This document outlines several theories related to motivation and gamification of learning. It discusses intrinsic and external motivation, the ARCS model of motivation which focuses on attention, relevance, confidence and satisfaction. It also covers Malone's theory of intrinsically motivating instruction related to challenge, fantasy and curiosity. Additionally, it summarizes operant conditioning, cognitive apprenticeship, social learning theory, and the concept of flow as they relate to gamification and motivating learning.
This document discusses reflective practice for teachers. It defines reflection as thinking about one's experiences to learn from them. It outlines several models of reflection, including Dewey's stages of reflection, Schon's model of reflection-in-action and reflection-on-action, and Kolb's learning cycle. Various strategies for teacher reflection are provided, such as reflective journals, peer observation, video recording lessons, and action research. The purpose of reflection is to help teachers improve their practice and enhance student learning through critical analysis of their experiences.
This document discusses motivation and affect in education. It defines motivation and explains that it energizes, directs, and sustains behavior. The document also distinguishes between extrinsic motivation, which comes from external rewards, and intrinsic motivation, which comes from internal enjoyment of an activity. Additionally, it outlines four basic human needs according to motivation theories: arousal, competence and self-worth, self-determination, and relatedness. Finally, the document briefly explains Maslow's hierarchy of needs theory which arranges needs in a pyramid from basic physiological needs to growth needs like self-actualization.
The document discusses motivation from several perspectives:
1. It defines motivation and outlines different types of motivation including intrinsic and extrinsic motivation.
2. It summarizes several theories of motivation such as behaviorism, Maslow's hierarchy of needs, attribution theory, expectancy theory, and flow theory.
3. It provides strategies for motivating students focusing on growth mindset, building relationships, setting clear expectations, and being inspirational.
1) The document discusses definitions of motivation according to several motivation theories including behavioral, social, cognitive, and humanist perspectives. It outlines factors that influence motivation such as needs, reinforcement, expectations, and emotions.
2) Intrinsic and extrinsic motivation are explained, with intrinsic motivation arising from internal satisfaction and extrinsic from external factors like rewards. The ARCS model of capturing attention, relevance, confidence and satisfaction is also introduced.
3) The video game model of motivation is presented as breaking learning into achievable challenges with frequent feedback to build confidence and persistence through challenges. Buy-in, achievable challenge, and feedback strategies are suggested to engage students and prevent boredom or frustration.
This document provides an overview of various learning theories and considerations for program design. It discusses reinforcement theory, social learning theory, goal theories, need theories, expectancy theory, information processing theory, and adult learning theory. It also covers Kolb's learning cycle and learning styles. The presentation emphasizes that effective program design includes establishing course parameters, objectives, a detailed lesson plan with training structure and sequence, and evaluation. The goal is to facilitate meaningful learning through experience and feedback.
This document discusses self-directed growth and professional development. It defines self-directed growth as a lifelong process of assessing one's skills and setting goals. Key factors that enable self-directed growth include knowledge, skills, attitude, and competency. The document outlines several actions involved in self-directed growth, including self-directed learning, collaborative learning, reflective practices, experiential learning, self-monitoring, journal writing, analyzing critical incidents, teaching portfolios, and action research. Strategies for self-directed professional development allow learners to take responsibility for their own learning and development.
Behaviorism is a theory that focuses on predicting and controlling human behavior through conditioning and reinforcement rather than internal mental states. The main founders of behaviorism included Ivan Pavlov who discovered classical conditioning, B.F. Skinner who developed operant conditioning using positive and negative reinforcement, and Albert Bandura who studied observational learning and self-efficacy. In the classroom, behaviorism techniques can be used such as rewarding good behavior and providing feedback to shape student learning behaviors.
The document summarizes the behaviorist learning theories of Ivan Pavlov, B.F. Skinner, and Albert Bandura. It explains Pavlov's classical conditioning experiments with dogs, Skinner's operant conditioning using reinforcement with animals, and Bandura's social learning theory which found that people can learn through observation. The document also discusses how teachers implementing these theories would use reinforcement, practice, and technology integration to motivate students and shape behaviors, while students would react to stimuli and be reinforced for desirable behaviors.
This document discusses reflective practice for teachers. It defines reflection as thinking about one's experiences to learn from them. It outlines several models of reflection, including Dewey's stages of reflection, Schon's model of reflection-in-action and reflection-on-action, and Kolb's learning cycle. Various strategies for teacher reflection are provided, such as reflective journals, peer observation, video recording lessons, and action research. The purpose of reflection is to help teachers improve their practice and enhance student learning through critical analysis of their experiences.
This document discusses motivation and affect in education. It defines motivation and explains that it energizes, directs, and sustains behavior. The document also distinguishes between extrinsic motivation, which comes from external rewards, and intrinsic motivation, which comes from internal enjoyment of an activity. Additionally, it outlines four basic human needs according to motivation theories: arousal, competence and self-worth, self-determination, and relatedness. Finally, the document briefly explains Maslow's hierarchy of needs theory which arranges needs in a pyramid from basic physiological needs to growth needs like self-actualization.
The document discusses motivation from several perspectives:
1. It defines motivation and outlines different types of motivation including intrinsic and extrinsic motivation.
2. It summarizes several theories of motivation such as behaviorism, Maslow's hierarchy of needs, attribution theory, expectancy theory, and flow theory.
3. It provides strategies for motivating students focusing on growth mindset, building relationships, setting clear expectations, and being inspirational.
1) The document discusses definitions of motivation according to several motivation theories including behavioral, social, cognitive, and humanist perspectives. It outlines factors that influence motivation such as needs, reinforcement, expectations, and emotions.
2) Intrinsic and extrinsic motivation are explained, with intrinsic motivation arising from internal satisfaction and extrinsic from external factors like rewards. The ARCS model of capturing attention, relevance, confidence and satisfaction is also introduced.
3) The video game model of motivation is presented as breaking learning into achievable challenges with frequent feedback to build confidence and persistence through challenges. Buy-in, achievable challenge, and feedback strategies are suggested to engage students and prevent boredom or frustration.
This document provides an overview of various learning theories and considerations for program design. It discusses reinforcement theory, social learning theory, goal theories, need theories, expectancy theory, information processing theory, and adult learning theory. It also covers Kolb's learning cycle and learning styles. The presentation emphasizes that effective program design includes establishing course parameters, objectives, a detailed lesson plan with training structure and sequence, and evaluation. The goal is to facilitate meaningful learning through experience and feedback.
This document discusses self-directed growth and professional development. It defines self-directed growth as a lifelong process of assessing one's skills and setting goals. Key factors that enable self-directed growth include knowledge, skills, attitude, and competency. The document outlines several actions involved in self-directed growth, including self-directed learning, collaborative learning, reflective practices, experiential learning, self-monitoring, journal writing, analyzing critical incidents, teaching portfolios, and action research. Strategies for self-directed professional development allow learners to take responsibility for their own learning and development.
Behaviorism is a theory that focuses on predicting and controlling human behavior through conditioning and reinforcement rather than internal mental states. The main founders of behaviorism included Ivan Pavlov who discovered classical conditioning, B.F. Skinner who developed operant conditioning using positive and negative reinforcement, and Albert Bandura who studied observational learning and self-efficacy. In the classroom, behaviorism techniques can be used such as rewarding good behavior and providing feedback to shape student learning behaviors.
The document summarizes the behaviorist learning theories of Ivan Pavlov, B.F. Skinner, and Albert Bandura. It explains Pavlov's classical conditioning experiments with dogs, Skinner's operant conditioning using reinforcement with animals, and Bandura's social learning theory which found that people can learn through observation. The document also discusses how teachers implementing these theories would use reinforcement, practice, and technology integration to motivate students and shape behaviors, while students would react to stimuli and be reinforced for desirable behaviors.
The document outlines several major theories of learning:
1. Behaviorism focuses on observable behaviors and uses reinforcement.
2. Cognitivism examines internal mental processes and meaningful learning.
3. Social learning theory emphasizes observational learning and modeling.
4. Social constructivism views knowledge as constructed through social experiences.
5. Multiple intelligences proposes eight distinct types of intelligence.
6. Brain-based learning incorporates principles from neuroscience on how the brain learns best.
The document summarizes the behaviorist learning theories of Ivan Pavlov, B.F. Skinner, and Albert Bandura. It explains Pavlov's classical conditioning experiments with dogs, Skinner's operant conditioning using reinforcement with animals, and Bandura's social learning theory which found that people can learn through observation. The document also provides examples of how teachers and students would operate under a behaviorist framework, such as teachers using reinforcement and students reacting to stimuli and being reinforced for good behavior.
Behaviorism is a theory that focuses on predicting and controlling human behavior through conditioning and reinforcement rather than internal mental states. The major founders were Ivan Pavlov who discovered classical conditioning in dogs, B.F. Skinner who developed operant conditioning using positive and negative reinforcement, and Albert Bandura who studied observational learning and self-efficacy. In the classroom, behaviorism techniques can be used to shape student behavior through feedback, rewards, and modeling behaviors to influence learning.
The term model is used to mean a teaching episode done by an experienced teacher in which a highly focused teaching behaviour is demonstrated, in it an individual demonstrating particular patterns which the trainee learns through imitation.
Bruce Joyce and Marsha Weil describe a Model of Teaching as a plan or pattern that can be used to shape curricula, to design instructional materials and to guide instruction in the classroom and other settings.
This document provides an overview of student motivation in education. It begins by defining motivation and listing the unit objectives, which are to define motivation, identify types of motivation, explain theories of motivation, and strategies to increase motivation.
It then discusses definitions of motivation from various sources and describes the types of motivation as positive, negative, intrinsic, and extrinsic. Several theories of motivation are explained, including behavioral, humanistic, and cognitive perspectives. Behavioral theory focuses on reinforcement, humanistic theory discusses fulfilling needs, and cognitive theory addresses attribution, goals, and self-efficacy.
The document concludes by outlining factors influencing student motivation, implications for different approaches, applications of motivation in education, and strategies teachers can use
The document provides an overview of student motivation in education. It defines motivation and lists its objectives. It describes different types of motivation including positive, negative, intrinsic, and extrinsic. Several theories of motivation are explained, including behavioral, humanistic, and cognitive perspectives. Factors influencing student motivation are discussed. The importance of motivation in education is highlighted and implications for different approaches are outlined. Examples of supportive teacher behaviors are requested. Overall, the document serves as a guide for understanding motivation in educational contexts.
This document provides an overview of student motivation in education. It defines motivation and identifies different types, including intrinsic and extrinsic motivation. Several theories of motivation are explained, such as behavioral, humanistic, and cognitive perspectives. Maslow's hierarchy of needs and Rogers' motivation theory are discussed under the humanistic perspective. Achievement motivation and Weiner's attribution theory are covered under the cognitive perspective. The document also explores factors that influence student motivation and implications for different approaches to motivation.
This document provides an overview of several educational theories. It introduces theories related to adult learning like andragogy, which focuses on adults being self-directed learners. Social cognitive theory emphasizes learning through observation and modeling behaviors. Deep, surface, and strategic learning styles are covered as well as experiential and situated learning. Reflective practice and transformative learning are also discussed as ways to connect theory to real-world application. The document aims to explain how educational theories can provide frameworks for understanding learning and inform teaching practices.
The document discusses three major learning theories that provide a framework for instructional design: behavioral, cognitive, and social learning theory. Behavioral learning theory examines connectionism, classical conditioning, and operant conditioning. Cognitive learning theory looks at gestalt theory, information processing theory, and schema theory. Social learning theory focuses on how people learn from their environment through observation and modeling. Instructional design applications informed by these learning theories include task analysis, objectives, feedback, rehearsal strategies, and considering the impact of social models.
Reflective practice is a discipline that ensures we give adequate time and attention to reflection in the learning cycle. It is necessary for the development of wisdom, and wisdom is necessary for effective change.
Behaviorism is a theory that focuses on predicting and controlling human behavior through conditioning and reinforcement without considering internal mental states. The major founders were Ivan Pavlov who discovered classical conditioning, B.F. Skinner who developed operant conditioning using positive and negative reinforcement, and Albert Bandura who studied observational learning and self-efficacy. In the classroom, behaviorism techniques can be used to encourage good behavior through positive feedback and discourage bad behavior through negative feedback or removal of rewards.
This document provides an overview of various theories of learning, including behavioral, cognitive, social, and brain-based theories. It defines learning and discusses major theorists and concepts within each approach. Behaviorism focuses on observable behaviors and conditioning, while cognitivism examines mental processes. Social learning theory emphasizes observational learning. Constructivism views learning as an active, social process of constructing knowledge. Multiple intelligences theory proposes eight types of intelligence. Brain-based learning incorporates findings from neuroscience.
unit-2, Bandura SLT & SCLT. This is basically about the learning theory .prachirlaxkar
Albert Bandura introduced social learning theory and later modified it into social cognitive learning theory. Some key points of the theories are:
1) Learning occurs through observation, imitation, and modeling of others' behaviors, attitudes, and outcomes of those behaviors.
2) A concept called self-efficacy reflects people's beliefs in their ability to perform and control behaviors and influences their choices, motivation, and achievement.
3) Behavior is influenced through cognitive and other personal factors, environmental events, and one's own actions in a model of triadic reciprocity.
This document summarizes several prominent learning theories: Behaviorism, Cognitivism, Social Learning Theory, Social Constructivism, Multiple Intelligences Theory, and Brain-Based Learning. For each theory, the document outlines key aspects like underlying principles, major contributors, and examples of how each theory can be applied in classroom instruction. It also notes some common critiques of each theoretical approach.
The document discusses several theories of learning and motivation. It begins by defining learning as a permanent change in behavior resulting from experience. It then covers several theories of learning, including classical conditioning, operant conditioning, cognitive learning, and social learning. For motivation, it discusses content theories like Maslow's hierarchy of needs, Herzberg's two-factor theory, and process theories like Vroom's expectancy theory and equity theory. The document provides an overview of the key concepts and implications of several important psychological theories related to learning and motivation.
Motivation refers to the internal and external factors that drive individuals to achieve goals. Several theories attempt to explain motivation. Maslow's hierarchy of needs proposes that people are motivated to fulfill basic needs before moving to higher-level needs. Alderfer's ERG theory condensed Maslow's model into three core needs of existence, relatedness, and growth. Herzberg's two-factor theory separates motivators like achievement from hygiene factors like salary. Vroom's expectancy theory states that motivation depends on expectancy, instrumentality, and valence. Effective leadership motivates followers by fulfilling task and relationship functions through functional behaviors rather than dysfunctional behaviors.
In this chapter of Effective HR, Theories of Learning is explained. This chapter covers topics like understanding what learning is, the classification of learning capabilities and to understand the various theories of learning. This presentation on Effective HR is an initiative by Welingkar’s Distance Learning Division.
For more such innovative content on management studies, join WeSchool PGDM-DLP Program: http://bit.ly/SlideShareEffectHR
Join us on Facebook: http://www.facebook.com/welearnindia
Follow us on Twitter: https://twitter.com/WeLearnIndia
Read our latest blog at: http://welearnindia.wordpress.com
Subscribe to our Slideshare Channel: http://www.slideshare.net/welingkarDLP
This document discusses various leadership styles and theories. It begins by outlining some ground rules for the discussion. It then discusses the trait theory of leadership, suggesting leaders are born not made. Alternative theories emerged arguing leadership depends on situations. Contingency theories like Fiedler's model and path-goal theory link leadership style to situational factors. Transformational leadership motivates followers while transactional leadership uses rewards and punishments. Emotions also influence leadership. The document ends by discussing narcissistic, corporate, and productive leadership styles.
This document discusses motivation from several perspectives. It defines motivation as the force that energizes, directs, and sustains behavior. It then examines major theories of motivation including: drive theory which links motivation to biological needs; arousal theory which proposes individuals seek an optimal level of arousal; expectancy theory which ties motivation to expectations of success; and goal setting theory which suggests goals enhance performance. The document also explores approaches to motivation from behavioral, humanistic, cognitive, and social learning viewpoints. Finally, it provides suggestions for teachers to increase intrinsic and extrinsic motivation in students.
The document discusses the importance of reflective practice in integrating nursing theory and practice. Reflective practice requires facilitating student reasoning to recognize ambiguity in clinical settings. Several models of reflective practice are presented, including Schon's reflection-in-action and reflection-on-action, Gibbs' six step model, and the reflective teacher model which emphasizes developing teachers as reflective practitioners.
How to win friends and influence people Arabic.pdfssuser2209e8
Six ways to Make People Like You
Become genuinely interested in other people.
Smile.
Remember that a person's name is to that person the sweetest and most important sound in any language.
Be a good listener. ...
Talk in terms of the other person's interests.
Make the other person feel important – and do it sincerely.
We’ve all heard it: leaders who just love to hear themselves talk…and talk and talk…never landing on a point or delivering a clear message. If you’ve ever been told you’re an “over talker” or that people don’t understand you, try a couple of these tips:
Think about the “headline” of what you want to say – and say that first.
Include a few specifics, but keep your points crisp – edit yourself.
Pay attention to your listeners – respond to their interests.
Target your message to your audience – it’s not about you.
Ditch the filler words – they keep your mouth moving but add no value.
If you are an introvert, starting a conversation may be difficult, but it’s a skill that can and should be developed. Social conversations can be a great foundation to nurture and develop work relationships. And, through the simple art of conversation, you can begin building enough social capital to address tough issues when you have to.
Here are a few tips to think about:
Think ahead…have a story, a question or a news item to share for any occasion…a hallway conversation, meeting or event.
Listen more than you talk…ask interesting questions; be genuine; focus on others.
Tailor your conversation…a political topic with a like-minded politico is okay; but don’t say “how are those Vikings” if your listener doesn’t watch football.
Take your turn…a conversation is a group project with no room for monologues even if you think you are clever, funny and engaging.
Be authentic…don’t use a phony politeness; drop any affectations or phrases that you think are cool or trendy. Be you.
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Similar to Theories behind Gamification of Learning and Instruction.pptx
The document outlines several major theories of learning:
1. Behaviorism focuses on observable behaviors and uses reinforcement.
2. Cognitivism examines internal mental processes and meaningful learning.
3. Social learning theory emphasizes observational learning and modeling.
4. Social constructivism views knowledge as constructed through social experiences.
5. Multiple intelligences proposes eight distinct types of intelligence.
6. Brain-based learning incorporates principles from neuroscience on how the brain learns best.
The document summarizes the behaviorist learning theories of Ivan Pavlov, B.F. Skinner, and Albert Bandura. It explains Pavlov's classical conditioning experiments with dogs, Skinner's operant conditioning using reinforcement with animals, and Bandura's social learning theory which found that people can learn through observation. The document also provides examples of how teachers and students would operate under a behaviorist framework, such as teachers using reinforcement and students reacting to stimuli and being reinforced for good behavior.
Behaviorism is a theory that focuses on predicting and controlling human behavior through conditioning and reinforcement rather than internal mental states. The major founders were Ivan Pavlov who discovered classical conditioning in dogs, B.F. Skinner who developed operant conditioning using positive and negative reinforcement, and Albert Bandura who studied observational learning and self-efficacy. In the classroom, behaviorism techniques can be used to shape student behavior through feedback, rewards, and modeling behaviors to influence learning.
The term model is used to mean a teaching episode done by an experienced teacher in which a highly focused teaching behaviour is demonstrated, in it an individual demonstrating particular patterns which the trainee learns through imitation.
Bruce Joyce and Marsha Weil describe a Model of Teaching as a plan or pattern that can be used to shape curricula, to design instructional materials and to guide instruction in the classroom and other settings.
This document provides an overview of student motivation in education. It begins by defining motivation and listing the unit objectives, which are to define motivation, identify types of motivation, explain theories of motivation, and strategies to increase motivation.
It then discusses definitions of motivation from various sources and describes the types of motivation as positive, negative, intrinsic, and extrinsic. Several theories of motivation are explained, including behavioral, humanistic, and cognitive perspectives. Behavioral theory focuses on reinforcement, humanistic theory discusses fulfilling needs, and cognitive theory addresses attribution, goals, and self-efficacy.
The document concludes by outlining factors influencing student motivation, implications for different approaches, applications of motivation in education, and strategies teachers can use
The document provides an overview of student motivation in education. It defines motivation and lists its objectives. It describes different types of motivation including positive, negative, intrinsic, and extrinsic. Several theories of motivation are explained, including behavioral, humanistic, and cognitive perspectives. Factors influencing student motivation are discussed. The importance of motivation in education is highlighted and implications for different approaches are outlined. Examples of supportive teacher behaviors are requested. Overall, the document serves as a guide for understanding motivation in educational contexts.
This document provides an overview of student motivation in education. It defines motivation and identifies different types, including intrinsic and extrinsic motivation. Several theories of motivation are explained, such as behavioral, humanistic, and cognitive perspectives. Maslow's hierarchy of needs and Rogers' motivation theory are discussed under the humanistic perspective. Achievement motivation and Weiner's attribution theory are covered under the cognitive perspective. The document also explores factors that influence student motivation and implications for different approaches to motivation.
This document provides an overview of several educational theories. It introduces theories related to adult learning like andragogy, which focuses on adults being self-directed learners. Social cognitive theory emphasizes learning through observation and modeling behaviors. Deep, surface, and strategic learning styles are covered as well as experiential and situated learning. Reflective practice and transformative learning are also discussed as ways to connect theory to real-world application. The document aims to explain how educational theories can provide frameworks for understanding learning and inform teaching practices.
The document discusses three major learning theories that provide a framework for instructional design: behavioral, cognitive, and social learning theory. Behavioral learning theory examines connectionism, classical conditioning, and operant conditioning. Cognitive learning theory looks at gestalt theory, information processing theory, and schema theory. Social learning theory focuses on how people learn from their environment through observation and modeling. Instructional design applications informed by these learning theories include task analysis, objectives, feedback, rehearsal strategies, and considering the impact of social models.
Reflective practice is a discipline that ensures we give adequate time and attention to reflection in the learning cycle. It is necessary for the development of wisdom, and wisdom is necessary for effective change.
Behaviorism is a theory that focuses on predicting and controlling human behavior through conditioning and reinforcement without considering internal mental states. The major founders were Ivan Pavlov who discovered classical conditioning, B.F. Skinner who developed operant conditioning using positive and negative reinforcement, and Albert Bandura who studied observational learning and self-efficacy. In the classroom, behaviorism techniques can be used to encourage good behavior through positive feedback and discourage bad behavior through negative feedback or removal of rewards.
This document provides an overview of various theories of learning, including behavioral, cognitive, social, and brain-based theories. It defines learning and discusses major theorists and concepts within each approach. Behaviorism focuses on observable behaviors and conditioning, while cognitivism examines mental processes. Social learning theory emphasizes observational learning. Constructivism views learning as an active, social process of constructing knowledge. Multiple intelligences theory proposes eight types of intelligence. Brain-based learning incorporates findings from neuroscience.
unit-2, Bandura SLT & SCLT. This is basically about the learning theory .prachirlaxkar
Albert Bandura introduced social learning theory and later modified it into social cognitive learning theory. Some key points of the theories are:
1) Learning occurs through observation, imitation, and modeling of others' behaviors, attitudes, and outcomes of those behaviors.
2) A concept called self-efficacy reflects people's beliefs in their ability to perform and control behaviors and influences their choices, motivation, and achievement.
3) Behavior is influenced through cognitive and other personal factors, environmental events, and one's own actions in a model of triadic reciprocity.
This document summarizes several prominent learning theories: Behaviorism, Cognitivism, Social Learning Theory, Social Constructivism, Multiple Intelligences Theory, and Brain-Based Learning. For each theory, the document outlines key aspects like underlying principles, major contributors, and examples of how each theory can be applied in classroom instruction. It also notes some common critiques of each theoretical approach.
The document discusses several theories of learning and motivation. It begins by defining learning as a permanent change in behavior resulting from experience. It then covers several theories of learning, including classical conditioning, operant conditioning, cognitive learning, and social learning. For motivation, it discusses content theories like Maslow's hierarchy of needs, Herzberg's two-factor theory, and process theories like Vroom's expectancy theory and equity theory. The document provides an overview of the key concepts and implications of several important psychological theories related to learning and motivation.
Motivation refers to the internal and external factors that drive individuals to achieve goals. Several theories attempt to explain motivation. Maslow's hierarchy of needs proposes that people are motivated to fulfill basic needs before moving to higher-level needs. Alderfer's ERG theory condensed Maslow's model into three core needs of existence, relatedness, and growth. Herzberg's two-factor theory separates motivators like achievement from hygiene factors like salary. Vroom's expectancy theory states that motivation depends on expectancy, instrumentality, and valence. Effective leadership motivates followers by fulfilling task and relationship functions through functional behaviors rather than dysfunctional behaviors.
In this chapter of Effective HR, Theories of Learning is explained. This chapter covers topics like understanding what learning is, the classification of learning capabilities and to understand the various theories of learning. This presentation on Effective HR is an initiative by Welingkar’s Distance Learning Division.
For more such innovative content on management studies, join WeSchool PGDM-DLP Program: http://bit.ly/SlideShareEffectHR
Join us on Facebook: http://www.facebook.com/welearnindia
Follow us on Twitter: https://twitter.com/WeLearnIndia
Read our latest blog at: http://welearnindia.wordpress.com
Subscribe to our Slideshare Channel: http://www.slideshare.net/welingkarDLP
This document discusses various leadership styles and theories. It begins by outlining some ground rules for the discussion. It then discusses the trait theory of leadership, suggesting leaders are born not made. Alternative theories emerged arguing leadership depends on situations. Contingency theories like Fiedler's model and path-goal theory link leadership style to situational factors. Transformational leadership motivates followers while transactional leadership uses rewards and punishments. Emotions also influence leadership. The document ends by discussing narcissistic, corporate, and productive leadership styles.
This document discusses motivation from several perspectives. It defines motivation as the force that energizes, directs, and sustains behavior. It then examines major theories of motivation including: drive theory which links motivation to biological needs; arousal theory which proposes individuals seek an optimal level of arousal; expectancy theory which ties motivation to expectations of success; and goal setting theory which suggests goals enhance performance. The document also explores approaches to motivation from behavioral, humanistic, cognitive, and social learning viewpoints. Finally, it provides suggestions for teachers to increase intrinsic and extrinsic motivation in students.
The document discusses the importance of reflective practice in integrating nursing theory and practice. Reflective practice requires facilitating student reasoning to recognize ambiguity in clinical settings. Several models of reflective practice are presented, including Schon's reflection-in-action and reflection-on-action, Gibbs' six step model, and the reflective teacher model which emphasizes developing teachers as reflective practitioners.
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How to win friends and influence people Arabic.pdfssuser2209e8
Six ways to Make People Like You
Become genuinely interested in other people.
Smile.
Remember that a person's name is to that person the sweetest and most important sound in any language.
Be a good listener. ...
Talk in terms of the other person's interests.
Make the other person feel important – and do it sincerely.
We’ve all heard it: leaders who just love to hear themselves talk…and talk and talk…never landing on a point or delivering a clear message. If you’ve ever been told you’re an “over talker” or that people don’t understand you, try a couple of these tips:
Think about the “headline” of what you want to say – and say that first.
Include a few specifics, but keep your points crisp – edit yourself.
Pay attention to your listeners – respond to their interests.
Target your message to your audience – it’s not about you.
Ditch the filler words – they keep your mouth moving but add no value.
If you are an introvert, starting a conversation may be difficult, but it’s a skill that can and should be developed. Social conversations can be a great foundation to nurture and develop work relationships. And, through the simple art of conversation, you can begin building enough social capital to address tough issues when you have to.
Here are a few tips to think about:
Think ahead…have a story, a question or a news item to share for any occasion…a hallway conversation, meeting or event.
Listen more than you talk…ask interesting questions; be genuine; focus on others.
Tailor your conversation…a political topic with a like-minded politico is okay; but don’t say “how are those Vikings” if your listener doesn’t watch football.
Take your turn…a conversation is a group project with no room for monologues even if you think you are clever, funny and engaging.
Be authentic…don’t use a phony politeness; drop any affectations or phrases that you think are cool or trendy. Be you.
If you have problem of not knowing how to build a foundation for information security, if you are faced with questions such as where to start and how to start then this white paper may have the solutions and answers for you. In this paper you learn how to build the foundation step by step. It is written by the expert but in a simple language that is easy to understand. I have seen many papers that addressed this issue but none in the style of this paper.
This is a presentation of the fundamentals of cybersecurity. It is well planned and presented. It offers a great deal of information to both the novice and the professional.
I strongly advise those who want to learn about Cybersecurity to view this work. It is done with a professional accuracy and with a touch of good learning objectives.
This white paper provides an introduction to information system risk management. It defines risk as a function of the likelihood and impact of threats exploiting vulnerabilities. The paper discusses why risk management is important, and describes common methods for assessing and managing risks, including qualitative analysis, quantitative scoring, and frameworks from NIST, OCTAVE, and others. The goal is to help organizations prioritize and address risks in a cost-effective manner to support their missions.
This 4-day Information Security Training course provides foundational knowledge and skills to analyze network risks and select appropriate countermeasures. Through hands-on exercises, students will learn to evaluate strong authentication methods, search for operating system vulnerabilities, and protect systems and data using firewalls and encryption. The training covers topics such as cryptography, user and host identity verification, system and network intrusion prevention, and ensuring network confidentiality. There are no prerequisites for the course.
This document summarizes a self-awareness workshop that included exercises on understanding oneself, self-esteem, and effective group processes. Participants introduced themselves and discussed qualities of self-managed individuals. Exercises explored self-awareness using questionnaires and the Johari window model of personal awareness. The group also took part in a survival simulation ranking necessary items and reflecting on roles within the team. The workshop aimed to help participants develop greater self-awareness, establish goals, and improve their effectiveness through ongoing introspection.
This document outlines a negotiation course that teaches a four-stage process: 1) prepare a strategy, 2) negotiate using key tactics like understanding power and psychological tools, 3) close with a contract, and 4) perform and evaluate. Stage 2 focuses on getting to know the other side, understanding your relative power by considering your Best Alternative To a Negotiated Agreement (BATNA), and using psychological tactics while avoiding traps.
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2) It also discusses how to prevent disputes, different ADR concepts and tools like arbitration and mediation, and examples of successful ADR programs that improved outcomes for clients.
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The document outlines a 4-stage negotiation process: 1) prepare a strategy, 2) use key negotiation tactics like understanding the other side and your power, 3) create a contract to close the negotiation, and 4) perform and evaluate the results. It also provides tips for conversational intelligence, including asking questions, listening, and summarizing the other person's perspective.
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2. Outline:
• What is motivation?
• Intrinsic Motivation and External Motivation
• ARCS Model
• Malone’s Theory of Intrinsically Motivating Instruction
• Operant Conditioning
• Cognitive Apprenticeship
• Social Learning Theory
• Flow
4. Intrinsic Motivation
• Comes from within the person
• This is when a person undertakes an activity for its own
sake.
• Intrinsic motivation is when the rewards come from
carrying out an activity and not the result of the activity.
5. External Motivation
• This is when the behavior takes place for the receive a particular
reward or avoid punishment.
• It is when a person seeks to earn something that is not directly
related to the activity
6. ARCS Model
• A four-factor model developed by John Keller.
• This model is well known in the field of instructional
design.
• It is used as a framework in creating e-learning and
courseware
• The model focuses on designing instruction, but its
elements can be applied to various aspects of game-
based learning.
8. Malone’s Theory of Intrinsically
Motivating Instruction
• Developed in the 1980s by Thomas Malone .
• He discovered three elements that make games
motivational.
• These elements are: challenge, fantasy, and curiosity.
9. Operant Conditioning
• Another way of motivating people.
• Developed by B.F Skinner.
• Came as a result of disagreement with Pavlov’s “Classical
Conditioning theory”.
10. immerged important concepts:
• A variable ratio reinforcement schedule
• A fixed ratio schedule
Reinforcement for a
behavior is provided in
unpredictable intervals.
Reinforcement is
provided after a pre-
selected number of
times a behavior is
exhibited.
11. - Fixed interval
• Variable interval
Reinforcement for
a behavior is
provided after a
variable amount of
time has elapsed.
Reinforcement for
a behavior is
provided after a
fixed amount of
time has elapsed.
12. Cognitive Apprenticeship
• The idea is that the person and the environment in which
they are learning cannot be separated in any analysis of
learning.
• They are each part of a mutually constructed whole.
13. Social Learning Theory
• Developed by Robert Bandora in the late 70s.
• It states that learning takes place through observation and
imitation.
• The use of avatars.
14. Flow
• Flow is a mental state of operation in which a person is
fully immersed and focused in what they are doing.
• it involves full mental involvement and continual
engagement in the process of the activity.
• It is that ideal state between boredom and anxiety or
frustration
15. Eight components of making a flow possible:
• Achievable Task
• Concentration
• Clear Goals
• Feedback
• Effortless involvement
• Control over actions
• Concern for self-disappear
• Loss of sense of time
Editor's Notes
Motivation is a key concept of game play.
“Motivation is the desire to act in service of a goal”.
“It is one of the driving forces behind human behavior. It fuels competition and sparks social connection”.
Motivation can either come from within the person and be driven by internal factors “intrinsic motivation”, or come from external factors “external motivation”.
It is important to understand these two elements as they are crucial for the concept of gamification.
- This is when a person undertakes an activity for its own sake, for the enjoyment it provides, the learning it permits, or the feeling of accomplishment it evokes and not because of any external reward.
- Intrinsic motivation is when the rewards come from carrying out an activity rather than from the result of the activity.
- This can be a high grade, praise from a boss or supervisor, a certificate, badge, reward, prize, or admiration from others.
- You’ve experienced extrinsic if someone says something like, “If you cook me food, I’ll give you $50.” You may not want to cook, but you want the money. So you get motivated by the reward which is the money.
-Attention: as the name suggests, this is to get students’ attention. Perceptual arousal has to do with gaining attention through the means of specific, relatable examples, the use of incongruity and/or conflict, or the element of surprise. Inquiry arousal is the use of stimulating curiosity by presenting a question or problem the learner is interested in solving or providing a role play or hands-on experience for the learner. Variability also can be used to maintain learner attention through varying the delivery method periodically.
-Relevance: The relevance of the material to be learned should be established using one of three methods: (1) goal orientation: orienting the learner to the importance of the goal by describing how the goal will help the learner now and in the future and by illustrating the importance of reaching the goal; (2) match the motive of the instruction with the motives of the learners, which might be achievement, risk taking, power, or affiliation; (3) familiarity, showing how new knowledge is related to the existing knowledge of the learners, and (4) modeling the results of learning the new knowledge.
-Confidence: This is the learners’ expectation that they can achieve success. If the learners feel they can learn the material and are confident that they can do so, they tend to be more motivated to proceed. One way to help a learner be confident is to clearly state the learning requirements and expectations in the beginning. If the learners are able to accurately estimate the amount of time and effort they need to put into learning, they are more likely to put forth that effort. If they have no idea what it might take to be successful in terms of time and effort, they tend to be more reluctant. Next, learners like to be successful and success builds on success. Create small opportunities for success so the learner can work his or her way through the instruction by completing small milestones. Create a number of different and challenging experiences that build upon one another. Learners feel confident when they believe they are controlling their own success. Provide feedback and personal reinforcement to help them feel in control.
-Satisfaction: Learners need to feel that the learning has value and is worth the continued effort. Provide learners the opportunity to successfully apply their new knowledge and skills in a real or simulated setting so they can “see” what they have learned being applied. Provide positive encouragement and reinforcement of the new learning as a strategy to motivate them throughout the learning process. Try to tap into the intrinsic motivation of the learners. Also, maintain a sense of equity with the learners by maintaining consistent standards and measures of success.
Challenge: Challenge depends on goals with uncertain outcomes. An environment is not challenging if the individual is either certain to reach a goal or certain to not reach a goal. Ways of making outcomes uncertain include variable difficulty level, multiple level goals, hidden information, and randomness. Games should be challenging, not easy yet not difficult. Learners are not meant to be frustrated trying to play a game. Here the goal of the game and the feedback provided from it are important.
Fantasy: this is when learners see images that are not actually present in the game. For Malone the use of fantasies can make instructional environments more interesting and more educational and that fantasy has both cognitive and emotional advantages for designing instructional environment
Curiosity: Environments can evoke a learner’s curiosity by providing an optimal level of informational complexity and a novel and exciting environment. He separates curiosity into sensory and cognitive components. Sensory curiosity involves the attention-attracting value of changes in the light, sound, or other sensory stimuli of an environment. Malone states there is no reason why educational environments have to be impoverished sensory environments. Cognitive curiosity is evoked by the prospect of modifying higher level cognitive structures and Malone suggests that cognitive curiosity can be aroused by making learners believe their knowledge structures are incomplete, inconsistent, or unparsimonious. The learners are then motivated to learn more, in order to make their cognitive structures better-formed.
Another way of motivating people is the use of operant conditioning
Classical Conditioning: the process of creating a conditioned response based on a particular stimulus
Skinner felt that the important event in changing behavior was the outcome produced by the specific behavior and that he could reinforce the behavior to achieve a desired outcome.
Skinner showed that he could have an organism respond in a particular manner, that he could have an organism do something, manipulate an object, or operate a mechanism that was not part of its function or nature
Skinner’s experiment was done on hungry animals. He placed them in a box to explore it. In doing so, the animal approaches a bar or a button and either presses or pecks it so that it gets rewarded with a food pellet.
So when a tuning fork is sounded, pellets are made available when pressing the bar but when the tuning fork is not sounded, no pellets. As a result, after a while, the animal only presses the bar when the tuning fork sounds. The animal only responding when the tuning fork sounds is an example of operant conditioning.
An example of “a variable ratio reinforcement schedule” is: when a game player Sometimes receives a gold coin when hitting a mushroom and sometimes not. Sometimes receiving a reward when stealing a hat from ten elves and sometimes receiving the reward when stealing it from three or fifteen.
An example of “a fixed ratio schedule” is: Receiving a power-up or reward after collecting one hundred coins or fifty badges.
An example of “fixed intervals” is: A magic shield always appears fifteen minutes after the last magic shield is destroyed
An example of “variable interval” is: The magic carpet appears every so many minutes; sometimes it is every two minutes, sometimes every three minutes, and sometimes up to ten minutes
-Therefore, the learning must take place in the environment in which it will be applied because the environment and the person’s perception of the it are part of the same learning process.
-To grasp subjects, learners need more than abstract concepts and self-contained examples; they need to be exposed to the use of the information and cognitive tools in an authentic activity.
- How can we do that? The answer to the problem of immersing the learner in an authentic learning experience is to create a cognitive apprenticeship.
-A cognitive apprenticeship supports learning in a domain by enabling students to acquire, develop, and use cognitive tools in an authentic activity.
-here a teacher models a certain behavior and explain the thought processes and actions behind it. As the cognitive apprentice listens, observes, and models those same behaviors, they identify the relevant behaviors and develops a conceptual model of the processes involved. The apprentice is then given an opportunity to rehearse those behaviors and obtain feedback from the teacher, who provides coaching, tips, and pointers. The idea is that the apprentice learns to solve problems in the context that produced them.
-Therefore, the use of avatars or agents for presenting the proper model of behavior does transfer learning. There are several advantages to implementing avatars as social models. First, an agent implemented as a social model can be available at any time the learner engages with the game. This means that desired behaviors can be projected whenever and wherever the instruction is needed. Second, the behaviors can be modeled in an environment in which they are desired to occur, as opposed to a classroom space. The game environment allows the creation of an unlimited number of contexts in which the behavior can be modeled. Third, given the ease of use and “re-playability” of games, the learning experience can be replayed many times to aid with retention. Finally, games provide the opportunity for the learner to practice the observed behavior in a safe and secure environment. Video games offer excellent conditions for learning to occur. They simultaneously expose the player to modeling, rehearsal, and reinforcement of the social behavior that is involved in the game’s theme.
flow is something game designers want their players to achieve. And while a game designer cannot guarantee a flow state will occur for a player, the designer can create conditions under which a flow state could occur.
Flow is experienced when the challenge facing a person is in almost perfect balance with the person’s level of skill and abilities—he or she can accomplish the task, but it will take concentration, blocking out distractions, and a high level of effort
The task should be achievable and believed to be so by the player. Yet it shouldn’t be easy. However, it is should be challenging yet achievable.
There should be no distractions so that the player’s mental and physical energies are applied with intense focus.
The goal needs to be clear for the player so that they know exactly what to do to achieve the goal.
The immediate and continual feedback helps the person to remain in the flow state. Therefore, after every action there should be a reaction so that the player knows whether they doing the right or wrong thing.
Because of the high level of concentration, the level of feedback, and the ability to achieve the goal, the person perceives that involvement as effortless
The person feels in complete control over what he or she is doing and believes that actions have immediate and purposeful results
where a person is so absorbed in the activity that the only thing he or she is thinking about is the activity.
When in the flow state, time doesn’t matter. A player may think he sat there for minutes but in fact he did for hours.
*The ideal goal of game designers is to shape the instructional games they develop so it is possible for players to enter into a state of flow. The game needs to reach a balance between the challenges in the game and the player’s skill and ability level. This is a rare occurrence in instructional games. However, the concept of flow serves as a good guidepost for the gamification of learning. If a faculty member, trainer, or instructional designer can pro-vide the environment that encourages flow in the learner, he or she can move closer to putting learners into a flow state*