Sökning: "designing for motivation"

Visar resultat 1 - 5 av 40 avhandlingar innehållade orden designing for motivation.

  1. 1. Designing for Peer Learning : Mathematics, Games and Peer Groups in Leisure-time Centers

    Författare :Åsa Harvard Maare; Sune Vork Steffensen; Kognitionsvetenskap; []
    Nyckelord :HUMANIORA; HUMANITIES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Leisure-time centers; mathematics; embodied interaction; design research; motivation; observational learning; Leisure-time centers;

    Sammanfattning : Constrained by national tests and the mathematics curriculum, teachers have problems finding time for exploratory and hands-on mathematical activities, especially so in classes with a reduced pace of progression, for example because of a large proportion of second-language learners. Could the leisure-time center, where time is not earmarked, provide such opportunities? The conclusion of this thesis is that this can be done, on the condition that designed activities build on the central premise of the leisure-time center: children have the right to choose which activities to engage with. LÄS MER

  2. 2. VALUE CO-CREATION FOR SUSTAINABLE PRODUCT SERVICE SYSTEM DESIGN : OPPORTUNITY FOR GLOBAL MANUFACTURING COMPANIES

    Författare :Yan Zhang; Tobias Larsson; Andreas Larsson; Kent R Johansson; Blekinge Tekniska Högskola; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Product-Service System; Manufacturing company; Innovation Framework; PSS design; Value Co-creation; Case study; Maskinteknik; Mechanical Engineering; Maskinteknik; Mechanical Engineering;

    Sammanfattning : There is a gradually spreading servitization trend that is forcing industrial manufacturing companies acting in the global market to rethink their business. Manufacturing companies that were traditionally perceived as product-centered, are today increasingly influenced by a service-oriented theory, which claims that manufacturing companies are driven to shift their business focus towards a strategy where customer-perceived value is in the spotlight, and where products are bundled with services to offer Product-Service Systems (PSS). LÄS MER

  3. 3. Beyond Gadgetry: Reflections on Tech- and User-Driven Research in Human-Computer Interaction

    Författare :Pawel Wozniak; Chalmers tekniska högskola; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; multi-device environments; spatial awareness; design-based research; designing for motivation; HCI as a field; big data; HCI for sports; mobile interaction;

    Sammanfattning : This compilation thesis builds on a number of research projects within the domain of Human-Computer Interaction (HCI). Firstly, the thesis includes papers in the area of multi-device spatially-aware interactions. Prototypes of future interaction environments were built and evaluated in anticipation of technical developments in mobile sensing. LÄS MER

  4. 4. Servicescape for Digital Wellness Services for Young Elderly

    Författare :Hans Allmér; Christer Carlsson; Pirkko Walden; Anna Sell; Leif Marcusson; Siw Lundqvist; Anna Ståhlbröst; Finland Åbo Akademi University; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Informatik; Information Systems; Marketing; Marknadsföring;

    Sammanfattning : In this thesis digital wellness services (DWSs) are in focus. The DWSs are services provided through digital devices, such as smartphones, bracelets, and tablets, by using digital environments such as Internet, cloud services, and websites. LÄS MER

  5. 5. Mentorship for medical students : space for something else

    Författare :Susanne Kalén; Karolinska Institutet; Karolinska Institutet; []
    Nyckelord :;

    Sammanfattning : Mentorship has been used in undergraduate medical education to support students' learning and development. The medical education literature describes various goals for mentoring, various designs of mentoring programs, and various roles and functions of the mentor. LÄS MER