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  2. Uses and gratifications theory - Wikipedia

    en.wikipedia.org/wiki/Uses_and_gratifications_theory

    In general, people use mobile phones for the following uses and gratifications: sociability, entertainment, status, immediate access, instrumentality, mobility, and psychological reassurance. [28] Researchers have also identified that the uses and gratifications for contributing mobile content differ from those for retrieving mobile content. [29]

  3. Tetrad of media effects - Wikipedia

    en.wikipedia.org/wiki/Tetrad_of_media_effects

    A blank tetrad diagram. Marshall McLuhan's tetrad of media effects [1] uses a tetrad - a four-part construct - to examine the effects on society of any technology/medium (that is, a means of explaining the social processes underlying the adoption of a technology/medium) by dividing its effects into four categories and displaying them simultaneously.

  4. Aesthetic–usability effect - Wikipedia

    en.wikipedia.org/wiki/Aesthetic–usability_effect

    The aesthetic–usability effect describes a paradox that people perceive more aesthetic designs as much more intuitive than those considered to be less aesthetically pleasing. The effect has been observed in several experiments and has significant implications regarding the acceptance, use, and performance of a design.

  5. Image restoration theory - Wikipedia

    en.wikipedia.org/wiki/Image_restoration_theory

    Even though image restoration theory represented the use of mortification (accepting responsibility) and corrective action, there might be alternative recommendations. For instance, his studies using situational crisis communication theory found no support for always using mortification and corrective action.

  6. Performance effects - Wikipedia

    en.wikipedia.org/wiki/Performance_effects

    An upside of the variance measure is that the effects sum to 100%. A downside is that the variance uses squared distances so that large effects are amplified and small effects are shrunk. [5] Another measure is standard deviation, which is the square root of variance. An upside of this measure is that the standard deviation relates to linear ...

  7. Affective events theory - Wikipedia

    en.wikipedia.org/wiki/Affective_Events_Theory

    Affective events theory model Research model. Affective events theory (AET) is an industrial and organizational psychology model developed by organizational psychologists Howard M. Weiss (Georgia Institute of Technology) and Russell Cropanzano (University of Colorado) to explain how emotions and moods influence job performance and job satisfaction. [1]

  8. Law of effect - Wikipedia

    en.wikipedia.org/wiki/Law_of_effect

    The law of effect, or Thorndike's law, is a psychology principle advanced by Edward Thorndike in 1898 on the matter of behavioral conditioning (not then formulated as such) which states that "responses that produce a satisfying effect in a particular situation become more likely to occur again in that situation, and responses that produce a ...

  9. Worked-example effect - Wikipedia

    en.wikipedia.org/wiki/Worked-example_effect

    The worked-example effect is a learning effect predicted by cognitive load theory. [ 1 ] [ full citation needed ] Specifically, it refers to improved learning observed when worked examples are used as part of instruction, compared to other instructional techniques such as problem-solving [ 2 ] [ page needed ] and discovery learning.

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