• Title/Summary/Keyword: the learning motivation types

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Analyses of Volition Strategy by Achievement Level of the Students with High Learning Motivation (학습동기가 높은 학생들의 학업성취도 수준에 따른 의지조정 전략 분석)

  • Ko, You-Kyong;Kim, Hyun-Kyung;Choi, Byung-Soon
    • Journal of The Korean Association For Science Education
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    • v.26 no.3
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    • pp.376-384
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    • 2006
  • The purposes of this study were to analyze the frequency and type of volition strategy, according to achievement level, employed by students with high learning motivation, and to identify the role volition strategy plays in keeping students motived to learn science. To accomplish these aims, two groups of students(each containing three members) were selected. Students in the two groups both had the same cognitive level and high learning motivation. However, one group's science achievement was high, and the other was low. Through interviews and class observations, volition strategies students in the two groups used when they encountered hindrances in science learning were compared. Results of the study revealed a relationship between achievement level and volition strategy. Students showed differences in the frequency and types of volition strategies used according to science achievement. It was found that students with higher achievement levels used volition strategies more often to overcome hindrances in science learning than those with lower achievement levels. Furthermore, students with higher achievement levels generally used internal mind control strategies while those with lower achievement levels used environmental control strategies. Lastly, findings found that the types of volition strategies used by lower achievement level students were very limited.

A Study on Development and Utilization of the Elementary Mathematical Games (초등학교 수학 학습용 게임 개발 및 활용에 관한 연구)

  • 강문봉
    • Journal of Educational Research in Mathematics
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    • v.10 no.2
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    • pp.199-214
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    • 2000
  • The constructivism is an important stream of the recent trends of mathematics education. In order for students to construct their knowledge for themselves, above all, it should be a prerequisite that they participate in actively, Using games helps students to participate in learning mathematics actively. I think, up to now, mathematics teachers use games mainly for motivation and it does not connect to true learning mathematics through using games. So, the purposes of this study are developing the mathematical games connecting to mathematical contents closely, designing the teaching models to connect game activities to learning mathematics, and developing several teaching plans using games to mathematics class. In this study, I propose what conditions 'good' game should have, classify games as practice game, concept learning game, and strategy game, and develop 43 games from 1 to 6 grade. And I design the teaching models depending on the game types and develop the teaching plans.

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The Effect of Personality Types of Work-Learning Dual Program Workers on Training Achievement (일학습병행 학습근로자의 성격유형이 훈련성취도에 미치는영향)

  • Su-Jin Han;Soo-Yong Park;Dong-Hyung Lee
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.47 no.2
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    • pp.107-115
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    • 2024
  • With the advent of the 4th Industrial Revolution, changes in the market environment and employment environment are accelerating due to smart technological innovation, and securing professional manpower and developing human resources for domestic small and medium-sized enterprises is becoming very important. Recently, most of the domestic small and medium-sized enterprises are experiencing hiring difficulties, and the development and training of human resources to overcome this is still lacking in systemization, despite much support from the government. This reflects the reality that it is not easy to invest training costs and time to adapt new employees to small and medium-sized businesses. Based on these problems, the work-study parallel project was introduced to cultivate practical talent in small and medium-sized businesses. Work-study parallel training is carried out in the form of mentoring between corporate field teachers and learning workers in actual workplaces, and even if the training is the same, there are differences depending on the learner's attitude, learning motivation, and training achievement. Ego state is a theory that can identify personality types and has the advantage of being able to understand and acknowledge oneself and others and intentionally improve positive factors to induce optimized interpersonal relationships. Accordingly, the purpose of this study is to analyze the attitudes of learning workers, who are the actual subjects for improving the performance of work-study parallel projects and establishing a stable settlement within the company, based on their ego status. Through this study, we aim to understand the impact of the personality type of learning workers on training performance and to suggest ways to improve training performance through work-study parallelism.

Exploring of Reaction Behavior to Instructor Messages according to Learning Motivation Types in Online Collaborative Learning (온라인 협력학습 환경에서 학습동기 유형에 따라 교수메시지에 대한 반응행동 탐색)

  • Lee, Eun-Chul
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.514-524
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    • 2018
  • The purpose of this study was to investigate learners' reaction behaviors by the type of learning motive when teaching messages were delivered. The subjects of this study were 82 students from Auniversity and Buniversity in the metropolitan area. Students were online collaborative learning. The instructor delivered six messages. Since then, the researchers have measured the learner 's response time and the frequency and level of interaction. And analyzed using an independent sample t-test. As a result, the frequency and level of interaction increased before the message was delivered. The response time to instructional messages was the fastest among the students with performance avoidance goal orientation. Mastery goal orientation students were most sensitive to scaffolding messages. Performance avoidance goal orientation students responded most sensitively to the reminder message. Finally, Mastery goal orientation students had the most action on new topics. And performance approach goal orientation students had the most to do with accuracy and relevance.

Factors Influencing Life-Long Learning: An Empirical Study of Young People in Vietnam

  • NGUYEN, Lan;LUU, Phong;HO, Ha
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.10
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    • pp.909-918
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    • 2020
  • This study, not only investigates the important role of lifelong learning in shaping young people's knowledge and in maximizing their potential, but also aims to shed light on the influencing factors of lifelong learning of young people in Vietnam. The author applied STATA and SPSS to analyze quantitative data collected from questionnaires with 332 respondents aged between 19 years old and 24 years old. Based on a holistic review of literature, this study concludes that four driver factors affect young people's lifelong learning ability, comprising: organizational culture, motivation, human resource development, and domestic private type of enterprise. The results emphasize the positivity of organizational culture, human resource development, and the nature of work, especially organizational culture and human resource development, which are dominant reasons for young people to maintain lifelong learning. The relationship between demographics and lifelong learning was tested and it indicated that male has a stronger interest in learning than female. The result of the study also shows the impact of different types of business sectors on employees' learning intentions. It points out that the domestic private type of enterprise is the most effective factor that has a positive relationship with the lifelong learning of the individual.

An Empirical Study of Gender Differences in Motivational Orientations of Students in Statistics Classroom

  • Ken W. Li
    • Research in Mathematical Education
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    • v.26 no.2
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    • pp.83-104
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    • 2023
  • Lecture theatres and computing laboratories are common types of classrooms used for teaching and learning in this study; both were equipped with a computer network through which teachers and students can access learning management system, digital library, educational software, and so on. Students were divided into groups of two or three; each group of students collaborated on the worksheets in the laboratory and naturally sat together when attending a class held in the lecture theatre. The social organization of classroom learning would promote student learning but what drives student learning; how to engage students with learning; and how to maintain their interest in learning are of research interest in the present study. The study illustrated the theoretical and empirical links, student motivation has a relation to rich collaboration with peers, communication as verbal interactions as well as teacher-student interactions. These are within socio-cultural contexts for learning to take place. The study was extended to make comparisons of the motivational orientations between student genders. It was found that female students were keener on fun or enjoyment in learning, peer communication, and teacher's intervention, whereas male students were concerned more about digital learning tools, a positive working relationship, social reciprocity, and interpersonal relationships.

Factors for Reading Motivation and Book Selection of High School Students: An Exploratory Study (고등학생의 독서동기 및 도서선택에 미치는 요인 탐구)

  • Lim, JeongHoon;Lee, Jongwook
    • Journal of Korean Library and Information Science Society
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    • v.48 no.2
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    • pp.323-344
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    • 2017
  • Despite the close relatedness of the factors for reading motivation and book selection, few researchers have examined these factors together in a single study. To deal with this dearth of research, this study was designed to explore factors of motivation for reading and book selection of high school students comprehensively. The authors conducted in-depth interviews with fifteen high school students and analyzed their responses in order to identify the meaningful factors. The findings of this study reveal the five major factors: (1) characteristics of information sources, (2) school and learning environment, (3) individual factors, (4) home environment, and (5) social environment. In particular, the five types of factors seem to have a combined effects on reading motivation and book selection. The findings also suggest that one's reading motivation is a prerequisite for his/her book selection; however, the reading motivation does not always lead to book selection. The results of this study may deepen our understanding of reading behavior of high school students, which can be used in reading instruction and designing new programs.

A model of computer games for childhood English education (어린이 영어교육을 위한 컴퓨터 게임 모형)

  • Jeong, Dong-Bin;Kim, Joo-Eun
    • English Language & Literature Teaching
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    • v.10 no.2
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    • pp.133-158
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    • 2004
  • The purpose of the present study was to scrutinize computer games that can motivate elementary school students through their interactive "edutainment" effects. The types of elements in computer games that students find interesting as learning media and their impact were studied. The current status of Korean computer games, issues related to learning English, and methods to stimulate the motivation and interest in learning by elementary school students were explored. A computer game model for efficiently teaching English to elementary school students through a connection between computer games and education was suggested. In this model, overall games were designed with the focus on the integration of curriculum and content subjects related to learning activities. For games not to be biased toward entertainment and to have systemized learning steps, the games are composed of an introduction, presentation, practice, production and evaluation, in that order. The model suggested by this plan and composition make it possible to approach learning efficiently with entertaining games based on a systematic learning curriculum. As shown above, developing the model of educational computer games can be seen as an opportunity, which can provide amusement and interests and a broad learning experience as an additional learning method.

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The Effects of GLAS Type on the Learning Achievement in Web-based Collaborative Learning (웹 기반 협력학습에서 GLAS 유형이 학습결과에 미치는 효과)

  • Kim, Jee-Il;Jang, Sang-Phil
    • Journal of The Korean Association of Information Education
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    • v.10 no.1
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    • pp.93-104
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    • 2006
  • The purpose of this study is to examine the effects of GLAS(Guided-Learner Adaptable Scaffolding) strategies in web-based collaborative learning environments. Through the extensive literature reviews, web-based collaborative learning environments considering GLAS types were developed. 93 sixth graders were selected from a elementary school in Seoul, and they learned in the web-based system for 4 weeks. The results revealed that the impact of scaffolding on transfer of learning, cognitive overload by reflective scaffolding, learning motivation affected intrinsic scaffolding.

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Determinants of Re-participation for Rural Responsible Tourism (농촌 공정관광의 재참여 결정요인)

  • Kim, Kyung-Hee;Lee, Sun-Min
    • The Korean Journal of Community Living Science
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    • v.27 no.1
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    • pp.67-81
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    • 2016
  • Responsible tourism has become an established area of the tourism industry. This study aims to identify the factors that influence re-participation in responsible tourism in rural Korea. On-site survey was conducted on 436 tourists by seven responsible tourism agencies in Korea. The motivation for responsible tourists was categorized into seven types: family togetherness, escape and relaxation, personal growth, social interaction, various experiences, learning, and natural experience. The estimation of a binary logistic regression model determined the characteristics of responsible tourists who are most likely to opt for re-participation in responsible tourism. Results indicated that important factors for re-participation in responsible tourism were 'age', 'educational level', 'accompany', 'length of stay', and 'motivation'. The results implied that tourists' internal and external factors are important for re-participation in responsible tourism. It is expected that this study will contribute to the market expansion of responsible tourism.