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  • Explore Adult Learning Motivations of Various Training Levels
    429-444
    Views:
    1172

    Continuous learning is part of everyday life. It may be formal, non-formal or informal nature. The formal learning that takes place at school, is the basis of expertise. Why someone sitting to school? There can be given many answers to this question. The motivation for learning develops due to both internal and external factors. And even age groups and training as equally different. With regard to adult learning motivation was examining several surveys. The study is a summary of the test results. There was three target group: high school seniors, correspondence master's students and participants accredited training. The surveys set out to discover Why learn the various forms of training. The questions in each test were different but comparable. For participants accredited training habitual motivation is crucial. Their joy and pride of the family is less important to them. , Correspondence master's students were considered the most important things income, learning, and knowledge. Although the perception of other age groups, both the habitual and the actual motivation appears in every group. While high school students based on the results we can say that the more motivation to achieve a goal, such as employment, income acquire. so prominent the habitual motivation. In their case it emphasized that a distinction was made between friendship and relationship network. Namely, the friendships are not identified with the mere knowledge that may be necessary in order to achieve future goals.

  • Examination of Student’s Motivation to Participate in E-Sport
    389-398
    Views:
    393

    The basis of our research is the popularization of e-sport and its significant development. Compared to many other sports, e-sport is not only a sports game, it is also a dynamically developing business in which the market success of its stakeholders depends to a large extent on its ability to recognize the needs of its stakeholders, sportsmen, the public and sports clubs. In our research we are looking for the answer to the question of students' attitude towards e-sports and what motivates them to spend more time with e-sports. Among other things, we have found that students are intrinsically motivated, besides getting their own pleasure, meeting themselves, it is very important to gain experience and to constantly develop themselves, to learn more new techniques and methods with the given e-sports game.

  • Motivational Factors of Choosing BMX and Other Extreme Sports
    426-441.
    Views:
    477

    Extreme sports play an increasingly important role in the supply of recreational activities, as an increased consumer demand has shown a dynamic growth over the past decades. In our research, we investigated motivational factors related to leisure time and in particular BMX sport on a sample of 237 people who do extreme sports. Our results have revealed that BMX is mostly chosen by young men as a leisure time activity. The consumers of extreme sports are characterized by internal motivation, pursuit of their own boundaries, testing of novel and exciting activities and the need for doing joint activities with acquaintances and friends.

  • About Gamification & What Do We Use for Nowadays
    171-180
    Views:
    879

    By the widespread increase of new technologies, Internet has become an essential element for generation Z, however, this is not particularly surprising given the fact that over recent years different IoT solutions have become widely available, well-known and increasingly cheaper. Thus the grown up of Net Generation brings innovative solutions to the fore by which motivation is not forced to students anymore but there will be a real internal demand from their side in accordance with the age of Motivation 3.0. If this will be the case, the social issue of Homo Ludens will be also appeared in parallel to gamification [1]. Gamification nowadays is a method that become more widely used depending on field of use, thus it may meet needs of businesses and also educational institutions. The term of gamification is understood to mean those technics and methods when game elements are used in non-gaming environments [2]. Since we do not concentrate on learning during games, students will find learning a pleasure rather than an imposition and it means many could improve their skills or receive information without realizing they are actually studying. Moreover, despite the traditional learning method, the knowledge acquired this way can be used for a long time during seminars and later on labour market. Gamification plays an increasingly important role in business and also in education [3]. Students may learn more effectively and with a lower effort using gamification. As a result, this innovative approach of learning has been becoming more and more popular internationally, furthermore, motivation shortage problems also could be solved by this method [4].

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