• Title/Summary/Keyword: 사회유발 동기

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The Effect on Motivation and Problem Solving Ability of Problem Based Storytelling Programming Learning (문제중심 스토리텔링 프로그래밍 학습이 학습동기 및 문제해결능력에 미치는 효과)

  • Gu, JungMo;Park, Jung-Ho;Song, JeongBeom;Bae, Youngkwon;Ahn, SeongHun;Lee, TaeWuk
    • The Journal of Korean Association of Computer Education
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    • v.12 no.1
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    • pp.23-32
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    • 2009
  • Problem-solving ability have become extremely important in today's world. Programming may help to induce problem-solving ability. However, programming may give cognitive overload and offense against learning motivation. Therefore it is necessary that we should develope strategies to increase motivation on elementary programming classes. We developed a programming learning design and supporting system that combine problem-based learning and storytelling to induce motivation and problem solving ability. And then, we implemented the developed course in elementary school. The result of the research shows that the developed programming classes had positive effect on the development of elementary student's motivation and problem-solving ability.

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Effect of usage motivation of luxury fashion brands' Instagram on flow, enjoyment, and purchase intention (럭셔리 패션 브랜드 인스타그램 계정 이용 동기가 소비자 몰입, 즐거움, 구매의도에 미치는 영향)

  • Lee, Eun-Jung;Baltabaveva, Bibigul
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.405-413
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    • 2021
  • In this study, based on the theory of use and satisfaction, the motives of consumers who use Instagram accounts for luxury fashion brands were classified and the effect of the flow state experienced according to the motives on the purchase intention and the enjoyment was empirically studied. As a result of the analysis, the conclusions obtained through this study can be summarized as follows. First, it was found that the motive for using Instagram, a luxury fashion brand, had a significant positive effect on flow, followed by social interaction motive, informational motive, and enjoyment motive. Among the motivations for use, it was confirmed that the motivation for social interaction had the greatest influence on flow. Second, when using the luxury fashion brand Instagram account, the state of consumer flow induces positive emotions such as pleasure, which has a positive effect on purchase intention. Third, age, which is a characteristic of luxury fashion brand Instagram account users, had a significant positive moderating effect on the relationship between informational motives and flow, and had a significant negative effect with playful motives. Through the results of this study, we contributed to the flow of previous related studies by empirically showing the dynamics of consumer psychology related to the use of luxury Instagram accounts.

Design of Web-Based Multimedia Contents for study "SajaSohak" (사자소학 공부를 위한 웹 기반 멀티미디어 콘텐츠 설계)

  • Kim, Soo-Ye;Lee, Jae-In
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.221-226
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    • 2010
  • In the flood of information in the modern society, which is information-oriented society and knowledge engineering society, the transition to learner-centered education is demanded in order to perform the task in hand and solve the problems. In this study, it is considered a prerequisite that students get motivated and interested in Sajasohak to study it. Thus, in teaching Sajasohak in various ways, we intend to design web-based multimedia contents by using a variety of forms of multimedia and apply it to the field(real classroom).

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Effects of Avata on Students' Learning Achievement (학습동기 유발을 위한 아바타 활용 수업 개발)

  • Lee, Joon-Hwan;Park, Byung-Ho
    • Journal of The Korean Association of Information Education
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    • v.8 no.4
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    • pp.461-470
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    • 2004
  • All over the world, the number of internet users has been increasing rapidly. In the middle of this rapid increase, there is Avata, which is popular to both adults and children by providing motivation and self-satisfaction. Therefore, the current study tried to find whether an instruction using Avata for the purpose of motivation has an effects on students' achievement among 6th graders. the results showed that the students' achievement in Language Arts, Mathematics, Social Study, and Science were improved significantly.

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A study on the Effects of Employees' Socio-emotional Problems on Stress, Depression, and Self-esteem (근로자의 사회정서적 문제가 스트레스와 우울 및 자아존중감에 미치는 영향 연구)

  • Choi, Soo-Chan;Park, Hae-Woong
    • Korean Journal of Social Welfare
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    • v.57 no.4
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    • pp.177-196
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    • 2005
  • Today's employees are facing various socio-emotional problems due to the lack of appropriate supports and intervention in the workplace. These problems, however, cause considerable stress and inflict fatal damage on the quality of the employees' lives. Thus, this study analyzed the negative effects of the employees' socio-emotional problems on their stress, depression, and a sense of self-esteem. As a result, the study has identified that the problems occurred widely in the work life area such as job-related problem, predicament of retirement, workplace violence, family life area such as family relationship, child education, crisis problem, and lastly culture and health related area. This study also found that the socio-emotional problems in the three areas were the main stressors after all and they once again negatively affected depression and a sense of self-esteem. However, the role of social support, which is known to have the buffering effect on depression and a sense of self-esteem, was not sufficiently proved. This strongly implies that traditional social supports necessarily have limitations to overcome employees' socio-emotional problems in hand and thus systematic intervention toward the troubled workers in the organizational level must be required.

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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.

Analysis of Game User's Motivation-Action Structure on Social Network Games (소셜 네트워크 게임 사용자의 동기-행동구조 분석)

  • Kim, Mi-jin;Kim, Yeong-sil
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.77-86
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    • 2011
  • This paper is aimed at analyzing the relationship between users' actions in relation to a SNG (Social Network Game), which mainly targets communities, and the motivations that give rise to such selective actions. The subjects of existing researches on game area have rarely dealt with game users but mainly focused on the studies and utilization of game production technologies; and, in cases of studies on games users, their subjects have been hardly more than observations of users' behaviors in relation to the performance to achieve certain goals or themes of a game; for example, upgrading a character's level or obtaining rewards through "defeat". Therefore, it is necessary to analyze the actions of SNS game users from the perspective of behavioral selections caused by various motivations of human beings rather than approaching from the perspective of problem solving methods. In order to accomplish this goal, fist of all, Lazzaro's People Fun model and motivation theory of SNS users will be analyzed. Secondly, relevant materials from 13 SNG cases will be collected. Games' events and the functional actions of users will be classified. Lastly, the primary actions of SNG users will be classified into 8 different types and motivations - action patterns will be analyzed based on the classified materials.

A Study on the Application of Curriculum for Strengthening SWP for Adult Learners

  • Cho, Woo-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.2
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    • pp.193-199
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    • 2021
  • The purpose of this study was to apply a teaching method that fits the characteristics of learners through the improvement and application of subjects for reinforcing SWP, and to seek ways to strengthen field practice. As a result of the study, first, as a method of applying learner motivation, it is necessary to conduct discussions by inviting practitioners in the field, and to watch the progress of projects by type of social welfare site. Second, as a way to participate in learners, it is necessary to analyze excellent proposals, participate in events held at welfare sites, present various dilemma cases in the field, and try to overcome ethical dilemmas by sharing cases overcoming dilemma, and to make efforts to list practical skills required in social welfare field practice. Third, it is necessary to apply such methods as phone calls, e-campus, Kakao Talk, Zoom, and counseling techniques that are conducted in the case management process as a way to apply interaction, and discuss issues that are important in the welfare field.

The Effect of Using Web-based Distance Program in Home Health Education for Nursing College Students in COVID-19 Special Disaster Area (COVID-19 특별재난지역의 일개 간호대학생을 위한 웹기반 원격 방문간호교육 프로그램의 효과)

  • Ha, Young-Sun;Sohn, Myung-Ji
    • Journal of the Korea Convergence Society
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    • v.11 no.11
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    • pp.461-473
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    • 2020
  • This study examined the effect of using web-based distance program in home health education for nursing college students in COVID-19 special disaster area. The study was carried out according a nonequivalent control group pretest-posttest design. The study subjects were 49 nursing college students from K City, Gyeongsangbuk-do. The web-based distance program was conducted for 2 weeks. The data collection period was from June 1, 2020 to June 12, 2020. Collected data were analyzed using SPSS PC+ 19.0 with the Fisher' exact test, Wilcoxon rank sum test, ANCOVA with pretest value as covariate. The experimental group had significantly different in knowledge related home health nursing, perceived motivation, and learning commitment in comparison to the control group. This suggests that the web-based distance program in the COVID-19 special disaster area can be applied as a way to increase nursing students' knowledge related home health nursing, perceived motivation, and learning commitment.

The Political and Cultural Restrictions in Building a Security Mechanism in Northeast Asia (동북아지역 내 안보협력체형성을 가로막는 정치, 문화적 장애요인)

  • Kang, Ryang
    • Strategy21
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    • s.42
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    • pp.347-370
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    • 2017
  • 동북아시아지역에서 집단안보와 관련된 지역협력체가 형성되기 어려운 이유에는 먼저 체제와 이념이 다른 국가들 사이에서의 강한 지정학적 역학관계가 작동하고 있고, 두 번째로 개별국가 내부의 사회이념과 정치체제의 차이로 인한 이질성이 매우 강하며, 세 번째로 새롭게 형성되고 있는 미-중 관계의 대립적 구도가 군사안보적인 차원에서의 과도한 경쟁관계를 유발하고 있는 동시에, 네번째로 북한의 지속적인 핵과 미사일위협이 지역을 넘어 범세계적인 위협요인으로 작용하고 있으며, 다섯 번째로 장기간 미해결상태에 있는 도서 분쟁이 항시 관련국가들 사이에서의 과도한 민족주의적 갈등을 유발시키고, 이로 인한 적대적인 갈등관계가 지속되고 있는 점 등을 동시대적인 현실적 차원에서의 정치적 장애요인들로 규정해 볼 수 있다. 동시에 이런 현실적 차원에서의 정치적 장애요인들의 근원적인 발생요인으로도 평가될 수 있으며, 특히 동북아 개별국가들이 내세우고 있는 강력한 민족주의 성향과 과거사와 연관된 역사인식에 따른 문화적 이질성의 내면에 존재하는 낭만적 민족주의요소가 동북아 개별국가들 간의 신뢰형성과정을 강력하게 가로막고 있음을 지적할 수 있다. 19세기말에 동북아에 유래된 낭만적 민족주의에 대한 비교국가 차원에서의 심도 있는 분석과 이를 통한 절충점의 발견은, 역설적이지만, 세계 어느 지역보다도 극심한 갈등과 대립국면이 심화된 동북아지역 내의 국가들이 군사안보 및 정치경제차원에서의 보다 원활한 협력관계를 도모하기 위한 첫 단계로서의 공동의 장을 마련할 수 있는 주요한 동기가 될 수 있다.