• 제목/요약/키워드: Motivation to Participate

검색결과 211건 처리시간 0.025초

중학교 수학에서 WEB을 이용한 자기주도적 학습이 학생들의 학업성취도 및 학습태도에 미치는 영향 - 1학년 함수 단원을 중심으로 - (The Effects of Self-regulated Learning Strategies Using WEB on students′ Academic Achievements and Learning Attitudes in the Middle school Mathematics. -Focused on the Chapter ″Function″ of the First Grade-)

  • 이덕호;이관희
    • 한국학교수학회논문집
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    • 제4권2호
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    • pp.75-84
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    • 2001
  • The purpose of this research is to promote the academic achievement motivation and improve problem solving ability in Mathematics. In addition I hope to explore a new teaching method and facilitate students interest in mathmatics. If the teachers utilize an Internet Web Page and exchang information, the interaction activities will allow them to collect and analyse a variety of data. As this teaching method assists students motivation to get the effects of self-regulated learning strategies of students using the internet and their academic achievements and learning attitudes can be explored. The information will be gathered after the students participate in classes which were taught through the Edunet Homepage and the Department of Mathematics Homepage of KongJu National University. The Internet pages focused on the "Function" chapter of the first grade text for students attending middle school. The students were divided into two groups, experimental and comparative. Each group is composed of three levels, high, middle, and low. In the post experimental phase, two tests were administered which measured achievement ability and the learning attitude of the students. The results of the tests were then compared and analyzed. The results were as follows: First, the study demonstrated that self-regulated Learning Starategies towards Academic Achievements and Learning Attitudes were more effective than traditional teaching methods. These methods were significantly effective in the middle level and low level groups. The study demonstrated little to no improvement in the high level groups

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소셜 Q&A 커뮤니티에서 지식공유 활동 및 커뮤니티 활성화 노력에 대한 영향요인 : 즈후(知乎)를 중심으로 (Factors Influencing Knowledge Sharing Activities and Community Activation Efforts in Social Q&A Community : Focused on ZHI HU)

  • 복소양;고준
    • 한국IT서비스학회지
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    • 제18권3호
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    • pp.95-115
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    • 2019
  • In recent years, social media that has emerged with the development of network technology has changed the channels of information dissemination. The social Q&A community is a platform for knowledge-sharing activities in a question-and-answer manner based on Web 2.0. In knowledge-sharing activities, valuable new knowledge continues to be produced and will surely bring great benefits to individuals or businesses. In the social Q&A community, the user's subjective factors play a crucial role in influencing the user's continued use and participation in knowledge-sharing activities. In order for users to actively participate in knowledge-sharing activities in the community, it needs to grasp their subjective ideas. This study explores the issue of sharing knowledge by users of the social Q&A community "Zhihu", or how to drive community revitalization efforts from these. The three factors self-efficacy, self-development motivation, and social comparison tendencies were derived, and identify their relationship with knowledge-sharing activities and community-boosting efforts through empirical analysis. In addition, the influence of knowledge acquisition on knowledge provision was investigated through sense of reciprocity. Implications of the study findings and the future research directions were also discussed.

Effectiveness of Learning Performances According to Financial Motivation of University Students

  • PARK, Young-Sool;KWON, Lee-Seung;CHOI, Eun-Mee
    • Asian Journal of Business Environment
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    • 제9권3호
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    • pp.27-38
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    • 2019
  • Purpose - The aim of this study is to explore the effectiveness in educational differences between students of the government's financial-funded groups and the non-financial-funded groups at a university in Korea. Research design, data, and methodology - The study was conducted using a survey tool of National Assessment for Student Engagement in Learning. In total, 334 participants were surveyed, of which 290 students were participants in economic support program and 44 were nonattendance program students. The general characteristics of all of the participants were investigated by frequency analysis. The analysis of participants' collective characteristics used independent t and f-test, and one-way ANOVA with IBM SPSS Statistics package program 22.0. Results - The number of participating students is higher than that of non-participating students in relation to in-activities of university immersion, but the number of participating students is lower than that of non-participating students in relation to in-quality of student support. However, there was no statistical significance. The confidence coefficient of the university-immersion and student support questionnaire is 0.860 and 0.913, respectively. Conclusions - There is no significant difference in the activities of university immersion and student support between students who participate in the economic support program and those who do not.

게이미피케이션을 이용한 장애인 안전교육의 필요성 연구 (A Study on the Necessity of Safety Education for the Disabled Using Gamification)

  • 김수동;정형원
    • 통합자연과학논문집
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    • 제14권2호
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    • pp.57-64
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    • 2021
  • The effect of improving awareness by educational programs for improving the quality of daily life of the disabled and safety depends on the type of disability and individual differences, as well as the difficulty in evaluating education achievement and satisfaction. However, more effective programs can be developed and provided if the factors affecting the effectiveness of education can be identified. Training as one of the factors affecting effectiveness involves motivation. This is thought to be an important factor for any object regardless of the type of disability. It is recognized that "By providing programs for the disabled to immerse themselves, they can be motivated to participate in education and expect greater effects on educational effects." Gamification is convincing enough for general learning. Furthermore, a feature of gamification is the use of the game's structure to achieve its goal, which acts on participants' motivation. Some use game packages such as analog games and digital games, but some include gamification of activities themselves. The use of gamification in education has different characteristics from the development of businesses. Therefore, in this paper, we reviewed the current status and challenges with the aim of promoting the use of gamification in life safety education for the disabled.

온라인 토론 커뮤니티에서의 익명성과 개인 및 집단 정체성, 토론의 질 간의 영향 연구 (The Relationship between Anonymity, Personal and Group Identities, and Discussion Quality in Online Discussion Communities)

  • 이애리
    • 경영정보학연구
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    • 제21권3호
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    • pp.63-86
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    • 2019
  • 정보통신기술(ICT) 사용이 사회생활 깊숙이 융화됨에 따라, 온라인 커뮤니티와 같은 새로운 유형의 사회집단형태가 출현하였다. 온라인 커뮤니티는 시공간을 초월한 많은 사람들이 함께 참여하고 공헌함으로써 집합적 지식이 생성되고 분배될 수 있도록 한다. 대게 온라인 커뮤니티에서는 익명성을 제공하는데, 익명성은 여러 가지 사회적 제약을 가지고 있는 사람들의 적극적인 사회적 참여를 가능케 하여 다양한 의사표현과 보다 많은 이들의 참여 활동 증가 등의 긍정적인 역할을 할 수 있다. 그러나 익명성은 개인의 실제 정체성을 파악할 수 없는 상태를 제공하므로, 이를 악용하여 심각한 사회적 병리현상을 초래하기도 한다. 이에 따라 최근 익명성이 제공되는 온라인 커뮤니티에서 사람들의 행위에 근본적으로 영향을 주는 것은 무엇이며, 사람들의 행위가 어떻게 통제되는가에 대한 연구의 필요성이 증가하고 있다. 본 연구는 익명성 환경에서 인간의 행위를 통제하는 주요 요인으로 사람의 정체성에 주목하고, 정체성에 대한 이론을 종합적으로 검토하여 연구 모델을 설정하였다. 본 연구에서는 자아를 형성하는 다양한 측면인 사회적 집단 정체성과 개인 정체성(공적 자아의식, 사적 자아의식)을 전체적으로 살펴봄으로써 익명성이 보장된 온라인 환경에서 인간의 행위 통제에 영향을 주는 요인과 그 결과를 온라인 토론 커뮤니티를 중심으로 분석하였다. 특히 건전한 온라인 커뮤니티 토론 운영을 위해서는, 참여 멤버들이 커뮤니티에서 형성된 집단 규범을 준수하고, 적극적으로 참여하도록 동기가 부여되어, 결과적으로 양질의 토론의 장이 펼쳐질 수 있도록 하는 것이 매우 중요하다. 이에 대해 본 연구는 사회적/기술적 익명성과 다양한 정체성 측면, 내적 참여 동기부여 정도, 집단 규범 준수, 그리고 온라인 토론의 질이 어떠한 인과관계가 있는지 실증적으로 검증하였다. 또한 익명성 수준별, 커뮤니티의 토론 주제별, 남녀별, 연령대별, 커뮤니티 가입기간별 그룹 간 차이점을 분석하였다. 본 연구를 통해, 물리적인 대면 조직이 아닌 가상의 온라인 커뮤니티 상에서 사람들의 행동 통제에 대한 영향 요인과 결과적 현상을 분석함으로써, 온라인 커뮤니티 운영 전략과 양질의 인터넷 토론 문화 정립에 관한 이론적, 실무적 시사점을 제시할 수 있다.

여성 노인 대상 기능성게임 기반 신체활동 프로그램의 효과 (Effects of a Physical Activity Program using Exergame with Elderly Women)

  • 유정옥;김정순
    • 대한간호학회지
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    • 제45권1호
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    • pp.84-96
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    • 2015
  • Purpose: This study was done to investigate the motivational, physical and affective benefits of exergaming in community dwelling older adult women. Methods: The research design was a nonequivalent control group pre-test and post-test design. Sixty-one older adult women over the age of 65 were recruited from 6 community senior centers to participate in the 8 week exercise intervention or control group. Six centers were divided into one of three groups: exergame, qigong exercise, or control. The exergame and the qigong exercise group received 16 sessions, scheduled twice a week, with each session lasting 50 minutes. Test measures were completed before and after the 8 week intervention period for all participants. Measures included: Grip strength, chair stand, 6 m walking, balance, geriatric depression scale, vitality and intrinsic motivation. Results: There were significant improvements in the exergame and qigong exercise group for grip strength, chair stand, 6m walking, balance, vitality and intrinsic motivation at the end the 8-week program compared with the control group. Conclusion: The exergame could be an effective alternative for older adult women to group exercise classes.

누가, 왜 불법도박을 할까?: 불법도박 경험 수준에 따른 심리적 특성 (Why and Who Participate in Illegal Gambling?: The Psychological Characteristics of Illegal Gamblers)

  • 이준복;윤상연;허태균
    • 한국심리학회지 : 문화 및 사회문제
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    • 제20권2호
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    • pp.155-176
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    • 2014
  • 최근 불법도박의 경제적 규모는 합법사행산업의 매출 규모를 뛰어 넘어 지속적으로 증가하고 있으며, 유명 연예인들의 불법도박이나 프로스포츠에서의 승부조작과 같은 불법도박과 관련된 사건들 역시 늘어나고 있다. 본 연구는 도박 중독을 중심으로 하는 기존 도박 연구의 관점에서 탈피하여 불법도박의 불법성에 주목하여 참여자들의 심리적 특성을 확인하고자 하였다. 이를 위해 전문 리서치 회사의 패널들 중 도박 경험자만을 대상으로 온라인 설문조사를 실시하여 총 1,531명의 자료를 수집하였고, 불법도박 경험 수준에 따라 불법도박 무경험 집단(n=1,317), 불법도박 경험 집단(n=177), 불법도박 주도박 집단(n=37)으로 구분하여 개인 성향(위험감수성향, 조절초점성향, 내적통제성향), 법인식(불법성, 처벌가능성, 처벌강도) 및 오해, 도박동기(금전동기, 흥분동기, 사교동기), 도박하는 동안의 감정(느긋함-불안, 무관심-몰입, 권태-흥분, 자신감-걱정)을 측정하였다. 수집된 자료를 분석한 결과, 첫째, 불법도박 주도박 집단과 경험 집단은 무경험 집단에 비해 위험감수성향이 높았고, 경험 집단이 무경험 집단에 비해 향상초점성향이 높았다. 둘째, 불법도박 경험 집단이 무경험 집단에 비해 불법도박의 불법성을 낮게 인식했고, 불법도박에 대한 오해가 더 많았다. 셋째, 불법도박 주도박 집단과 경험 집단이 무경험 집단에 비해 더 강한 금전동기, 흥분동기를 가지고 있었다. 넷째, 주도박을 하는 동안의 감정에서는 느긋함-불안 차원에서만 유의미한 차이를 보였는데, 주도박 집단이 경험 집단과 무경험 집단에 비해 불안을 더 많이 느꼈다. 논의에서는 불법성을 중심으로 불법도박자들의 특징을 해석하였으며, 이를 바탕으로 불법도박에 대한 정책적 함의를 제안하였다.

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근로여성의 경제활동 지속의지에 영향을 미치는 요인에 관한 연구: 가족지지의 조절효과를 중심으로 (A Study on the Factors Affecting Working Women's Continuance Intention in Economic Activities : Focusing on the Moderating Effect of Family Support)

  • 박순정;하규수
    • 벤처창업연구
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    • 제16권2호
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    • pp.163-176
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    • 2021
  • 여성의 경제활동 참여 증가에 대한 다양한 정책과 연구가 이루어지고 있으나, 한국 여성의 경제활동 참가율은 현재 50% 수준에 불과하여 주요 선진국에 비해 상대적으로 낮은 실정의 수준에 머물러 있다. 본 연구는 여성의 경제활동 지속의지에 영향을 미치는 요인에 대한 연구로 여성의 경제활동에 대한 동기, 여성의 일에 대한 인식, 지원제도 등과 같은 여성의 경제활동 지속의지에 대한 영향관계에서 각종 요인들과 가족지지의 조절 효과에 관한 영향요인을 실증적으로 분석하고 살펴보고자 한다. 이를 위해 전국에 거주하는 근로여성을 대상으로 20대부터 50대까지 다양한 연령층의 근로여성 406명을 대상으로 설문 조사하였으며, 동 설문조사를 중심으로 실증 분석한 결과는 다음과 같다. 첫째, 경제적 및 자아실현 동기 등 경제활동 동기, 여성의 일에 대한 인식, 지원제도는 여성의 경제활동 지속의지에 유의한 정(+)의 영향을 미치는 것으로 나타났다. 둘째, 여성의 일 인식이 경제활동 지속의지에 미치는 영향은 가족지지의 정도에 따라 차이가 있는 것으로 나타나 조절 효과가 있는 것으로 확인 되었다. 본 연구결과를 바탕으로 가족지지의 중요성을 통해 여성의 경제활동 지속의지를 높이기 위해서는 일가정 양립 지원정책에 대한 정책적 지원이 필요하다.

Hands-On Experience-Based Comprehensive Curriculum for Microelectronics Manufacturing Engineering Education

  • Ha, Taemin;Hong, Sang Jeen
    • Transactions on Electrical and Electronic Materials
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    • 제17권5호
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    • pp.280-288
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    • 2016
  • Microelectronic product consumers may already be expecting another paradigm shift with smarter phones over smart phones, but the current status of microelectronic manufacturing engineering education (MMEE) in universities hardly makes up the pace for such a fast moving technology paradigm shift. The purpose of MMEE is to educate four-year university graduates to work in the microelectronics industry with up-to-date knowledge and self-motivation. In this paper, we present a comprehensive curriculum for a four-year university degree program in the area of microelectronics manufacturing. Three hands-on experienced-based courses are proposed, along with a methodology for undergraduate students to acquire hands-on experience, towards integrated circuits (ICs) design, fabrication and packaging, are presented in consideration of manufacturing engineering education. Semiconductor device and circuit design course for junior level is designed to cover how designed circuits progress to micro-fabrication by practicing full customization of the layout of digital circuits. Hands-on experienced-based semiconductor fabrication courses are composed to enhance students’ motivation to participate in self-motivated semiconductor fab activities by performing a series of collaborations. Finally, the Microelectronics Packaging course provides greater possibilities of mastered skillsets in the area of microelectronics manufacturing with the fabrication of printed circuit boards (PCBs) and board level assembly for microprocessor applications. The evaluation of the presented comprehensive curriculum was performed with a students’ survey. All the students responded with “Strongly Agree” or “Agree” for the manufacturing related courses. Through the development and application of the presented curriculum for the past six years, we are convinced that students’ confidence in obtaining their desired jobs or choosing higher degrees in the area of microelectronics manufacturing was increased. We confirmed that the hypothesis on the inclusion of handson experience-based courses for MMEE is beneficial to enhancing the motivation for learning.

창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로 (An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment)

  • 김진우;양승화;임성택;이인성
    • Asia pacific journal of information systems
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    • 제20권1호
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    • pp.141-170
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    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.