• Title/Summary/Keyword: 기본적 심리욕구

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Examination of the Learning Motivational Process Models Based on Self-determination theory (자기결정이론을 토대로 한 학습동기 경로 모형 검증)

  • Min-hee Lee ;Taeyun Jung
    • Korean Journal of Culture and Social Issue
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    • v.14 no.1
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    • pp.77-99
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    • 2008
  • The purpose of this paper is to examine learning motivational process models, based on Self-Determination Theory(SDT) in academic settings. I examined if SDT's assumptions would fit for Korean adolescents, using a learning motivation scale(LMS), Basic Needs-autonomy, competence, and relatedness-Satisfaction Scale(BNSS), academic grades and life-quality scales, and also tried to search for the adequate motivational process models for Korean adolescents through regression analysis and structural equation model analysis. The results of this study are as follows. Basic needs satisfaction influences positively on the development of self-determinative motivation, which influences positively on academic achievement. But academic achievement and self-determinative motivation doesn't always influence on subjective well-being positively. And Korean adolescents who study autonomously or achieve good grades, are not better in a dimension of subjective well-being than others. Basic needs satisfaction while growing is more important than any other variables to improve adolescents' autonomous motivation, academic achievement and subjective life qualities.

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Educational examples of game development methodology and paper prototyping for effective digital game creation

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.59-66
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    • 2021
  • This study is to verify the effectiveness of initial planning verification using paper prototyping while methodologies are being developed to verify the direction of game planning in a short time at low cost since it is having a hard time to verify the direction and fun of the game by taking a lot of capital and time in the initial planning process as the game development becomes larger. It conducted paper prototyping production for about 40 students who are learning game planning for a semester, and trained them on how to motivate using core mechanical diagrams, scrums, and basic psychological needs that can effectively materialize the ideas of their early game planning. Through this curriculum, board games were completed with eleven paper prototyping, and it was confirmed that students who participated in the class were meaningful in verifying fun and securing gameability through cross-play.

Research on the Need Assessment Tool for the Korean Elderly at Home Focused on their Desires Based (한국 재가노인의 욕구중심 사정도구 개발에 관한 연구)

  • Kirn, Young sook;Jung, Kook in;Park, So rah
    • 한국노년학
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    • v.27 no.2
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    • pp.459-472
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    • 2007
  • This research has its purpose of developing a tool to assess the needs of the Korean elderly at home population and to provide adequate services by evaluating their physical, psychological, and socio-environmental aspects. This developed tool is composed of two hundred questions and has the advantage of combined physical, psychological and social environmental situation assessment of the elderly at home. The tool also contains not only the objective view of the professionals, but also the subjective appeals of the elderly at home population so that it can reflect their substantial desires. The assessment tool was developed over 21 months from July, 2004 to March, 2006 and this period can be divided into three different stages. In the first stage, collecting of questions for the desire-focused assessment of the elderly by literature investigation and researching foreign source materials was carried out, and this ultimately developed assessment tool was applied to the long-term care insurance pilot project in the second stage. In this process, we revised some insufficiencies of this tool after we applied to elderly of 250 from the pilot project and other 200 elderly from this research team. For the last stage, the tool was completed by using inquiries of the focused group and the group of professionals to ensure its reliability and validity. In the process of developing the tool, the total of 200 questions under 13 subcategories was selected. The 13 subcategories are basic information, subjective appeals, information of the main helper, use of services, house environment, condition of health, condition of rehabilitation, daily living(ADL, IADL, defecation, assistance), social maintenance, behavioral disability, medical health, living habits, and strength. This tool is on the purpose to assess thoroughly the desires that the elderly at home population has and to provide the best service they need.

Smart Learning for National Technical Qualifications ARCS Motivation Theory is Interactive, Immersive Learning, Research Influence of Continuous use with Pleasure (국가기술자격증을 위한 스마트러닝 ARCS 동기이론이 상호작용성, 학습몰입, 즐거움을 통해 지속적 사용의도에 미치는 영향 연구)

  • Park, Dong Cheul;Hwang, Chan Gyu;Kwon, Do Soon
    • Information Systems Review
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    • v.17 no.2
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    • pp.101-132
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    • 2015
  • National technical qualifications to enhance an individual's vocational skills, the competitiveness of companies and countries have an important function to improve. Especially 'qualifications' will have a signal function to show objectively measure an individual's ability with the 'Education' The "knowledge necessary for the performance of their duties. Technology will gain knowledge about such assessment or recognition is based on certain criteria and procedures." Learning to qualify are being made through a smart learning a lot. Due to the revolution of the Internet in recent years with the development of information and communication technologies are entering into a knowledge society, the importance of information and knowledge. This contemporary smart learning education system is continuing to rapidly growing in pace with the changing time and space constraints, without teaching and learning is taking place. The purpose of this study is the ARCS motivation theory can determine a representative theory of human motivation factors and basic psychological needs dealing with the human nature of the psychological needs Interactivity and immersive learning, and to validate the empirical causality Affecting the continued use of smart learning through fun. Specifically, attention, relevance, confidence in the ARCS motivation, see their effect on the learning flow through the satisfaction we analyze empirically. Through this national technical qualifications smart learner's learning by supporting the implicit synchronization of students in learning are the degree of continued use. Therefore, to achieve the objectives of national technical qualifications and skills through a smart learning can contribute to the activation of the development and certification of course industry.

User's Emotional Experience in the Contemporary Emotional Designs : Focused on the Analysis for Basic Aspects and Related Components of Emotional Experience for Design Programming (현대 감성디자인에서의 사용자 감성체험 : 감성디자인의 프로그래밍을 위한 감성체험의 기본범주 및 관련요소)

  • Lee, Jeongmin
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.184-200
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    • 2013
  • In post-industrial society, the ability to feel and express emotion is becoming ever more important. In diverse areas of our lives such as economic, social, political and cultural activities, we are witnessing an increased application of the emotional dimension. This paper deals with the human experiences in emotional designs. Literature reviews and case analyses have been used as the main research methods. I first examine the aspects of emotional experience in designs, and then go on to analyze the components of each aspect. Emotional experience in designs has three basic aspects : (a) initially there exist user's emotional needs (b) then these emotions are delivered through design, (c) finally, emotions expressed in designs are experienced by the user. Followings are the related components for each aspect : (a) Physiological, psychological, social and cultural factors cause one to feel emotional needs. (b) Emotion is delivered either through visual symbols, experience, interaction and participation. (c) Emotion is experienced by sensing, feeling, thinking, acting and relating.

Content Analysis of Smartphone Addiction Management Applications: Self-Determination Theory Perspective (스마트폰 중독방지 앱의 자기결정적 동기화 속성에 관한 내용분석: 자기결정성 이론을 중심으로)

  • Lee, Sook-Jung
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.12-22
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    • 2016
  • The present study aims to evaluate the self-determined motivational features of smartphone addiction management apps. This study analyzed whether smartphone addiction management apps have features to support adolescent users' basic needs, that is, autonomy, competence, and relatedness. 26 apps were analyzed. Among them, 8 apps were parental management apps installed on a parent's phone and a child's phone, and 18 apps were self-management apps installed on a child's phone. According to a content analysis, only 3 of 26 apps addressed all three basic needs. Overall, the functions to support users' competence and relatedness were rarely found. Particularly, parental management apps had a high level of controlingness. The results suggest that the addiction management apps have limitations in stimulating adolescent users' self-determined motivation to manage their phone use.

A Multiple Case Study on the Relationship Between School Music Experiences and Motivation for Music Engagement Among Adults in 20s (학교 음악 경험과 20대 성인의 음악 생활화 동기에 관한 다중사례 연구)

  • Choi, Chi Hyun;Jung, Joo Yeon
    • Journal of Music and Human Behavior
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    • v.21 no.1
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    • pp.1-27
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    • 2024
  • This study investigates the link between music integration in the lives of adults in their twenties and their school music experiences. Ten individuals in their twenties were interviewed to explore their experiences based on the self-determination theory's fundamental psychological needs (autonomy, competence, and relatedness). Participants were categorized into an active music engagement group (5 individuals) and an inactive group (5 individuals) for individual interviews. Transcripts were analyzed following the five steps of grounded theory data analysis technique. Results indicated a strong connection between music activities during school years and current motivation for music integration, associated with the fulfillment of psychological needs outlined in the self-determination theory. Particularly, this study identified the instructional methods, school music activities, and performance evaluations as closely related to autonomy, competence, and relatedness. It offers a comprehensive analysis of how experiences in these areas during school music activities correlate with values and motivations for music integration in adulthood. Additionally, the study suggests ways to promote the voluntary incorporation of music into life through positive experiences of autonomy, competence, and relatedness in music activities.

How self-estimation bias in peer relationship relates to subjective well-being and to interpersonal behaviors: Testing the optimal margin hypothesis (또래관계에 대한 자기평가편향과 주관적 안녕감, 대인행동의 관계: 적정한계선 가설의 검증)

  • Lee, Eunju;Yeom, Hyeseon
    • Korean Journal of School Psychology
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    • v.17 no.3
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    • pp.263-286
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    • 2020
  • The purpose of this study was to explore how overly positive self-estimations in peer relationships relate to subjective well-being and to the occurrence of interpersonal behaviors supporting basic psychological needs among elementary school students. This study tested the optimal margin hypothesis of positive illusion by examining the curvilinear relationship between these variables. The sample consisted of 346 fifth and sixth grade students. The self-criterion residual method was used to derive self-estimation bias scores by regressing the real peer relations index (i.e., In-degree) on their perceived peer relationship qualities. The results showed that girls more strongly overestimated the quality of their peer relationships than boys. Self-estimation biases had a positive curvilinear relationship with negative affects and a negative curvilinear relationship with relatedness needs supporting interpersonal behaviors. These results supported the existence of the optimal margin of positive illusion because overestimations of the quality of peer relationships were associated with lower levels of negative affects and relatedness needs-supporting interpersonal behaviors, though these benefits flattened out and no further benefit was observed after an optimal level of overestimation. However, self-estimation bias was linearly associated with positive affect, autonomy needs-supporting interpersonal behaviors, and competence needs-supporting interpersonal behaviors. These results indicated that optimal margin hypothesis was not supported for all outcome variables.

A Study on the Model of Safety Guideline based on Affordance Design (어포던스 디자인 관점의 안전가이드라인 개발 모형 연구)

  • Kim, Hwoikwang;Kimm, Hyoil
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.447-454
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    • 2017
  • Human desires start from the factors that make up the basic living environment. The development model of the safety guidelines will start from a sense of departure from collective psychology and systemic environment, at the time of inducing threats to threats. The design and methodology of the safety guidelines should be drawn up repeatedly by the sequence of iterative models, and the design methodology should be designed in the chronological order of the public services through the methodology of service design methodology. Various and complex threats attempt to derive insights from the user's perspective and to derive insight into the development of the safety guidelines and the sophistication of the user experience, and to extract insights from the perspective of a user's perspective and supervision model. This derived insight can be implemented as a multi-dimensional service model derived from the same problem consciousness methodology.

Information Education to a Territorial Inhaitants based on Information Infrastructure (교육정보 인프라기반 지역주민의 정보화 교육)

  • 최정배;신주영;김윤호;윤호군
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.05a
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    • pp.73-76
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    • 2003
  • The information society is greatly contributing to the improvement of our standard of living by the providing various types of information and facilitating communication. However, the excessive use of the internet and consequent physical and psychological damages are emerging as serious adverse effects or social problems of the information society. It is urgently required to reduce damages caused by adverse effects of information and to establish correct value systems and behavioral modes fit for social members in the information society. This study shows the process of understanding between the inhabitants of a rural community and a school equipped with information infrastructure. As an organ of education, information education by school, whose goal is forming the sense of school-inhabitants unity, is expected to be helpful in preventing negative phenomena resulting from the adverse effects of information by responding activity to them and in developing inhabitants' ability to accept and utilize the favorable effects of the information society. This info-education experience can provide better ideas for the next learners.

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