• Title/Summary/Keyword: 동기유발

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Study about Teaching Program for Students' Interest-Driven Learning Motivation (흥미유발형 학습 동기 제고를 위한 교수법 연구)

  • Oh, Suk;Jin, Myungsook
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.295-296
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    • 2015
  • 본 논문에서는 디지털 매체를 자유자재로 활용할 수 있는 디지털 네이티브 세대인 현재 대학생을 대상으로 수업 중 지난 주 수업 내용과 당일 수업 내용 등이 학생들에게 잘 전달되었는지를 확인해 볼 수 있는 스마트폰을 활용한 문제풀이 기법이 학생들의 수업의 집중도와 흥미를 유발시켜 학습동기를 높이는 효과를 가져 오는 수업설계 방안을 제안한다.

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Automatic measurement of voluntary reaction time after audio-visual stimulation and generation of synchronization signals for the analysis of evoked EEG (시청각자극 후의 피험자의 자의적 반응시간의 자동계측과 유발뇌파분석을 위한 동기신호의 생성)

  • 김철승;엄광문;손진훈
    • Science of Emotion and Sensibility
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    • v.6 no.4
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    • pp.15-23
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    • 2003
  • Recently, there have been many attempts to develop BCI (brain computer interface) based on EEG (electroencephalogram). Measurement and analysis of EEG evoked by particular stimulation is important for the design of brain wave pattern and interface of BCI. The purpose of this study is to develop a general-purpose system that measures subject's reaction time after audio-visual stimulation which can work together with any other biosignal measurement systems. The entire system is divided into four modules, which are stimulation signal generation, reaction time measurement, evoked potential measurement and synchronization. Stimulation signal generation module was implemented by means of Flash. Measurement of the reaction time (the period between the answer request and the subject reaction) was achieved by self-made microcontroller system. EEG measurement was performed using the ready-made hardware and software without any modification. Synchronization of all modules was achieved by, first, the black-and-white signals on the stimulation screen synchronized with the problem presentation and the answer request, second, the photodetectors sensing the signals. The proposed method offers easy design of purpose-specific system only by adding simple modules (reaction time measurement, synchronization) to the ready-made stimulation and EEG system, and therefore, it is expected to accelerate the researches requiring the measurement of evoked response and reaction time.

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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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Orientations and Execution of Beginning Secondary Science Teachers' Teaching Practices: Motivating and Understanding Students (초임 중등 과학 교사의 교수활동에 대한 지향과 실행: 동기 유발과 학생 이해를 중심으로)

  • Kwon, Hong-Jin;Kim, Chan-Jong;Choe, Seung-Urn
    • Journal of the Korean earth science society
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    • v.27 no.3
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    • pp.289-301
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    • 2006
  • The purpose of this study is to investigate beginning secondary science teachers' teaching practices in terms of motivating and understanding students. Six first-year teachers participated in this study. Data were collected by classroom observations and structured interviews. Instructional materials used during the class were also collected to understand teaching practice. Lessons observed were video-tape recorded and the teachers were interviewed. Video- and audio-tape recording were transcribed. The framework, developed by Knowles Project Team of Michigan State University, was adopted and revised according to Korean classroom context and employed as an analytical tool for teaching practices. The beginning secondary science teachers intention ranged from 'Managing Work' to 'School Science.' No teachers revealed 'Reform Science Teaching' orientation. For the execution of science lessons, one teacher with 'Managing Work' orientation showed 'expert' level of execution, but the others executed at a 'novice' level. Beginning science teachers need to be guided and informed about 'Reform Science Teaching' for motivating and understanding students to develop professionally.

A G-Learning Model of Interworking with Gameplay and Learning Play by Motivation Mechanisms (동기유발 기제를 한 게임플레이와 학습플레이 연동형 G러닝 모델)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.3-11
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    • 2011
  • The learning by computer games, is in the spotlight as an effective education method for the game generation. The current design methods for educational games is to design all needed game elements and learning elements which should be included in. So to design an educational game for motivation and learning effects, is generally difficult. In this paper, we propose the G-learning model IGLM which is interworked with gameplay and learning play by motivation mechanism, in order to solve the difficult problem. The comparative analysis of the proposed model IGLM on the design difficulty with the current design methods for educational games or G-learning, shows the proposed method can be a solution of the design difficult problem and is the best on the difficulty of, the freedom of, and the scope of designing the component parts of educational games or G-learning.

Behavioral motivation-based Action Selection Mechanism with Bayesian Affordance Models (베이지안 행동유발성 모델을 이용한 행동동기 기반 행동 선택 메커니즘)

  • Lee, Sang-Hyoung;Suh, Il-Hong
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.46 no.4
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    • pp.7-16
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    • 2009
  • A robot must be able to generate various skills to achieve given tasks intelligently and reasonably. The robot must first learn affordances to generate the skills. An affordance is defined as qualities of objects or environments that induce actions. Affordances can be usefully used to generate skills. Most tasks require sequential and goal-oriented behaviors. However, it is usually difficult to accomplish such tasks with affordances alone. To accomplish such tasks, a skill is constructed with an affordance and a soft behavioral motivation switch for reflecting goal-oriented elements. A skill calculates a behavioral motivation as a combination of both presently perceived information and goal-oriented elements. Here, a behavioral motivation is the internal condition that activates a goal-oriented behavior. In addition, a robot must be able to execute sequential behaviors. We construct skill networks by using generated skills that make action selection feasible to accomplish a task. A robot can select sequential and a goal-oriented behaviors using the skill network. For this, we will first propose a method for modeling and learning Bayesian networks that are used to generate affordances. To select sequential and goal-oriented behaviors, we construct skills using affordances and soft behavioral motivation switches. We also propose a method to generate the skill networks using the skills to execute given tasks. Finally, we will propose action-selection-mechanism to select sequential and goal-oriented behaviors using the skill network. To demonstrate the validity of our proposed methods, "Searching-for-a-target-object", "Approaching-a-target-object", "Sniffing-a-target-object", and "Kicking-a-target-object" affordances have been learned with GENIBO (pet robot) based on the human teaching method. Some experiments have also been performed with GENIBO using the skills and the skill networks.