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  • Explore Adult Learning Motivations of Various Training Levels
    429-444
    Views:
    1107

    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.

  • Investigating the Motivation of Adventure Park Visitors
    106-126
    Views:
    268

    In the world of runaway, “homo-sitting” and mobile telephones, the quality of leisure time is gaining increasing importance, most of which is the experience gained and the characteristics of existing natural factors. A variety of thematic and adventure parks are reported every year, increasing travel and visitors' growth every year, the service offering of which broadly satisfies the needs of modern man and kind. In the focus of our research, we set the link between recreational habits and motivation of adventure park visiting. Use the survey questionnaire to calibrate consumer habits (n = 408). There were significant differences in the number of factors studied, such as those who seek more physical activities in their free time and prefer to respond to the challenge and extravagance motivating motivation in each of the adventure parks, or even for leisure-time enthusiasts. Our research reveals that service providers should consider targeting their leisure time habits, for example, they can benefit from a thorough consumer mapping from the point of view of electoral motivation.

  • Examination of Student’s Motivation to Participate in E-Sport
    389-398
    Views:
    357

    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:
    428

    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:
    754

    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].

  • Study on Learning Motivation of Master's Students in Management and Leadership at the University of Debrecen
    69-79
    Views:
    107

    The aim of our study is to present the topic of adult learning. To do this, we first define the definitions and importance of learning in a person’s life. We then turn to the historical background and evolution of adult learning. The motivation of adult learning as a function of different motivational theories is presented. In the second half of the study, an initial research focusing on the motivation of adult learning is presented. The subjects of our research are young adults who are pursuing their master's degree in management and organization at the Faculty of Economics of the University of Debrecen. We want answers to the extent to which different factors motivate young adults in studying. With the results, we want to give an idea of ​​how the learning motivation of the students can be characterized by both lecturers and human resource professionals working in the private sector. We intend to expand the research to a larger sample in the future.

  • Study of the University Electronic Games E-sports League and Its E-sports Players
    52-61
    Views:
    120

    E-sports are competitive video games coordinated by different leagues and organisations. E-sports players belong to teams or different managements, which are sponsored by various economic companies and establishment. In the beginning, only offline and then online competitions were organised, and nowadays an offline final takes place in sports halls at the end of an online qualification round. The primary objective of the present research is to study the e-athletes participating in the University Electronic Games (UEG) e-sports competition.  In addition to the e-sports players, I consider it important to examine the tournament itself, how the players interviewed rate it and what motivated them to participate again. I conducted an online questionnaire survey among the participants of the three seasons of the UEG online tournament organised by the University of Debrecen. UEG is the largest university e-sport tournament in Hungary in terms of its number of participants, which is why it was selected for the study. The participants in the study are motivated to compete in order to achieve success and enjoy competing to win, for them e-sports is a self-fulfilment. They keep up to date with national e-sports news and competitions through social media and the university mailing system. In general, the participants rate the UEG e-sports championship highly. The organisers need to improve the organisation of the tournament and their preparedness to run a tournament of this size. Their strengths are their helpfulness and their accurate and precise information about the tournament.

  • Vállalkozói képzés a 21. században a felsőoktatásban – lehetőségek, módszerek, jó gyakorlatok
    1-18
    Views:
    465

    Challenges of the 21st century require answers from higher education as well. In Europe, most of the entrepreneurship programmes on the higher education institutions are less than ten years old. Whilst business studies may battle for academic legitimacy, it has a clear advantage when it comes to graduate employability. The aim of this paper is to give answer to the following questions: why entrepreneurship education is important, what are the methods which are already used and what are the results of them. The answers to the questions are based on literature reviews, a case study and in-depth interviews with alumni carried out at the University of Debrecen, where since 2010 Team Academy Debrecen, a new education model from Finland is implemented. Tiimiakatemia education is an innovative Finnish model founded in 1993 by Johannes Partanen that develops team entrepreneurs. Based on the results some of the important elements of entrepreneurship teachability are: learning by doing, passion, learning in teams, coaching and mentoring.

  • Volunteering in Sport
    217-230
    Views:
    556

    The subject of our research was the examination of the sports ambition and its motivational background. Our aim was to examine the volunteer experience of young adults in volunteering. Our goal was also to analyze the areas in which sports are chosen most voluntarily and what motivates them in sport. The basis for our questionnaire research was the concept of volunteering "4 W" (who, what, where, why). The questionnaire was designed to answer these questions in relation to sports ambition. The data of the questionnaire completed by 371 young adults (mean age = 23.93, sd = 9.93) were analyzed using SPSS statistical software, where we calculated basic statistics (mean, standard deviation, median, mode) and Chi2 test. More than 75% of the respondents have already worked as volunteers. One of the most popular areas of volunteering was sport. The most frequented volunteering area was among schoolchildren and students as well as university sports among young people, after which the area of competition and recreational sports proved to be the most popular. The main motivation of young volunteer workers was the following, : „I had a good mood”, „I loved sport”, „teamwork”, „work experience”, „learning and skill development” and „career perspective”. Organizations, marketing and communication areas in the field of sporting events and sportsclubs volunteering were the most popular in the area where the respondents had experience. A significant difference was found in the field of organizing and marketing volunteering in sports events, 61% of Hungarians worked, while respondents from other countries were only 34.2% (p <0.05). In the field of communication, higher values of respondents from other countries (45.7%), compared with Hungarians (33.7%) (p <0.05).

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