• Title/Summary/Keyword: 동기유발전략

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A Study on the Actual Utilization of Strategy for Development of Learning Motivation-Focused on a Case of K College (학습동기유발전략 활용 실태에 관한 연구)

  • Choi, seok-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.281-282
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    • 2016
  • 교수자의 학습동기유발에 대한 수업에서의 학습동기유발전략 활용 실태를 분석하여 교수자는 효과적이고 전문적인 강의를, 학습자는 자기주도적 학습동기 향상을 통하여 교수학습에 대한 인식을 제고하고자 한다.

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The Development of Home Economics Teaching-Learning Program applying Keller's ARCS Model on the Unit of 'youth sex and peer relationship' (동기 유발 전략을 적용한 가정과 '청소년의 성과 친구관계' 단원 교수.학습 과정안 개발)

  • Han, Ju;Chae, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.23 no.4
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    • pp.87-103
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    • 2011
  • The purpose of this study was to develop a teaching-learning program for the unit 'youth sex and peer relationship' of middle school seventh - grade technology & home economics by applying Keller's ARCS model in five stages: analysis, design, development, implementation and evaluation. In the analysis stage, earlier studies of motivation were analyzed, and a survey was conducted to select ARCS strategies, in the design stage, in which way motivation strategies should be designed, in the development stage, a teaching-learning program for eight sessions was developed in accordance with the two practical problems. In the implementation stage, middle school seventh graders took six sessions according to the program, in the evaluation stage, the highly applicable teaching-learning program was finalized in response to the needs of the students. This study focused on revising ARCS strategies which provide in the teaching-learning programs by implementing and evaluating. Students desired for interesting instruction. It was necessary to develop new ARCS strategies can apply to Home Economics.

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A study on the Persuasive Strategies of Persuasive Technology (설득 테크놀로지의 설득 전략에 관한 연구 - 셀프 모니터링의 동기 유발 요인 중심으로)

  • Han, Ji-Youn;Jeen, Young-Ho;Kim, Hyo-Dong;Lee, Kyung-Won
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.145-152
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    • 2007
  • 설득 테크놀로지(persuasive technology)란 컴퓨터화된 다양한 시스템을 이용하여 사용자의 행동 양식과 태도를 변화시키는 상호작용 기술을 의미한다. 설득 테크놀로지는 사람들의 태도나 행동을 변화시키기 위해 미리 어떠한 의도를 가지고 설계된다. 즉 어떠한 목적을 가진 설득 테크놀로지냐에 따라서 설득의 전략이 달라지는 것이다. 설득에 영향을 주는 수많은 요인들 중에서 어떤 것을 적절히 활용하느냐가 설득 전략의 기초가 된다. 설득 테크놀로지는 광고, 교육, 안전 등 여러 분야에서 사용이 되고 있다, 그 중에서도 최근 주목 받고 있는 식생활 및 다이어트에 관한 셀프 모니터링(self-monitoring) 설득 테크놀로지를 설계할 때 어떠한 설득 전략을 세워야 하는지 연구해 보았다. 다이어트를 위한 식생활 변화를 위해서는 사람들의 자발적인 행동과 태도 변화를 이끌어 내는 것을 목적으로 해야 하기 때문에 구체적인 사용자 동기 유발 전략을 필요로 한다. 인간의 동기 유발을 위한 설득 전략으로 동료 압력(peer-pressure), 정보원의 공신력(information source public trust), 피드백(feedback) 방법을 다이어트 설득 테크놀로지에 적용 시켜 어느 정도 효과가 있는지 살펴보았다. 이 연구는 이러한 요인들을 적용한 다이어트에 대한 동기유발 실험을 통해 각 요인들간의 설득의 정도를 비교 분석하는데 목적이 있다. 이 연구의 결과는 다이어트, 금연 등의 생활패턴의 개선 이외에도 의료, 교육, 환경 등 다양한 분야에서 사용자가 스스로를 좋은 방향으로 나아가게 동기화 시키는 컴퓨터화 된 기술을 개발하는 토대가 될 수 있을 것이다.

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The Effects of Algorithm Learning using Motivation Stargegies On Secondary Informatics gifted Students In Problem Solving Ability (동기유발전략을 활용한 알고리즘 수업이 중등정보영재들의 문제해결능력에 미치는 영향)

  • Kang, Byung-Ho;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.493-498
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    • 2010
  • 영재들은 그들의 특성상 지적인 호기심과 높은 과제집착력을 갖고 있다. 물론 그들이 갖고 있는 능력으로 봤을 때 알고리즘 수업을 진행하면 어느 정도의 문제해결력을 신장시킬 수 있다. 본 연구에서는 정보영재들의 능력을 조금 더 끌어올리는 것에 연구에 목적을 두고 있으며 동기유발전략을 활용하면 기존의 알고리즘 수업보다 더 높은 문제해결력을 키우는 것에 가설을 두고 연구를 진행하였다. 알고리즘 수업은 기존 정보교육과정과 비교하여 비슷한 수준으로 구성하였으며 실생활과 관련된 수업 모형을 연구, 적용한 후 문제해결능력 검사지[4]를 이용하여 그 효과를 검증하였다. 검사 결과 실험집단의 문제해결능력이 통제 집단에 비해 향상된 것으로 나타났다. 이러한 결과는 전통적인 알고리즘 수업보다는 정보영재들의 지적인 호기심과 자신감을 자극한 수업이 학습자의 문제해결능력을 향상시켰음을 의미한다. 이는 같은 내용이라도 동기유발전략을 활용한 수업이 효과적이라는 것을 확인할 수 있었고 앞으로도 다양한 전략을 활용한 수업이 필요함을 기대한다.

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A study on pre-service mathematics teachers' teaching behaviors and changes about motivation in microteaching (마이크로티칭에서 예비수학교사들의 동기유발에 대한 수업 행동과 변화)

  • Shim, Sang Kil
    • Communications of Mathematical Education
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    • v.29 no.4
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    • pp.643-660
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    • 2015
  • This study investigated how pre-service mathematics teaches' experience in microteaching influences their motivations toward teaching behaviors and changes by analyzing their teaching records and class reports. Although respondents planned to conduct various strategies pertaining to motivations, some of them were not used. Also, motivations toward their teaching behavioral changes leaded to positive aspects, but also leaded to negative ones. These findings imply that only two times microteaching experiences would not be sufficient to lead to positive teaching behavioral changes through their motivations. However, pre-service mathematics reported a high level of intention to change their teaching behavior through a comprehensive review process regarding their teaching. Therefore, teacher eduction institutions should develop well structured educational programs and apply them to pre-service mathematics teachers for a better understanding of their teaching and its review through motivations. In addition, providing opportunities for pre-service mathematics teachers to experience various educational programs including microteaching would be necessary for improving their teaching behavior through motivations.

An Analysis of Motivation in the Earth Science part of the 7th Grade Textbooks (2007 개정 7학년 과학 교과서에 나타난 지구과학의 동기유발 요소 분석)

  • Kim, Ju-Hyun;Han, Shin;Jeong, Jinwoo
    • Journal of Science Education
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    • v.37 no.1
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    • pp.11-22
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    • 2013
  • Motivation is a generative power of making learning interesting and sustaining learning for students. Textbooks are important tools in carrying out lessons. And it is meaningful to analyze how textbooks motivate learning. This study is to analyze components of motivation in learning of the 7th grade middle school science textbooks. Keller's ARCS model was used for the analysis. The result of the study is as follows. First, the eight textbooks had various components from A1 to R3. Second, analyzing textbooks by parts of the textbooks, the body had the most motivation strategies and the next was the introduction, lastly the finishing part. Third, the most frequently used strategy on the attention factor is A1. And the most frequently used strategy in the relevance factor is R3.

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Design of a Motivation Model Using Edutainment Strategy on Mobile Learning Environments (에듀테인먼트 전략을 활용한 모바일 학습 환경에서의 동기 모형 설계)

  • Kim, Chang-Gyu;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2007.01a
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    • pp.317-324
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    • 2007
  • IT강국의 선진한국으로 도약하고 있는 우리나라는 현재 웹을 이용한 학습을 넘어 휴대인터넷 (WiBro)과 UMPC (Ultra Mobile PC)를 비롯한 모바일 환경에서의 학습도 활발해지고 있다. 더불어 요즘 세대의 학생들은 일방적인 주입식 교육 보다는 상호작용하며 즉각적인 피드백을 받을 수 있는 게임적 요소에 큰 관심을 보인다. 본 연구에서는 학습자의 특성을 고려하여 모바일 학습에서 학습자의 학습동기를 유발, 지속시키기 위한 방안으로써 Keller의 동기 유발 이론에 기초한 게임 전략을 접목시킨 새로운 동기 모형을 제시하고자 한다. 본 동기 모형의 특징은 다음과 같다. 첫째, 주제에 맞는 장르 및 형태를 기획분석 단계에서부터 결정하여 개발 효율성을 추구하였다. 둘째, 에듀테인먼트 요소를 콘덴츠 제작 절차에 삽입함으로써 학습활동에 대한 능동적 반응과 흥미를 얻도록 하였다. 셋째, 체계적인 모바일 교육용 게임 설계를 위해 게임 시놉시스, 시나리오 작성 단계를 삽입하였으며 궁극적으로는 모바일 동기전략과의 통합을 추구하였다. 넷째, 개발된 콘텐츠를 수업안에 바로 적용시킴으로써 자연스러운 수업이 될 수 있도록 구성하였다.

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The Effects of Learning Motivation Program for Freshmen of Nursing College: Focusing on Learning Motivation, Core Competence, Time Management, Career Attitude Maturity (간호대학 신입생의 학습동기유발 프로그램의 효과 분석: 학습동기, 핵심역량, 시간관리, 진로태도성숙을 중심으로)

  • Park, Ju-Young;Lim, Hyo-Nam;Kim, Doo Ree
    • Journal of the Korea Convergence Society
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    • v.9 no.8
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    • pp.331-341
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    • 2018
  • The purpose of this study was to develop a learning motivation program and to test its effect to provide basic data to be used for freshmen who are going to enter nursing college and various educational strategies and policies for successful university life. In order to develop the program, the contents of the program were structured so as to improve the learning ability, self-directed ability, and social competence through the current research and literature review. As a result, motivation (F=3.45 p=.033), core competence (F=7.35 p=.001), time management (F=9.80 p<.001) and career attitude maturity (F=19.83 p<.001) were significantly increased before the program. This suggests that the composition of the learning motivation program includes various learning strategies unlike nursing and majors.

A Study on MMORPG Factors in Game User's Motivation : A Game User's Desire Perspective (MMORPG 사용자의 동기유발에 영향을 미치는 요소 : 게임사용자의 욕구 관점에서)

  • Yun, Jae-Sun;Lim, Chan
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.47-56
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    • 2010
  • This study analyzes MMORPG in user's desire perspective and tried to find specific motivation factors. In research result, character has been separated in user character, another user character, boss monster and support character. And character's factor analysis yielded three factors: visual attraction, psychological propensity and competence. The result of the regression analysis about character's motivation factor show that it is significantly different that motivation level and motivation factors from each character. This finding implies that specific motivation factors can serve to make strategy for motivate user's game playing.

The Effects of the Food Labeling Home Economics Instruction applying ARCS Motivation Teaching Strategy on Middle School Students' Learning Motivation, Recognition and Use of Food Labels (ARCS 동기유발 전략을 적용한 가정과 식품표시 수업이 중학생의 학습동기와 식품표시에 대한 인식 및 활용도에 미치는 효과)

  • Yeo, Soo-Kyoung;Chae, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.23 no.1
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    • pp.113-141
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    • 2011
  • The purpose of this study was to examine the effects of home economics instruction in food labeling using a motivational(ARCS-Attention, Relevance, Confidence, and Satisfaction) strategy to increase middle school students' learning motivation, recognition and use of food labels. To achieve this purpose, teaching-learning plans of food label instruction using a motivation(ARCS) strategy were developed over four class periods using a pretest-posttest experimental design. The experiment was conducted across two groups as follows: 4 experimental groups that received the motivation(ARCS) strategy instruction, and 3 comparative groups that received lecture type instruction. The pretest-posttest scores of the experimental and comparative groups were compared. The 203 data of questionnaires for the experiment were analyzed and evaluated by Analysis of Covariance(ANCOVA) using SPSS Win 12,0. The results of this study were as follows: First, teaching-learning plans, learning materials, and teacher reference materials for the home economics food label instruction that applied the motivation(ARCS) strategy were developed in five subject areas: nutrition labels, food additives, genetically modified food, irradiated food, and food quality verification labels. Second, students' learning motivation of the two groups showed statistically meaningful differences. Home economics instruction using a motivation(ARCS) strategy was more effective in increasing students' learning motivation than lecture type instruction. Third, as a result of ANCOVA which regulated the recognition of food labels in the pre-experimental design, the recognition of food labels in the post-experimental design showed the meaningful differences depending on the instruction style(motivation strategy and lecture type instruction). In addition, comprehensibility, practical use and educational necessity of food label details showed statistically meaningful differences. Home economics instruction using motivation(ARCS) strategy was more effective than lecture type instruction in improving students' recognition of food labeling. Fourth, as a result of ANCOVA which regulated the use of food labels in the pre-experimental stage, the use of food labels in the post-experimental stage showed meaningful differences between experimental and comparative groups depending on the instruction style. Therefore, home economics instruction in food labeling using motivation(ARCS) strategy was more effective than lecture type instruction in increasing students' use of food labels.

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