• 제목/요약/키워드: Motivation to Participate

검색결과 214건 처리시간 0.025초

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.

Development of a Health Education Modification Program Regarding Liver Flukes and Cholangiocarcinoma in High Risk Areas of Nakhon Ratchasima Province Using Self-Efficacy and Motivation Theory

  • Kaewpitoon, Soraya J;Rujirakul, Ratana;Wakkuwattapong, Parichart;Benjaoran, Fuangfa;Norkaew, Jun;Kujapun, Jirawoot;Ponphimai, Sukanya;Chavenkun, Wasugree;Kompor, Porntip;Padchasuwan, Natnapa;Kaewpitoon, Natthawut
    • Asian Pacific Journal of Cancer Prevention
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    • 제17권6호
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    • pp.2947-2951
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    • 2016
  • A quasi-experimental study was conducted to develop a health education modification program based on self-efficacy and motivation regarding liver flukes and cholangiocarcinoma development in Keang Sanam Nang district, Nakhon Ratchasima province, Thailand. A total of 36 individuals were invited to participate in the program and were screened for population at risk of liver fluke infection and cholangiocarcinoma using SUT-OV-001 and SUT-CCA-001. Development of health education modification program regarding liver fluke and cholangiocarcinoma prevention included 3 steps: (1) preparation, (2) health education program, and (3) follow-up and evaluation. The study was implemented for 10 weeks. Pre-and-post-test knowledge was measured with questionnaires, Kuder-Richardson-20: KR-20 = 0.718,and Cronbach's Alpha Coefficient = 0.724 and 0.716 for percection and outcome expectation questionnaires. Paired and independent t-tests were applied for data analysis. The majority of the participants were female (55.6%), aged between ${\leq}50$ and 60 years old (36.1%), married (86.1%), education level of primary school (63.9%), agricultural occupation (80.6%), and income <4,000 Baht (44.4%). The results revealed that after the health education program, the experimental group had a mean score of knowledge, perception, and outcome expectation regarding liver fluke and cholangiocarcinoma prevention significantly higher than before participation and in the control group. In conclusion, this successful health education modification program for liver fluke and cholangiocarcinoma, therefore may useful for further work behavior modification in other epidemic areas.

UTAUT모델을 기반한 공익성게임 유저의 게임 참여 동기 유발에 관한 연구 (A Study on the Motivation of Public Welfare Game Users to Participate in Game Based on UTAUT Model)

  • 전완신;경병표
    • 한국게임학회 논문지
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    • 제21권3호
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    • pp.67-78
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    • 2021
  • 본 논문은 게임 플레이어들의 공익성 게임에 대한 참여 유발과 공익성 게임에 대한 인식 및 참여 동기에 대한 연구이다. 본 연구의 연구 대상은 중국 대륙에서 공익성 게임의 테스트로 참여했던 게임 유저들로 총 300명의 설문지를 배부했으며, 데이터 처리는 SPSS 24.0과 AMOS 24.0을 적용해 분석하여 신뢰성 분석, 유효성 분석, 상관분석, 구조 방정식 모델 검증 등을 진행하였다. 가설 검증결과에 따라 공익성 게임에서 신뢰 감지는 유저의 공익성 게임에 영향을 미치는 가장 중요한 동기 부여 요소였다. 성과 기대에서 가장 주요한 영향 요인은 자아실현에 대한 욕구와 소외계층에 대한 관심이었다. 인지된 위험과 사회적 영향은 유저의 공익성 게임 행위에 영향을 미치는 동기 요인이었다. 위험 감지는 유저의 참여 의도에 분명한 반(-)향 영향을 미쳤다.

여가동기의 재구성: 여가동기에 따른 여가활동 선호 (New Conceptualization of Leisure Motivation: The Impacts of Leisure Motives on Selection of Leisure Activities)

  • 허태균;박정열;장훈;김소혜
    • 한국심리학회지 : 문화 및 사회문제
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    • 제13권4호
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    • pp.135-153
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    • 2007
  • 본 연구는 여가동기와 관련한 기존 연구들이 여가활동의 결과에 지나치게 초점을 맞추고 있으며, 현재의 다양한 여가동기와 활동을 제대로 반영하고 있지 못하고 있다는 문제점에 바탕하여 한국인들의 여가동기를 재구성하였다. 이를 위해 현대사회의 대표적인 48개 여가활동에 참여하는 동기를 개방형으로 설문조사하여, 이로부터 7개의 여가활동범주(기술요구, 사회적, 개인취미, 목표지향적, 휴식, 자발참여, 디지털)와 7개의 여가동기범주(성취, 대인관계, 심리적 안정추구, 흥미·감각추구, 수단, 내적 자기표현, 비여가적)를 추출하였다. 이 범주를 통해 특정 여가동기를 만족시키기 위해 선호되는 여가활동을 분석하였고, 여가활동에서 특정 동기를 강하게 가진 사람이 어떤 여가활동을 중요하게 생각하는지를 분석하였다. 본 연구결과에 따르면 흥미·감각추구와 대인관계 동기가 가장 흔한 여가동기였으며 디지털 여가활동이 이러한 동기와 밀접한 관련이 있는 것으로 밝혀졌다. 또한 내적 자기표현 동기가 높은 사람이 개인취미와 디지털 여가활동을 중요하게 생각하는 것으로 나타났다. 이러한 결과들이 가지는 여가교육과 여가카운셀링 등에서의 실용적 의미를 논의하였다.

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소집단 토의·토론을 강조한 메이커 수업이 초등학생의 과학수업 동기 및 과학적 태도에 미치는 영향 (The Effect of Maker Class Emphasizing Small Group Discussion and Debate on Elementary School Students' Science Learning Motivation and Scientific Attitude)

  • 김순식
    • 대한지구과학교육학회지
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    • 제12권1호
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    • pp.54-63
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    • 2019
  • 본 연구는 P광역시 소재 M초등학교 5학년 48명을 대상으로 소집단 토의 토론을 강조한 메이커 수업이 초등학생들의 과학 수업 동기 및 과학적 태도에 어떤 영향을 미치는가를 알아본 것이다. 본 연구의 수행을 위해서 5학년 한 개 반 24명을 연구 집단으로, 또 다른 한 개 반 24명을 비교집단으로 선정하여 연구 집단에게는 10차시의 소집단 토의 토론을 강조한 메이커 수업을 실시하였고, 비교집단에게는 교육과정에 의한 일반 과학 수업 10차시를 실시하였다. 본 연구의 결론은 다음과 같다. 첫째, 첫째, 소집단 토의 토론 기반 메이커 수업이 초등학생들의 과학수업 동기에 통계적으로 유의미한 영향을 미치는 것으로 나타났다. 둘째, 소집단 토의 토론을 강조한 메이커 수업이 초등학생들의 과학적 태도에 통계적으로 유의미한 영향을 미치는 것으로 나타났다. 셋째, 소집단 토의 토론 기반 메이커 수업에 대한 참여 학생들의 의견을 분석한 결과 수업에 대한 만족도, 흥미도, 참여도에 있어서 대부분의 학생들로부터 높은 점수를 받았다. 이러한 점으로 미루어 볼 때, 소집단 토의 토론 수업은 초등학생들의 과학 수업 동기 및 과학적 태도를 함양하는데 도움이 된다는 사실을 알 수 있다.

오픈 소스 개발자들의 참여 의도 강화 기제 및 참여 지속 의도에 관한 연구: 사회 정체성 이론과 조직시민행동 이론에 기반하여 (The Reinforcing Mechanism of Sustaining Participations in Open Source Software Developers: Based on Social Identity Theory and Organizational Citizenship Behavior Theory)

  • 최정홍;최주희;이혜선;황보환;이인성;김진우
    • Asia pacific journal of information systems
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    • 제23권3호
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    • pp.1-23
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    • 2013
  • Open Source Software Development (OSSD) differentiates itself from traditional closed software development in that it reveals its source codes online and allows anyone to participate in projects. Even though its success was in doubt, many of the open collaborative working models produced successful results. Academia started to get interested in how developers are willing to participate even when there are no extrinsic rewards for their efforts. Many studies tried to explain developers' motivations, and the pursuit of ideology, reputation, and altruism are found to be the answers. Those studies, however, focused mostly on how the first contribution is made out of a certain motivation. Nowadays, OSSD reaches at its maturity and 70% of professional developers have used or utilized open source software or code in their works. As the proportion of people experiencing OSS, the accounts from previous studies are expected to be weakened. Also, extant literature fails to explain how the motivation of participating in OSS evolves over time and experiences. Given that changing over time or over experiences is the natural in the perception of motivation, studies in an attempt to understand how the motivation changes or evolves are in need. In this study, we aimed to explain how the perception about OSS from past usage or related experiences leads to the intention to sustain OSS participations. By doing so, we try to bridge the gap between previous studies and the actual phenomenon. We argued that perceived instrumentality about OSS learned from past experiences will first affect the formation of organizational identity towards general OSS community. And once the organizational identity is formed, it will affect the one's following behaviors related to OSS development, most likely to sustain the favoring stance toward OSS community. Our research distinguishes itself from previous one in that it divides the paths from organizational identity formed to the intention to sustain the voluntary helping behaviors, by altruistic and conforming intentions. Drawing on this structural model, we could explain how organizational identity engages in forming the sustaining intention from past experiences, and that the intention to help at individual level and organizational level works at different level in OSS community. We grounded our arguments on Social identity theory and Organizational Citizenship theory. We examined our assumption by constructing a structural equation model (SEM) and had 88 developers to answer our online surveys. The result is analyzed by PLS (partial least square) method. Consequently, all paths but one in our model are supported, the one which assumed the association between perceived instrumentality and altruistic intention. Our results provide directions in designing online collaborative platforms where open access collaboration is meant to occur. Theoretically, our study suggests that organizational citizenship behavior can occur from organizational identity, even in bottom-up organizational settings. More specifically, we also argue to consider both organizational level and individual level of motivation in inducing sustained participations within the platforms. Our result can be interpreted to indicate the importance of forming organizational identity in sustaining the participatory behaviors. It is because there was no direct association between perceived instrumentality from past experiences and altruistic behavior, but the perception of organizational identity bridges the two constructs. This means that people with no organizational identity can sustain their participations through conforming intention from only the perception of instrumentality, but it needs little more than that for the people to feel the intention to directly help someone in the community-first to form the self-identity as a member of the given community.

여성결혼이민자 인적자본의 특성 및 취.창업 지원 방안 연구 (A Human Resources Study on Women Immigrated through Marriage and How to Improve their Employment)

  • 손기영
    • 가족자원경영과 정책
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    • 제14권1호
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    • pp.19-36
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    • 2010
  • Previous studies on women who immigrated through marriage were focused on the frictional issues within the couples and their families as well as language tutoring. However, for the long-term integration of these women into society and the acquisition of status, it is most important to increase their economic value. Indeed many such women are facing economic difficulties, and have a strong desire to participate in economic activities. This study focuses on the economic self-sufficiency of these women through employment and entrepreneurship. We analyze their education level and employment experience and attempt to find the most effective policies to support them. We take particular interest in their entrepreneurial motivation and propose policies and frameworks for supporting their successful enterprise creation.

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Analysis of Learning Process and Achievement for Environmental Microbiology Taught in English as a Basis of Environmental Science and Technology

  • Koh, Sung-Cheol;Ekpeghere, Kalu I.
    • 공학교육연구
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    • 제13권2호
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    • pp.16-21
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    • 2010
  • The objective of this study was to evaluate Environmental microbiology (EM) as a basic course for the environmental engineering program of Korea Maritime University which has been accredited by Accreditation Board for Engineering Education of Korea (ABEEK). Evaluation result of the lecture objectives was more than the average (3.5/5.0). The overall score for learning achievement assessment was more than average level of learning achievement (3.4/5.0). Interestingly, engineering design implementation regarding a specific topic as an extensive learning process has proven to be more effective (3.5/5.0). Some of effective class improvement strategies suggested were to encourage students to participate in the class with self-motivation and accountability: preview and review of the lecture, team presentation in English-speaking settings, and submitting project report written in English. In the future class of EM, test and evaluation of application capability of EM and environmental biotechnology (EB) theories to engineering problem solving should be emphasized.

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Students' Experience in Using Twitter for Online Learning: Social-Affective and Cognitive Perspectives

  • CHOI, Hyungshin;KWON, Soungyoun
    • Educational Technology International
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    • 제13권1호
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    • pp.175-205
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    • 2012
  • The current study investigated whether SNS such as Twitter can be an assisting tool to compensate the limitations of online learning from social-affective and cognitive perspectives. Such limitations include low level of motivation to participate, feeling of isolation, rare exchanges of ideas and feedback from peers or instructors. This paper reports findings from a research study on the use of Twitter in online learning in Higher Education. Survey and subsequent interviews were conducted to examine students' perceptions about the cognitive and social-affective aspects of their participation in Twitter activities. Some of the challenges and potentials in integrating Twitter into online course are also addressed. It can be concluded that Twitter contributes not only to building close relationships among peers and instructors but also to opening a communication channel that can extend cognitive potentials.