• Title/Summary/Keyword: motivation to learn

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Adolescents resilience and learning motives -External protective factors and Intrinsic learning motives- (청소년 탄력성과 학습동기 -외적보호요인과 내재적 학습동기-)

  • Kim, Gil-Young;Cho, Sung-Je
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.6
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    • pp.2717-2726
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    • 2013
  • This study was conducted in order to analyze the theories behind external protective factors. In particular, it sought to understand the influence of adolescent resilience on learning motivation. Students of a public high school located in Gyeonggi Province participated in various questionnaires during the week of March 5th, 2013. Frequency analysis, one-way ANOVA (analysis of variance), correlation analysis, and multiple regression analysis were utilized to analyze the acquired data. The results revealed that when family relationships were strong and local community expectations were high, the students' 'attention to implementation processes,' one aspect of intrinsic motivation to learn, was also high. 'Suitable levels of adventurousness and risk-taking,' another aspect of intrinsic motivation to learn, was high when school expectations were also high and when relationships at the school level were weaker. The study results verified that the theory that intrinsic motivation to learn can be enhanced by strengthening external factors to protect adolescent resilience. This study is significant in that it establishes theoretical grounds to address adolescent issues, to develop programs to prevent school dropouts, and to apply the results to future legislative policies.

The Influential Factors related to Internet Game Addiction among Male Middle School Students in Ulsan: Focusing on Learning Motivation, School Adjustment, Self-control, Self-esteem (일 지역 남자 중학생의 인터넷 게임중독성향의 영향 요인: 학습동기, 학교적응, 자기통제력, 자아존중감을 중심으로)

  • Koun, Nam-Suk;Lee, Ji-Hyun
    • Journal of the Korean Society of School Health
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    • v.26 no.1
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    • pp.13-25
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    • 2013
  • Purpose: This study is a descriptive correlation study to identify how factors such as motivation to learn, school adaptation, self-control, and self-esteem influence the degree of Internet game addiction and to provide basic data for nursing interventions for male middle school students. Methods: The subjects of this study were 418 male students in lst, 2nd and 3rd grade at three middle schools located in Ulsan. Data were collected from May 1, 2011 to May 31, 2011 and analyzed through descriptive statistical methods, such as the t-test, ANOVA, Sheffe's test, Pearson correlation coefficient and multiple regression analysis, via SPSS 18.0 program. The study's structured questionnaire was composed of 25 items of 'the Motivation to Learn Scale', 41 items of 'the School Adaptation Scale', 20 items of 'the Self-Control Scale', 10 items of 'the Self-esteem Scale', and 20 items of 'the Internet Game Addiction Scale'. Results: 163 students (39.0%) belonged to the non-addiction group while 255 students (61.0%) fell into the addiction risk group. The addiction risk group showed a higher degree of addiction than ones in the non-addiction group. The addiction risk group's average scores for motivation to learn, school adaptation, self-control, and self-esteem were lower than those of the non-addiction group. The statistically significant factors (p<.05) that increase the chance of addiction were grade, family atmosphere, self-control, trading of online game items, and the amount of time playing online games. Conclusion: On the basis of the findings of this study, it is suggested that; qualitative research on the routes of addiction be conducted to find out ways to prevent and nurse addicted students; considering the fact that the average age of Internet users is getting lower and lower, a study targeting primary school students be implemented; since the influences of the variables covered in this study turned out to be relatively low, other factors, especially environmental factors, should also be investigated.

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Effects of the use of a conversational artificial intelligence chatbot on medical students' patient-centered communication skill development in a metaverse environment

  • Hyeonmi Hong;Sunghee Shin
    • Journal of Medicine and Life Science
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    • v.21 no.3
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    • pp.92-101
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    • 2024
  • This study investigated how the use of a conversational artificial intelligence (AI) chatbot improved medical students' patient-centered communication (PCC) skills and how it affected their motivation to learn using innovative interactive tools such as AI chatbots throughout their careers. This study adopted a one-group post-test-only design to investigate the impact of AI chatbot-based learning on medical students' PCC skills, their learning motivation with AI chatbots, and their perception towards the use of AI chatbots in their learning. After a series of classroom activities, including metaverse exploration, AI chatbot-based learning activities, and classroom discussions, 43 medical students completed three surveys that measured their motivation to learn using AI tools for medical education, their perception towards the use of AI chatbots in their learning, and their self-assessment of their PCC skills. Our findings revealed significant correlations among learning motivation, PCC scores, and perception variables. Notably, the perception towards AI chatbot-based learning and AI chatbot learning motivation showed a very strong positive correlation (r=0.72), indicating that motivated students were more likely to perceive chatbots as beneficial educational tools. Additionally, a moderate correlation between motivation and self-assessed PCC skills (r=0.54) indicated that students motivated to use AI chatbots tended to rate their PCC skills more favorably. Similarly, a positive relationship (r=0.68) between students' perceptions of chatbot usage and their self-assessed PCC skills indicated that enhancing students' perceptions of AI tools could lead to better educational outcomes.

Correlational study on English learners' motivation, anxiety, WTC and their English achievement scores in native teachers' classes (원어민 영어수업에서 느끼는 학습동기, 불안감, 의사소통 의지와 영어성적과의 관계)

  • Nam, Jung-Mi
    • English Language & Literature Teaching
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    • v.17 no.2
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    • pp.139-160
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    • 2011
  • This study examines correlations between affective variables and English learners' achievement in native teachers' classes. Specifically, it aims to study the relationships among Korean college students' English learning motivation, anxiety, WTC (willingness to communicate) and their English achievement scores. For the purpose, the questionnaire surveys were conducted, and the students' English scores were analyzed and compared. The participants were 216 university students taking the general English courses as a requirement for graduation. The results indicated that although the students had high level motivation to learn English, especially for social reasons, their WTC in and outside the classroom was low. Also, unlike the previous studies on foreign language anxiety, their anxiety level was not significant. Anxiety and motivation were negatively correlated; WTC and motivation were positively correlated. However, according to the regression analysis, the explanatory power of the three affective variables was not significant for the students' achievement scores. Several possible reasons and some pedagogical implications are provided in the conclusion.

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The Effects of Parental Educational Involvement and Mathematical Attitude on Mathematics Learning Motivation and Mathematics Anxiety (학생이 지각한 부모의 교육적 관여와 수학적 태도가 수학 학습동기와 수학불안에 미치는 영향)

  • Jeong, Suk Young;Huh, Nan
    • Communications of Mathematical Education
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    • v.31 no.3
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    • pp.291-312
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    • 2017
  • The purpose of this study is to analyze the effects of parental educational involvement and mathematical attitude perceived by students on math motivation and math anxiety. The results showed that parents' educational involvement had effect on students' motivation to learn mathematics and had a significant effect on mathematics anxiety. In addition, the parents 'mathematical attitude has a significant effect on the motivation of the students, and the higher the mathematical attitude of the parents, the lower the mathematics anxiety of the students but the higher the students' mathematics anxiety. This suggests that even if the parents are educated, the parents can influence their motivation to learn mathematics, rather the more the achievement pressure becomes, the higher the educational involvement. In addition, the parents' mathematical attitude is independent of the degree of educational involvement, and parents can expect to increase their motivation to learn mathematics by nurturing with positive and positive perceptions and attitudes. In order to do this, it is a time when parents' education for the recognition of parents' right mathematics courses and their interest in education and the role of education are positively required.

Measuring the Effectiveness of Teaching Introductory Programming Using LEGO Mindstorms Robots (레고 마인드스톰 로봇을 이용한 프로그래밍 입문 교육의 효과 측정)

  • Kim, Tae-Hee;Kang, Moon-Seol
    • Journal of Internet Computing and Services
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    • v.11 no.4
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    • pp.159-173
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    • 2010
  • It is difficult for us to teach the introduction course of programming to beginners just starting their college life. What is particularly hard to do is to provide them with learning motivation so that the freshmen can be easily and rapidly adapted to programming work and to enhance their will to learn. In this paper, we suggest a method to apply LEGO Mindstorms robot to the introduction course of programming in purpose to allow programming beginners to be motivated and have higher will to learn so that they can receive programming education easily and joyfully. This paper attempts to find reasonable methods for improvement which can help programming beginners to be motivated and encouraged to learn in the course of C programming education and can facilitate learning effects as well, and conducts education using LEGO Mindstorms robot as a way to solve problems like students' low interest or will to learn. According to the result of providing the freshmen with the introduction course of C programming to which the suggested method was applied, it was found that their academic achievement in programming education enhanced through their increased motivation and will to learn programming. This result shows that students' interest, motivation, and will to learn the subject are statistically significant improvement through the course that employs LEGO Mindstorms robot.

The Study on motivation factors of G learning through contents analysis (콘텐츠 분석법에 의한 미국 초등학생 G러닝 몰입 요소 분석)

  • Wi, Jong Hyun;Wi, Yokyung
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.89-96
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    • 2015
  • The purpose of this paper is to analyze quantitative learning motivation on G learning. For the purpose the paper has analyzed the learning motivation factors through students' review on G learning which had been done at La Ballona Elementary School in Culver City, USA in 2010. On the basis of contents analysis method, it showed what factors of G learning influenced students and raised their academic motivation. Students used the positive, active words such as good, fun, learn, accomplish, easy, quest in terms of learning process, interest and achievement. They also showed future G learning intention describing terms such as love and miss. Team Quest has been especially developed for G learning class this time. Students had to help each other to solve the team quests which is different from traditional textbook. The system raised students' academic motivation.

An Augmented Reality-Based Digital App as an Educational Tool for Foreign Language Learning and the Evaluation of Its Learning Effect: Towards an Examination of Learning Motivation, Learning Satisfaction, and Learning Engagement (증강현실(Augmented Reality) 기술 기반의 글자교구재 디지털 앱 개발 사례와 교육효과 평가: 학습동기, 학습만족도, 학습몰입도를 중심으로)

  • Sae Roan Kim;Eun Jin Won;Hyung Gi Kim;Pil Jung Yun
    • Journal of Information Technology Services
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    • v.22 no.4
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    • pp.141-157
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    • 2023
  • The present work aimed to present the development of 'Funt', the augmented reality-based digital app as an educational tool for foreign language learning. Our work further evaluated the learning efficacy of the tool by the assessment of the three dependent measures including learning motivation, learning satisfaction, and learning involvement. With a learning app of 'Funt', students can use AR app to access recognition-based or location-based experiences such that any objects, artifacts, or media appear to be in the app. Students are then able to interact with the digital content by manipulating it to learn more about it. Students's engagement should also increase when they create their own experience in AR to demonstrate their understanding of a particular concept or words. Learning effects were evaluated on survey data collected from a hundred respondents aging six to nine years. One-group design for pre-test and post-test was utilized to examine the differences of learning efficacy by comparing the non-'Funt' group and the Funt group scores. A pairwise t-Test was performed for pairwise comparisons between two learning groups. The results indicate that the 'Funt' group scored significantly higher than the non-'Funt' group in the measures of learning motivation, learning satisfaction, and learning involvement. Overall, our results suggest that 'Funt' attracted the students' attention, provided them with a fun context to learn English vocabulary, and develop positive motivation and satisfaction towards vocabulary learning through AR technology.

Fostering growth: The impact of STEM PBL on students' self-regulation and motivation

  • Hyunkyung Kwon;Robert M. Capraro;Yujin Lee;Ashley Williams
    • Research in Mathematical Education
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    • v.27 no.1
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    • pp.111-127
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    • 2024
  • There is an increasing concern in the United States regarding the workforce's ability to maintain a competitive position in the global economy. This has led to an increased interest in effective science, technology, engineering, and mathematics (STEM) education. The purpose of this study was to investigate the effect of STEM project-based learning (PBL) on students' self-regulation and motivation to learn. Secondary students (n = 60) participated in a STEM summer camp in which STEM PBL was utilized. Results showed that students increased their self-regulation skills (t = 2.83, df = 59, p = .004) and motivation (t = 2.25, df = 59, p =.004), with Cohen's d effect sizes of 0.395 and 0.404, respectively. Student-centered learning and peer collaboration while solving real-world problems were likely the greatest contributing factors to the outcomes. Educators should utilize the results to provide opportunities for students to experience STEM PBL.

A case study of learning attitude change according to programming learning experience (프로그래밍 학습 경험에 따른 학습 태도 변화 사례 연구)

  • Lee, Kyung-Sook
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.93-98
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    • 2021
  • The change of programming language learning experience on learning motivation was analyzed. Learning a programming language is generally evaluated as a difficult process even for majors. Measuring psychological changes related to programming learning at this point in expanding to non-majors is necessary for learner analysis. The overall learner attitude change was investigated by measuring achievement goals, academic interest, academic self-efficacy, cognitive involvement, and academic self-regulation, which are motivation-related factors. All factors related to learning attitude showed a decrease in the post-test results. This result is interpreted that the difficulty of the learning process decreased the motivation to learn programming. It was found that the greater the difficulty perceived by the learner, the greater the decrease in the motivation to learn. Based on the results of this study, it has implications that a learning environment and learning process that can give feedback and a situation that can reduce the level of learning difficulty felt by learners should be systematically given.