4,539 research outputs found
âA respite thingâ â A qualitative study of a creative arts leisure programme for family caregivers of people with dementia
This study explored the meanings of participating in a five-week creative arts leisure programme designed for family caregivers of people with dementia, using interpretative phenomenological analysis. Eight carers attended and four who met the eligibility criteria agreed to be interviewed. Participants experienced the arts group as providing a sense of freedom and respite, strengthening identity through promoting achievement, offering social support through a collective focus on art- and craft-making, and increasing resilience for coping with caring. Some found the five-week programme too short. Benefits were linked to the security of knowing that loved ones with dementia were close by, being well cared for. Further research is needed into the longer-term benefits of creative arts groups for promoting carer well-being
Relationships Between Flow, Mental Toughness, and Subjective Performance Perception in Various Triathletes
The current study examined the relationship between mental toughness, subjective performance and dispositional flow in high performing triathletes. A sample of 114 Iron men and triathletes (Mage=28.81 years, SD=3.45), taken from triathlon clubs, completed self-report questionnaires measuring mental toughness, subjective performance and dispositional flow. Pearsonâs correlations revealed a significant and positive relationship between global mental toughness and subjective performance rating (r=0.62, p <0.01) and between global mental toughness and all dispositional flow subscales (r= 0.67 â 0.81, p<0.05). Linear regression analyses found mental toughness subscales accounted for 64% of the variance in dispositional flow. Subjective performance rating did not add significantly to the model. Overall, the findings suggest that mental toughness may allow iron man competitors and triathletes to exert the cognitive and emotional control necessary to experience flow and therefore perform better. The findings are discussed in the context of competitive ironman and triathlon
CreaSenses: fostering creativity through olfactory cues
Smell is a strong trigger of memories and creativity. Different
smells can create sensitive environments that can foster creative
tasks. In this paper, we present CreaSenses, a study that includes
olfactory cues, representing different types of sensitive environ ments such as âfoodâ and âambienceâ in a within-subject design.
Our aim was to obtain a deeper understanding of which smell cues
promote higher levels of creativity during the process of creative
writing. We discuss the results in the light of creative senses and
potential implications for the design of creativity support tools. In
addition, our study was evaluated trough the Creativity Support Index.info:eu-repo/semantics/publishedVersio
The Janus-Faced Role of Gambling Flow in Addiction Issues
YesFlow experience has been widely investigated in experiential activities such as sports, the performing arts, gaming and Internet usage. Most studies focus on the positive aspects of flow experience and its effect on performance. In stark contrast, gambling research focusing on the negative side of addiction lacks an in-depth investigation of gamblersâ (positive) flow encounters. This separation of research lines seems out of place given that recent research indicates connections between flow and addiction. Joining both constructs in a causal effects model helps to gain a better understanding of their relationship and its contingencies. This paper empirically investigates whether and how it is possible to observe a âJanus faceâ of flow with its various sub-dimensions in online gambling. Empirical data was collected from 500 online gamblers by applying a structured questionnaire with established scales. The data was analyzed with a confirmatory factor analysis and a double-hurdle model to separate casual gamblers who are unsusceptible to any addiction issues from gamblers affected by initiatory addiction issues. The findings indicate that online gambling addiction is negatively influenced by two sub-dimensions of flow experience, namely a sense of control and concentration on the task at hand, while enhanced by a transformation of time and autotelic experience
âIt gave me something big in my life to wonder and think about which took over the spaceââŠâand not MSâ: Managing well-being in multiple sclerosis through art-making
This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ 2014 Informa UK Ltd.Background and aim: Individuals living with Multiple Sclerosis (MS) often face progressive loss of function, uncertainty and disruption to self-image and valued roles. Previous studies show that creative self-expression is valued by some people living with long-term illness, yet its meaning for people living with MS is unclear. This research study explored the meanings of leisure-based visual art-making for people living with MS. Method: This qualitative study followed guidelines for Interpretative Phenomenological Analysis (IPA). Single semi-structured interviews were conducted with five adults (2 males; 3 females; 40â65 years), recruited from MS Ireland. Findings: Participants valued art-making for contributing to a more satisfying way of life; for filling occupational voids and using time well. Deep immersion offered respite from worry about illness. Creative classes offered social camaraderie and opportunities for learning and development. Art-making processes and products were highly affirmative, increasing emotional well-being and promoting self-worth. Most felt that they expressed valued aspects of self through their art. Art-making appeared to assist with identity maintenance, accommodating functional losses associated with MS whilst opening ânew doorsâ. Conclusion: Art-making offered a multi-faceted means of supporting identity and increasing fulfilment in lives that were restricted in many ways by MS
Motivation, optimal experience and flow in first year computing science.
We examine the concept of motivation from the perspective of Self Determination Theory and give a brief overview of relevant results. We also consider the optimal state known as Flow and give an account of its conceptualisation in the theory due to Csikszentmihalyi. After discussion of ways in which these concepts can be measured, we describe a set of preliminary studies that investigate motivation and flow in the context of a first year computing class. We analyse student responses to enquiries about perceptions of motivation and flow experiences and look at links between them. We also discuss intrinsic motivation within the subject
gMOOCs â Flow and Persuasion to Gamify MOOCs
Gamification has gained great interest recently in several fields.
However, while the literature reports that a gamification design relying on
external motivation only can lead users to cognitive dissonance, most
gamification approaches use points, badges and leaderboards as dominant game
elements. We present our developed testable predictions with the aim of
investigating additional motivational theories (flow and persuasion) to argue for
a deeper integration of gamification and the learning content at hand. Relying
on expert selected game elements, we consequently derive design
considerations to create gMOOCs, gamified massive online open courses,
designed according to the principles of flow and persuasion. Our findings are
the basis of our experiment and a contribution to the development of a new
theoretical design for gamificatio
On the conceptualization and measurement of flow
This chapter introduces in chronological order the three main measurement methods â the Flow Questionnaire, the Experience Sampling Method, and the standardized scales of the componential approach â that researchers developed and used in conducting research on the flow state. Each measurement method and underlying conceptualization is explained, and its strengths and limitations are then discussed in relation to the other measurement methods and associated conceptualizations. The analysis reveals that, although the concept of flow remained stable since its inception, the models of flow that researchers developed in conjunction with the measurement methods changed substantially over time. Moreover, the findings obtained by applying the various measurement methods led to corroborations and disconfirmations of the underlying models, and hence provided indications on how to interpret and possibly modify flow theory. The chapter then analyzes the emerging process approach, which conceptualizes and measures flow as a dynamic path rather than an object, and highlights its potential for integrating flow and creativity within the same conceptual framework. The final section outlines new directions for developing more valid and useful measurement methods that can help to advance the understanding of flow, its antecedents, and its consequences
Information scraps: how and why information eludes our personal information management tools
In this paper we describe information scraps -- a class of personal information whose content is scribbled on Post-it notes, scrawled on corners of random sheets of paper, buried inside the bodies of e-mail messages sent to ourselves, or typed haphazardly into text files. Information scraps hold our great ideas, sketches, notes, reminders, driving directions, and even our poetry. We define information scraps to be the body of personal information that is held outside of its natural or We have much still to learn about these loose forms of information capture. Why are they so often held outside of our traditional PIM locations and instead on Post-its or in text files? Why must we sometimes go around our traditional PIM applications to hold on to our scraps, such as by e-mailing ourselves? What are information scraps' role in the larger space of personal information management, and what do they uniquely offer that we find so appealing? If these unorganized bits truly indicate the failure of our PIM tools, how might we begin to build better tools? We have pursued these questions by undertaking a study of 27 knowledge workers. In our findings we describe information scraps from several angles: their content, their location, and the factors that lead to their use, which we identify as ease of capture, flexibility of content and organization, and avilability at the time of need. We also consider the personal emotive responses around scrap management. We present a set of design considerations that we have derived from the analysis of our study results. We present our work on an application platform, jourknow, to test some of these design and usability findings
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