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[https://www.changewildlifeconsumers.org/change/behaviour-change-for-conservation-online-course/] - - public:weinreich
behavior_change, environment, how_to, social_marketing, training - 5 | id:285239 -

Welcome to the Behaviour Change for Conservation online course. This open-access online course has been specifically developed to guide behavioural change practitioners, social marketers, communicators, and anyone else looking to develop or implement a behavioural change intervention for conservation gain. The course is spilt into five modules. You can navigate directly to a specific module should you choose. MODULE 1: Outline and overview of opportunities MODULE 2: Designing messaging for impact: framing, priming, and timing MODULE 3: Choosing the right messenger MODULE 4: Identifying mechanisms for impact: behavioural theories, models, and frameworks for change MODULE 5: Insight to inform approaches, research to guide adaptive management, impact measurement

[https://www.behaviourworksaustralia.org/behaviour-change-101-series-five-steps-to-select-the-right-behaviour-to-target/?utm_source=Habit+Weekly&utm_campaign=1f1cda8506-EMAIL_CAMPAIGN_2020_02_02_02_55_COPY_01&utm_medium=email&utm_term=0_ab93d31fb5-1f1cda85] - - public:weinreich
behavior_change, design, how_to, strategy, target_audience - 5 | id:285232 -

At BehaviourWorks, we often prioritise behaviours using the Impact-Likelihood Matrix (figure below). In this approach, behaviours are prioritised by mapping them based on: The impact they have on the problem they are intended to address. The likelihood of the target audience adopting the behaviour.

[https://www.elearningguild.com/insights/237/augmented-and-virtual-reality-for-behavior-change/?from=content&mode=filter&topic=39%2C38&showpage=7] - - public:weinreich
behavior_change, storytelling, technology - 3 | id:285228 -

Augmented and virtual reality can be an incredible tool when it comes to practicing certain skills that may not be safe or realistic in real life. AR and VR technologies are radically changing L&D as an industry. This research report, Augmented and Virtual Reality for Behavior Change, by Julie Dirksen, Dustin DiTommaso, and Cindy Plunkett explores how AR and VR can be a great resource for behavior change. The report examines key research on this, centered on the following themes: Enabling the Behavior Empathy Building Experiencing Consequences Future Projection Feedback Emotional Self-Regulation Download this report to discover how AR and VR solutions are a useful investment for behavior change.

[https://marketoonist.com/2020/01/peak-brand-purpose.html?utm_source=Marketoon+of+the+Week&utm_campaign=fdf771450e-EMAIL_CAMPAIGN_2018_0429_COPY_01&utm_medium=email&utm_term=0_4ae9870613-fdf771450e-200401969] - - public:weinreich
humor, social_marketing - 2 | id:285202 -

what does my job entail? (describes social marketing)

[https://www.pbs.org/video/immersive-theater-qy9hup/?fbclid=IwAR0dN1lh0auB227XHbMVXCm3B6EI28OyhFkLzhNXl43BqRCSZuNHHr-9CTc] - - public:weinreich
storytelling - 1 | id:283204 -

In its first episode, the series presents the universe of New York's immersive theater from the standpoint of actors, dancers, and other performers who have become the biggest names in the genre. Focusing on the mega hit “Sleep No More” and the groundbreaking “Here”, the episode explores the artists' relationship with the audience and the mystery behind the immersive productions.

[https://www.cambridge.org/core/journals/behavioural-public-policy/article/behavioural-and-social-sciences-to-enhance-the-efficacy-of-health-promotion-interventions-redesigning-the-role-of-professionals-and-people/01655ECBEE06104DF2D35C61E2A62BC3/core-read] - - public:weinreich
behavior_change, design, health_communication, sample_campaigns - 4 | id:283092 -

applying behavioral science to health promotion

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