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Motivation has been shown to have roots in physiological, behavioral, cognitive, and social areas. Motivation may be rooted in a basic impulse to optimize well-being, minimize physical pain and maximize pleasure. It can also originate from specific physical needs such as eating, sleeping or resting, and sex. Motivation is an inner drive to behave or act in a certain manner. These inner conditions such as wishes, desires and goals, activate to move in a particular direction in behavior. Types of theories and models[edit] Motivational theories[edit] A class of theories about why people do things seeks to reduce the number of factors down to one and explain all behaviour through that one factor. Conscious and unconscious motivations[edit] A number of motivational theories emphasize the distinction between conscious and unconscious motivations. Psychological theories and models[edit] Motivation can be looked at as a cycle where thoughts influence behaviors and behaviors thus drive performance.

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Maslow's hierarchy of needs Maslow's hierarchy of needs, represented as a pyramid with the more basic needs at the bottom[1] Maslow's hierarchy of needs is a theory in psychology proposed by Abraham Maslow in his 1943 paper "A Theory of Human Motivation" in Psychological Review.[2] Maslow subsequently extended the idea to include his observations of humans' innate curiosity. His theories parallel many other theories of human developmental psychology, some of which focus on describing the stages of growth in humans.

Knowledge building The Knowledge Building (KB) theory was created and developed by Carl Bereiter and Marlene Scardamalia for describing what a community of learners needs to accomplish in order to create knowledge. The theory addresses the need to educate people for the knowledge age society, in which knowledge and innovation are pervasive.[1] Overview[edit] Scardamalia & Bereiter distinguish between Knowledge building and learning.

Games Thursday : Filler (Puzzle Game) Filler is a fun little strategy game for those short two to three minute breaks. Developed by Alexander Vikulin back in 1995 for both Windows 3.1 and Windows 95, Filler places two players (human or AI) on different ends (configurable) of a playing area of 1377 hexagons coloured in up to nine different colours (default is 9 colours but the number of colours can be set from 5 to 9). Each player takes turns to select a colour from the colours on the top bar which will then add any adjacent hexagons of that colour to your territory as well as change all hexagons in your territory to the selected colour. Whoever occupies more than 688 hexagons first wins! -40 hexagon difference between me and the AI The only catch is that you cannot choose the same colour as that selected by your opponent in his previous turn.

Category:Motivation Motivation is a word used to refer to the reason or reasons for engaging in a particular behavior, especially human behavior as studied in psychology and neuropsychology. Subcategories This category has the following 12 subcategories, out of 12 total. Meta-Motivation Inventory The Meta-Motivation Inventory Perhaps one of the most fascinating adventures that people share is the process of self-discovery. It is the knowledge of self, derived from increasing self-awareness in this exciting life process of learning and growth that provides the means of developing and exercising our full potential. The Meta-Motivation Inventory was designed to assist in assessing your progress in this process of growth, providing feedback on your characteristic personal, management and leadership styles. The Inventory can be administered and debriefed during a seminar providing participants with valid and reliable feedback on thirty-two personality dimensions contained in the following six major categories. "Life is either a daring adventure, or nothing." - Helen Keller

Hacking Knowledge: 77 Ways to Learn Faster, Deeper, and Better If someone granted you one wish, what do you imagine you would want out of life that you haven’t gotten yet? For many people, it would be self-improvement and knowledge. Newcounter knowledge is the backbone of society’s progress. Great thinkers such as Leonardo da Vinci, Thomas Edison, Benjamin Franklin, Albert Einstein, and others’ quests for knowledge have led society to many of the marvels we enjoy today. Your quest for knowledge doesn’t have to be as Earth-changing as Einstein’s, but it can be an important part of your life, leading to a new job, better pay, a new hobby, or simply knowledge for knowledge’s sake — whatever is important to you as an end goal.

Facebook vs. Google : future of the Web FORTUNE -- Paul Adams is one of Silicon Valley's most wanted. He's an intellectually minded product designer with square-framed glasses, a thick Irish accent, and a cult following of passionate techies. As one of Google's lead social researchers, he helped dream up the big idea behind the company's new social network, Google+: those flexible circles that let you group friends easily under monikers like "real friends" or "college buddies." He never got to help bring his concept to consumers, though. In a master talent grab last December, Facebook lured him 10 miles east to Palo Alto to help design social advertisements.

Four Elements Presentation (Master’s Defense) — It's Elemental The following presentation was made literally thirty minutes before my Master’s thesis defense, when I thought to myself, hey, I should put together some slides! Luckily I had everything I needed already… you’ll have to imagine how I skilfully (ahem…) wove all the slides into a seamless tapestry. Tagged as: four elements, Master S Thesis, Master Thesis, Powerpoint, Presentation, Presentation Ppt, Slides, Tapestry, Thesis Defense, Thesis Presentation Jonah Berger - The Wharton School of the University of Pennsylvania Research Interests: diffusion, identity, consumer decision making, product adoption and abandonment, social contagion, social influence, viral marketing, word of mouth Links: CV, Personal Website Author of the New York Times and Wall Street Journal Bestseller Contagious: Why Things Catch On.

Backward bending supply curve of labour This labour supply curve shows how the change in real wage rates affects the number of hours worked by employees. In economics, a backward-bending supply curve of labour or backward-bending labour supply curve is a graphical device showing a situation in which, as "real" or inflation-corrected wages increase beyond a certain level, people will substitute leisure (non-paid time) for paid work-time and thus higher wages lead to less labor-time being offered for sale.[1] The "labor-leisure" tradeoff is the tradeoff faced by wage-earning human beings between the amount of time spent engaged in wage-paying work (assumed to be unpleasant) and satisfaction-generating non-paid time that allows (1) participation in "leisure" activities and (2) use of time to do necessary self-maintenance, such as sleep. The key to this tradeoff is a comparison between the wage received from each hour of working and the amount of satisfaction generated by use of non-paid time. Overview[edit]