• Title/Summary/Keyword: Motivation Process

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The Effect of Intrinsic and Extrinsic Motivation on Creativity Based on Rewards (보상을 기반으로 내·외적 동기가 창의성에 미치는 영향)

  • Zhang, Hui
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.253-260
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    • 2022
  • Creativity, one of the core competencies of the 21st century, is required as an essential item for members of society. Emphasizes its ability in terms of personality that allows it to be used in the desired direction. However, creativity is considered to contribute to positive change in the organization, not only in creating new ideas or products, but also in adapting to a changing environment and solving problems. Accordingly, by reviewing previous studies, it was concluded that rewards can promote or hinder creativity, which may vary depending on the nature of rewards, the concept of creativity possessed by the researcher, individual differences, and external environment. We also proposed that rewards may influence creativity through motivational, cognitive, and synthetic functions. Based on the analysis, a specific model was proposed for the effect of reward on creativity. This study is based on existing research and analyzed various factors and mechanisms acting in the process of influencing creativity based on comparison of which extrinsic and intrinsic motivations have what kind of relationship. Next, it appears that rewards differ from person to person according to the way they are given in environmental circumstances. Finally, by rewarding various types of creative tasks, an active reward role can be secured.

The Role of Processing Fluency in Product Innovativeness Judgment

  • Cho, Hyejeung
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.31-52
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    • 2013
  • The metacognitive experience of the ease or difficulty with which new, external information can be processed, referred to as 'processing fluency,' has been shown to influence a wide range of human judgments including truth judgments, familiarity judgments, risk perception, evaluation, and preference (see Alter and Oppenheimer 2009 for a review). The current research explores the possibility of a consumer's product innovativeness judgment based on the difficulty of processing new information. In specific, this study examines if the inferential link between (dis)fluency-(un)familiarity can feed into the perception of innovativeness. This study also explores how a consumer's processing motivation can moderate the consumer's reliance on processing fluency in judgments and how the influence of fluency can vary depending on judgment task orders. In an experiment, participants rated a new product's innovativeness and then indicated their product attitude (or vice versa depending on the judgment task order condition) after reading a product review article that was printed in either an easy-to-read or a difficult-to-read font (for fluency manipulation). The findings show that low need for cognition individuals infer higher product innovativeness when processing product information is difficult rather than easy, consistent with the common assumption that 'new information is more difficult to process than familiar information.' The findings also suggest that once low fluency is attributed to innovativeness, it may no longer lead to a negative response to the product. High need for cognition individuals' judgments on product innovativeness are not affected by fluency. The findings also demonstrate a judgment task order effect on the use of fluency in judgments (e.g., Xu and Schwarz 2005). This study provides the first evidence that an individual's fluency experience can be used as a source of information in product innovativeness judgments especially under low processing motivation conditions. The findings can help marketers better understand the malleability of consumer judgments and perceptions of product characteristics (e.g., product innovativeness) by demonstrating an interesting interplay of processing fluency, processing motivation, and judgment task-related contextual factors.

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Development of 4E&E Learning Cycle Model using Learning Motivation for School Science (과학 교과에서 학습 동기 전략을 활용한 4E&E 순환학습모형의 개발)

  • Ha, Tae-Kyoung;Shim, Kew-Cheol;Kim, Hyun-Sup;Park, Young-Chul
    • Journal of The Korean Association For Science Education
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    • v.28 no.6
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    • pp.527-545
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    • 2008
  • This paper suggested a 4E&E Learning Cycle Model using learning motivation for students in science education. The model has been developed on the basis of motivational and instructional design. The 4E&E Learning Cycle Model has four phases such as engage, explore, explain and expand, and two subsidiary phases such as evaluate, and feedback provided with at each phase. The model has gone a process of instruction with learning effects evaluation and providing feedback in science classroom, which facilitate to increase the effectiveness of learning activities. Especially, the 4E&E Learning Cycle Model using motivational learning strategies makes the learners be attractive to and immersed in instruction. This model has potentials in educating students in science education.

A Study on the Characteristics of the Component of Argumentation in the Process of Solving Scientific Argument Tasks among Elementary Students (과학적 맥락의 논의 과제 해결 과정에서 나타나는 초등학생들의 논의 과정 요소의 특성에 관한 연구)

  • Lee, Seok-Hee;Seo, Bong-Hee;Kim, Yong-Gwon
    • Journal of Korean Elementary Science Education
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    • v.26 no.1
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    • pp.76-86
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    • 2007
  • The purpose of this study is to investigate the characteristics of scientific argumentation and its development in the process of mutual discussion activities by elementary school students in the 5th grade. The results of this study can be summarized as below: First, students used diversity argumentation components for solving the given argumentation theme, however, most students used the assertion or the basis of a simple expression of their own thoughts as a high ratio, and components of a one directional explanatory argumentation process rather than components of a mutual communicative argumentation process. Second, an asymmetric group showed a high-use ratio of communicative argumentation components and achieved argumentation activities harmoniously between a symmetric group and an asymmetric group in organization of groups for solving argumentation themes. It was found that students in the transitional period showed the highest rate of participation within the discussion process. Moreover, they also showed the highest rate of development of discussion skills whilst in the process of using scientific problems. In conclusion, this phenomenon is caused by highlighting the mutual action between the teacher and the student rather than placing an emphasis on the mutual action among students during field instructions.

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Enhancing Science Self-efficacy and Science Intrinsic Motivation through Simulated Teaching-learning for Pre-service Teachers (탐구 기반 모의 수업 실연이 예비 교사들의 과학적 자기 효능감, 과학 내재 동기에 미치는 영향)

  • Lee, Hyundong
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.560-576
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    • 2023
  • The purpose of this investigation is to: (1) to derive an improvement factor for inquiry-based simulated teaching-learning in pre-service teacher training programs, and pre-service teachers practice simulated teaching that reflect the improvement factor, (2) to analyze the difference in science intrinsic motivation according to science self-efficacy and inquiry-based simulated teaching-learning experience. To achieve these goals, we recruited five elementary and secondary teachers as experts to help us develop an improvement factor based on expert interviews. Subsequently, third-year pre-service teachers of a university of education participated in our analysis of differences in science intrinsic motivation, according to their level of science self-efficacy and experience with inquiry-based simulated teaching-learning. Our methodology involved applying the analytic hierarchy process to expert interviews to derive improvement factor for inquiry-based simulated teaching-learning, followed by a two-way ANOVA to identify significant differences in science intrinsic motivation between groups with varying levels of science self-efficacy. We also conducted post-analysis through MANOVA statements. The results of our study indicate that inquiry-based simulated teaching-learning can be improved through activities that foster digital literacy, ecological literacy, democratic citizenship, and scientific inquiry skills. Moreover, small group activities and student-centered teaching-learning approaches were found to be effective in developing core competencies and promoting science achievements. Specifically, pre-service teachers prepared a teaching-learning course plan and inquiry-based simulated teaching-learning in seventh-grade in the Earth and Space subject area. Pre-service teachers' science intrinsic motivation analyze significant differences in all levels of science self-efficacy before and after simulated teaching-learning and significant difference in the interaction effect between simulated teaching-learning and scientific self-efficacy. Particularly, group with low scientific self-efficacy, the difference in science intrinsic motivation according to simulated teaching-learning was most significant. Teachers' scientific self-efficacy and intrinsic motivation are needed to improve science achievement and affective domains of students in class. Therefore, this study contributes to suggest inquiry-based simulated teaching-learning reflecting school practices from the pre-service teacher curriculum.

Fashion Orientation, Goal-directed or Experiential Motivations, Shopping Flow Experience and Purchasing Behavior of Fashion Products (패션지향성, 목적지향적/체험적 쇼핑동기, 플로우 경험과 패션제품 구매행동)

  • Lee, Kyu-Hye;Choi, Ja-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.2
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    • pp.185-193
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    • 2011
  • The purpose of this study was to examine the relationships among fashion orientation, shopping motivations, shopping flow experience, and purchases of fashion products. Two types of shopping motivations were employed in the study: goal-directed and experiential. A conceptual research model was developed using research variables and structural equational modeling was used to test hypotheses. Empirical results indicated that fashion orientation had a strong positive direct effect on both types of shopping motives. Experiential and goal-directed motivations both had significant influence on shopping flow experience by consumers. During this process the influence of experiential motivation on flow experience was stronger, which implies the importance of experiential motivation on shopping fashion products. In addition, shopping flow experience played an important role in fashion product purchasing. Results of this study suggest that retailers should take into consideration flow in the context of shopping.

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Variables Affecting on Learners' Satisfaction and Effects of EMI (전공 영어강의 만족도 및 학습효과 인식에 영향을 미치는 변인에 관한 연구)

  • Jin, Sung-Hee;Kim, Hakil
    • Journal of Engineering Education Research
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    • v.16 no.3
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    • pp.10-19
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    • 2013
  • Recently, Korean universities have increased the number of English Medium Instruction (EMI) lectures in order to allow students to gain both specialized knowledge and enhanced English ability. Previous researches on effective EMI lectures have focused on exploring the effects of learners' cognitive and affective characteristics on learning outcomes. Whereas the input variables of learning have been investigated as predicting variables of effects in EMI lectures, there has been a few research for investigating process variables to yield learning outcomes. The purpose of this study is to analyze the structural relationships among variables affecting on learner satisfaction and effects. The participants are 209 engineering students from various majors. Independent variables are defined as English motivation, English competency, and English confidence, a mediated variable is Cognitive engagement, and dependent variables are Learning satisfaction and Educational effect perception. The results show that the relationships are statistically significant: learners' English competency & English confidence ${\rightarrow}$ Cognitive engagement ${\rightarrow}$ Learning satisfaction ${\rightarrow}$ Educational effect perception. Especially, the structural model confirms that the effect of learners' English confidence on Learning satisfaction and Educational effect perception is mediated by the level of learners' Cognitive engagement. Further, the implication for effective EMI lectures is discussed based on the observed research results.

A Study on Kitschy Characteristics and its Consumer s of Webtoon

  • Lee, Eunkoung;Choi, Myoungsik;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.980-987
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    • 2015
  • Most of cultural area which people enjoy and consume is kitsch culture, though the culture is barely acknowledged. In this multimedia era, people create, publish and enjoy contents of 'webtoon(web+cartoon)', which is relatively faster and more convenient to enjoy comparing to published cartoon. Contrarily to its physical growth, the webtoon shows difficulty in advancing with other genres, is full of irritative factors and contents, and has tough time to become more sophisticated one. This study derived characteristics of kitsch in webtoon, suggested the way of webtoon as an art by analyzing conditions and usage motivation of webtoon. The conditions of kitsch are uniformity of mass consumption, popular vein, catharsis, vicarious satisfaction, immediate feedback-requiring image flood, and reproduction of techniques. The usage motivations of webtoon are studied as pursuit of information, entertainment, relaxation, socialization, convenience, and effectiveness. Usage motivation factors in webtoon and kitsch culture are almost identical. Contrary to its past of being underestimated and vulgarly considered, kitsch is acknowledged as an 'kitsch art'. By studying the process of becoming an art, the study has its purpose to suggest the experimental and developing way to make webtoon be acknowledged as 'webtoon art'.

Study on the Effects of Prep-Entrepreneurs' Positive psychological capital and Career ambition on Entrepreneurial Intentions (예비 창업가의 긍정심리자본과 커리어 야망이 창업의도에 미치는 영향)

  • Choi, Jinsook;Hwang, Kumju
    • Knowledge Management Research
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    • v.19 no.3
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    • pp.135-171
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    • 2018
  • Due to its nature, business foundation accompanies high levels of risk taking and responsibility. For this reason, entrepreneurs come to experience various negative emotions in the process of business foundation such as anxiety about risks, fear of failure, and pressure of success. However, entrepreneurs' negative emotions reduce individual inclinations for business foundation. Thus, it is necessary to research individual psychological characteristics that could reduce and attenuate entrepreneurs' negative emotions. To this end, this study examined the effects of Self-forgiveness, and Narcissism, psychological motivation variables, and Positive psychological capital and Career ambition, goal motivation variables, on entrepreneurial intentions. In order to verify research hypotheses, 326 questionnaires collected from prep-entrepreneurs were used for the empirical analysis. Looking at the analysis results, Self-forgiveness, Narcissism, Positive psychological capital and Career ambition had significant effects on entrepreneurial intentions. This study has a meaning in that it confirmed the influential relationship between the psychological characteristics reducing entrepreneurs' negative emotions and entrepreneurial intentions. In addition, this study suggested its implications, limitations, and future research directions based on the study results.

The Characteristics of User Created Content(UCC) for Virtual Band K/DA (가상밴드 K/DA에 대한 사용자 제작 콘텐츠(UCC) 특성)

  • Zhe, Han;Lee, Hyun Seok
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.74-84
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    • 2020
  • In November 2018, virtual pop band K/DA, with the use of holograms and actual K-pop girl group members, performed its debut album titled "POP/STARS" at the opening ceremony of the League of Legends S8 final, hosted by Riot Games. The fan culture that exists for real singers adapts itself to virtual bands, and K/DA, consisting of virtual characters, encouraging the production of user created content (UCC). However, this form of UCC is different from the most common one, meaning that this type of band generates another way of consuming content. Therefore, this study examines how K/DA's digital characters are transformed and reproduced by UCC and how the original producers' content differs from them. Firstly, the development of this study considers the open characteristics of UCC, such as user type, created motivation, created process, content type and sharing method. In the second part, the virtual idol Hatsune Miku and virtual band Pentakill will be analysed to understand UCC. Thirdly, K/DA will be analyzed as a case study based on three factors: created motivation, content type and sharing method. In this manner, this study aims to explain how UCC for virtual bands reproduce and consume original content and expand their commercial value.