students also reported benefits the blended learning like flexible learning, motivation, interaction, and improving their ICT skills. In addition, poor internet connection and incomprehensible materials were considered as the problem that hampers their learning.


2020 ◽  
Vol 24 (2) ◽  
pp. 153-173
Author(s):  
Geetika Jaiswal ◽  
Jung E. Ha-Brookshire

PurposeThe aim of this study was to investigate how Multinational Enterprises (MNEs) enforce Code of Conduct (CoC) policies, as well as how they affect suppliers' motivation to engage them in managing CoC compliance mechanisms of monitoring, enforcement and transparency in the Indian apparel industry.Design/methodology/approachA quantitative survey was conducted using face-to-face surveys. Overall, 210 usable data points were collected and analyzed by use of structural equation modeling.FindingsStudy findings highlighted that hard power strategies currently used by MNEs in the apparel Indian market were primarily coercive in nature. A clear power imbalance between MNEs and suppliers from India was evident. Results suggested that when MNEs attempted to use their powerful position to advance compliance goals, higher level of CoC monitoring was required and suppliers were only extrinsically motivated. Lack of intrinsic motivation in suppliers' resulted in under-developed suppliers' transparency mechanisms. Therefore, findings suggested that MNEs should use hard powers consciously considering the long-term and unintended consequences.Originality/valueThe paper proposes a buyer-supplier power-motivation interaction model that clarifies what MNEs can do to motivate apparel suppliers to implement CoCs successfully in the apparel supply chain. This relationship has not previously been empirically tested.


Author(s):  
Abida Amoglia Rodrigues ◽  
Valéria Barroso Albuquerque

Trata-se de um estudo de campo com abordagem qualitativa que teve como objetivos conhecer o comportamento lúdico de crianças em situação de internação prolongada, assim como verificar a percepção dos cuidadores em relação ao envolvimento dessas crianças em atividades lúdicas. A pesquisa foi desenvolvida em um hospital infantil de Fortaleza/CE com a participação de duas crianças e seus responsáveis. A coleta ocorreu mediante a avaliação inicial com os instrumentos Entrevista Inicial com os Pais ou responsáveis e Avaliação do Comportamento Lúdico, cinco intervenções baseadas no modelo lúdico junto às crianças; e reavaliação do Comportamento Lúdico. Os resultados apontaram que houve modificações do comportamento lúdico das crianças mediante internação prolongada quando comparado ao que foi relatado pelos responsáveis sobre a prática do brincar em casa. Foi observada diminuição do interesse, motivação, interação e expressividade. Após as intervenções houve melhorias, sobretudo no interesse lúdico pelo espaço, pelo ambiente sensorial e pela interação com outras crianças. Conclui-se, portanto, que a internação prolongada oferece estímulos negativos para a criança hospitalizada. Contudo, o brincar apresenta potencial terapêutico para a recuperação da criança e adaptação ao novo ambiente em que se encontra. Abstract:  This is a field study with a qualitative approach that aimed to know the playful behavior of children in prolonged hospitalization as well as to verify the perception of caregivers regarding the involvement of these children in playful activities. The research was conducted in a Children's Hospital of Fortaleza / CE with the participation of two children and their parents. The collection took place through the initial assessment with the instruments Initial Interview with Parents or Guardians and Evaluation of Playful Behavior, five interventions based on the playful model with children; and reevaluation with the Evaluation of Playful Behavior. The results showed that there were changes in the playful behavior of children through prolonged hospitalization when compared to what was reported by those responsible for playing at home. Decreased interest, motivation, interaction and expressiveness were observed. After the interventions there were improvements, especially in the playful interest in the space, the sensory environment and the interaction with other children. Therefore, it is concluded that prolonged hospitalization offers negative stimuli for hospitalized children. However, playing has therapeutic potential for the child's recovery and adaptation to the new environment in which he finds himself.Key words: Child Hospitalized, Caregivers, Play Therapy, Occupational Therapy. Resumen: Este es un estudio de campo con un enfoque cualitativo que tuvo como objetivo conocer el comportamiento lúdico de los niños en hospitalizaciones prolongadas, así como verificar la percepción de los cuidadores sobre la participación de estos niños en actividades lúdicas. La investigación se realizó en un Hospital de Niños de Fortaleza / CE con la participación de dos niños y sus guardianes. La recolección se realizó a través de la evaluación inicial con los instrumentos Entrevista inicial con padres o tutores y Evaluación de comportamiento lúdico cinco intervenciones basadas en el modelo lúdico con niños; y reevaluación con la Evaluación de comportamiento lúdico. Los resultados mostraron que hubo cambios en el comportamiento de juego de los niños a través de la hospitalización prolongada en comparación con lo que informaron los responsables de jugar en casa. Disminución de interés, motivación, interacción y expresividad se observaron. Después de las intervenciones hubo mejoras, especialmente en el interés lúdico en el espacio, el entorno sensorial y la interacción con otros niños. Por lo tanto, se concluye que la hospitalización prolongada ofrece estímulos negativos para los niños hospitalizados. Sin embargo, jugar tiene potencial terapéutico para la recuperación y adaptación del niño al nuevo entorno en el que se encuentra.Palabras clave: Niño Hospitalizado, Cuidadores, Ludoterapia, Terapia Ocupacional.


Author(s):  
Foteini Yiangou ◽  
Ioanna Papasolomou ◽  
Alkis Thrassou ◽  
Demetris Vrontis

In recent years there has been an upsurge of interest in social media (SM). SM has ushered a new era of communication between organizations and key stakeholders and has forced brands to change dramatically the way they interact with their target markets. Luxury brand marketers have recently turned their attention to customer-driven SM devoted to their brands recognizing the role SM plays in their marketing strategies. Key consumer behavior concepts such as motivation, interaction, and SM provide the theoretical foundation. The purpose of this chapter is to explore the relationship between SM and consumer behavior towards luxury brands. Empirical data was collected from 110 Cypriot SM users who look for information on SM about luxury brands. The aim was to explore whether SM influences consumer behavior of both male and female Cypriot consumers and whether there are any distinct behavioral differences between the two genders. This study provides recommendations to luxury brands to understand the nature of consumer behavior and brand-customer relationship in using SM.


Author(s):  
Oya Zincir

This chapter brings online communities, open innovation, and Industry 4.0 concepts together to build a framework for using online communities in an open innovation understanding in Industry 4.0 context. While online community and open innovation field of studies are being studied for a period of time, Industry 4.0 is rather a new topic which needs further understanding. Literature lacks studies that suggest a framework, especially integrating cloud-based design manufacturing and social product development concepts which are related to Industry 4.0. This study tries to fill in this gap by explaining how online open innovation communities can be created in Industry 4.0 context, what is needed for user participation, motivation, interaction, and what concepts that a company can use to build a collaborative culture and innovative outcomes.


Author(s):  
Ajinkya Rajendrakumar Kunjir ◽  
Krutika Ravindra Patil

In Today's digital world, AR is a tech which imposes layers of virtual segments on the real world. Research Practitioners and Designers in all applications seem to be more concerned about the learning facilities than keeping the visitors engaged in public art exhibitions, Museums, and holiday tourist locations. These ignored circumstances have provoked studies to emphasize more on the usability of Mobile Augmented Reality (M.A.R.) at Art galleries and Museums. According to the recent surveys, the current M.A.R. applications at target locations focus on healthy people without any disabilities, and not on those with disabilities. This chapter recommends major design elements of M.A.R. at museums and art galleries, and highlights all the challenges faced by visitors suffering from visual, speech, and Learning Disorders. The research discusses the 11 vital elements which include Usability, Design, Motivation, Interaction, Perceived control, Satisfaction, Attention, and others involving engagement of M.A.R. necessary for building an effective M.A.R. application for disabled people.


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