• Title/Summary/Keyword: ARCS이론

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NCS academic achievement and learning transfer ARCS motivation theory in ICT in the field of environmental education through interactive and immersive learning (NCS환경에서 ICT분야 교육에 ARCS 동기이론이 상호작용성과 학습몰입을 통해 학업성취도와 학습전이에 미치는 영향)

  • Park, Dongcheul;Kwon, Dosoon;Hwang, Changyu
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.3
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    • pp.179-200
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    • 2015
  • Recent national policies National Competency Standards(NCS) to develop teaching-oriented education in the field of industry and learning is taking place. Plan to take advantage of the Internet and multimedia classes, information and communication technology (ICT) for ways to leverage the integration appearing in various forms. The purpose of this study is causal influence on the ARCS motivation theory can determine the basic psychology of human motivation factors and the desires of a typical human nature theory dealing with the psychological needs of interactivity and immersion is learning achievement and learning transfer and to validate the demonstration. By applying information and communication technology sector in the development of learning in information and communication equipment training program modules from a field study conducted at the NCS with a clear empirical and empirical research through the synchronization to the learner and to explore the possibility of generalization.

Development of an Obesity Management Program for Elementary School Children - Based on Keller's Motivation Theory - (초등학생 비만관리프로그램 개발을 위한 예비연구 - Keller의 동기이론을 중심으로 -)

  • Kim, Min-Jeong;Kim, Hee-Soon;Kim, Sun-Ah;Kim, Duk-Hee
    • Child Health Nursing Research
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    • v.13 no.3
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    • pp.257-264
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    • 2007
  • Purpose: The purpose of this study was to develop an effective obesity management program for elementary school children, based on the motivation theory. Method: This study was a methodological study. A child obesity management program, based on the motivation theory was developed, a web site was made and children with obesity participated in the internet program. After the children finished the program, they evaluated the clinical validity of the program. The clinical validity was tested from Jun 12 to 16, 2006. The participants were 6 students. The evaluation tool was Keller's IMMS(Instructional Material Motivation Survey). Data were evaluated using $means{\pm}SD$ for four major components A,R,C,S (Attention, Relevance, Confidence, Satisfaction), based on ARCS in the motivation theory. Results: The program developed in this study was named 'ARCS children obesity escape', and the URL is 'http://www.119kid.co.kr'. Regarding the four components of ARCS, the overall reaction of participants showed that they were very highly motivated by this program. Conclusion: Utilizing the ARCS motivation strategies for solving obesity problems for children is an effective method to motivate the management of obesity, and can increase achievement motivation, attention, relevance, confidence, and satisfaction with the management of obesity. Thus, the program developed in this study is expected to reduce obesity in children, and become an important guide for obesity management and health improvement for children.

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General Relativity and Light Bending/Gravitational Lensing (일반상대성이론과 빛의 꺾임/중력렌즈)

  • Park, Myeong-Gu
    • The Bulletin of The Korean Astronomical Society
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    • v.40 no.1
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    • pp.57.4-57.4
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    • 2015
  • Light bending by gravity was the key prediction of general relativity. Solar eclipse expedition of 1919 provided the observational support for the theory of general relativity. Diverse gravitational lensing, i.e., light bending, phenomena have been speculated and predicted by general relativity and ultimately discovered many years later. Gravitationally lensed quasars, luminous arcs, weak lensing, and microlensing have provided invaluable information about the distribution of matter, especially of dark matter, and the cosmology. Gravitational lensing is one of the most spectacular manifestation of general relativity and will remain as an extremely useful astrophysical tools in the future.

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A Research on Expandability of Cultural Assets Restoration Blend using Virtual Reality (가상현실을 통한 문화재복원 융합 확장성 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.465-472
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    • 2015
  • The virtual reality technology is currently used classifying functional types such as the observation operation type, the experimental activity type, the learning information type, the field problem-solving type, and other different types, based on the media's characteristics implementing 3D form of multi-sensory information. Using Virtual Reality, the restoration of the 'Doksu Palace' has been grafted onto J. Keller's ARCS model, suggesting a field restoration concept that reenacts the lives of the people that had been in the field with the cultural heritage and history based on a scenario based scene direction. This paper also summarizes 3 different types of implementation of the field restoration assorting multi-scene direction. Certain limitations exist, due to the fact that a completed prototype hasn't been suggested and that a detailed notion of the housing and 3D audio connection has been omitted.

Effects of the Strategy for Perceptual Arousal on Attention Improvement (지각적 주의 환기 전략이 주의력 향상에 미치는 효과 분석)

  • Oh, Suk;Jin, Myungsook
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.323-324
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    • 2016
  • 본 연구에서는 공과대학 수업에 지각적 주의 환기 전략이 학습동기에 어떤 영향을 주는지 알아보기 위해 지각적 주의 환기 전략으로 스마트 기기를 활용한 수업을 진행하면서 학습동기에 미치는 효과를 분석하였다. 분석 방법으로는 Keller의 ARCS 이론에 근거하여 개발한 IMMS를 수업의 특성에 맞게 수정한 검사지를 검사도구로 사용하여 지각적 주의 환기 전략을 적용하기 전 사전과 적용한 사후 검사를 실시한 후 그 결과를 통해 학습동기를 분석하였다. 연구 결과, 지각적 주의 환기 전략으로 스마트 기기를 활용한 교수법이 스마트 기기에 익숙한 대학생들에게도 사전, 사후 간의 유의미한 차이가 있는 것으로 나타났다. 특히 그 하위범주 중 주의력에 크게 영향을 미친다는 것으로 나타났다.

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Development of a CD Program Applied Logotherapy for Psycho.Spiritual Care of Late Adolescents with Terminal Cancer (청소년 후기 말기 암 환자의 정서적.영적 돌봄을 위한 의미요법 CD 프로그램 개발)

  • Kang, Kyung-Ah;Kim, Shin-Jeong;Song, Mi-Kyung
    • Journal of Hospice and Palliative Care
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    • v.12 no.2
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    • pp.61-71
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    • 2009
  • Purpose: The purpose of this study was to develop a CD program of applied logotherapy for psycho spiritual care of late adolescents with terminal cancer. Methods: Keller & Song's ARCS theory and a model for developing learning materials was applied to develop this program composed four distinct phases: planning, designing, developing, and evaluation stages. Results: This program was entitled 'Finding meaning in my life' and consisted of 5 sessions and its educational contents were made up as follows: "First Secret" is 'learning three natures of the human mind', "Second Secret" is 'learning creative values first method to find meaning of life', "Third Secret" is 'learning experiential value as second method to find meaning of life', "Fourth Secret" is 'learning attitudinal value as third method to find meaning of life', and "Fifth Secret" is 'Becoming the master of my life'. The sub-menu was made up of 'Beginning', 'Opening mind', 'Learning'. 'Laughing Song', 'Experiencing'. Conclusion: This CD program applied logotherapy with flash animation technique as an emotional and spiritual nursing intervention program for easier and more scientific application in pediatric oncology and hospice care area.

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Development of Blended Learning Program for CPS (CPS를 위한 Blended Learning 프로그램 개발 - 고등학교 수학내용을 중심으로 -)

  • Kim Young-Mi;Kim Hyang-Sook;Im Sun-Woo
    • Communications of Mathematical Education
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    • v.20 no.3 s.27
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    • pp.407-423
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    • 2006
  • The reason why creativity becomes the important subject in 21th century is that it does an important role which solves many problems surrounding our whole life in this internationalization, globalization, knowledge-information age. But scholars who formerly researched the creativity-field explain the necessity of creativity with the internal and fundamental reasons. That is, scholars say that creative activities produce originative products and originality itself. And it is the root of which will be able to discover meaning of life and it -creativity - is successive activities that is demanded when individual life want to obtain important value by expressing one's inner world to the outside using creative resource. Recently, with the trends of present age and the educational needs, research about creativity is actively carried out and it draws out the results that creativity can be developed and enhanced through education and training. So, now many researches have focused on how to develop the creativity. Investigating those researches, we found that the recent issues of researches on creativity were changing and now they focused on creative instruction methods and behavioral factors. Especially, they were selected as the subject related to the creative education - creative instructional method and program, atmosphere in classroom, and factors of teacher. It means that the past researches which were a little bit conceptive have been changing to material ones which will be able to enhance creativity and its effect. So, in this research, we have developed the program for CPS(Creativity Problem Solving) and verified its effect.

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CD Program Development Applied Logotherapy to Improve Quality of Life of Older School-age Children with Terminal Cancer (학령후기 말기 암 환아의 삶의 질 증진을 위한 의미요법 CD 프로그램 개발)

  • Kang, Kyung-Ah;Kim, Shin-Jeong;Song, Mi-Kyung
    • Journal of Hospice and Palliative Care
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    • v.11 no.2
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    • pp.82-90
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    • 2008
  • Purpose: The purpose of this study was to develop a CD program of applied logotherapy to improve the quality of life of older school-age children with terminal cancer. Methods: Keller's ARCS (Attention, Relevance, Confidence, Satisfaction) theory and a model for developing learning materials (Dick and Cray) were applied to develop this program which comprised four distinct phases: planning, developing, applying, and evaluation stages. Results: This program was entitled 'Finding treasures in my mind' and consisted of 5 sessions, and its educational contents were made up as follows: "Treasure One" is 'learning three natures of the human mind', "Treasure Two" is 'learning creative value as first method to find meaning of life', "Treasure Three" is 'learning experiential value as second method to find meaning of life', "Treasure Four" is 'learning attitudinal value as third method to find meaning of life', and "Treasure Five" is 'Becoming the master of my life'. The sub-menu was made up of 'Beginning', 'What is it?', 'Travelling'. 'Laughing Song', and 'End'. Conclusion: This CD program is an applied logotherapy with flash animation technique as an emotional and spiritual intervention program for easier and more scientific application in pediatric oncology and hospice area.

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The Effect of Learning Motivation Induction with Digital Storytelling Technique in E-learning (디지털 스토리텔링 기법을 통한 학습동기유발 효과 연구)

  • Kim, Mirea
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.699-704
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    • 2006
  • 본 연구는 이러닝에 있어서 디지털스토리텔링 기법을 적용함으로써 얻어지는 긍정적 학습효과를 학습동기 유발에 중점을 두고 연구한다. 또한, 연구결과를 통하여 이러닝 환경에서 디지털스토리텔링 기법이 활발히 차용될 수 있는 시작점을 제시하고자 한다. 다양한 학습에 있어서 스토리텔링의 긍정적인 역할은 이미 검증되어왔으며, 현재 이 분야의 연구자들은 학습효과를 높이는 스토리텔링의 공연적 차원을 포착한 비디오, 참여적인 역동적 형태의 기술을 통한 디지털스토리텔링을 발전시키기 위한 문턱에 와 있다. 이러닝과 스토리텔링 간의 큰 그림 안에서, 본 연구는 개별 과목의 지식을 전달하기에 적합한 실제의 디지털 스토리텔링 기법을 제시하고 이러한 기법을 통하여 얻어지는 학습효과를 설문을 통하여 검증한다. 설문을 통하여, 본 연구는 다음과 같은 주요 발견을 할 수 있었다: 학습자들은 이러닝 학습자료에 디지털 스토리텔링 기법이 쓰일 때 보다 많이 동기부여가 되었다. 이것은 ARCS 이론의 4 카테고리-주의력, 관련성, 자신감, 만족감-분야에서 SPSS 10.0을 이용하여 분석한 결과 빈도 및 T-Test에서 디지털 스토리텔링 기법이 쓰일 때 모두 고르게 긍정적인 결과를 보임으로써 결론에 도달하게 된 것이다. 본 연구의 남은 과제는 스토리텔링 기법의 실제 재현기법을 개발하고 이를 통한 학습효과의 증진을 계속 검증하는 것이다.

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Board Game Design for Disaster Safety Education for Elementary School Students Based on Learning Motivation Theory (학습동기이론 기반의 초등학생 재난안전 교육을 위한 보드게임 설계)

  • Kim Mira;Jung Hyungwon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.1
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    • pp.59-74
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    • 2024
  • In order to improve safety consciousness due to the increase in disasters and safety accidents, safety education is necessary to prepare for disasters with interest in safety. This study is a board game design for disaster safety education for elementary school students based on Keller's learning motivation theory. By considering the school safety curriculum and the safety education contents of the School Safety Mutual Aid Association and the Ministry of Public Administration and Security, the content and goals of learning were derived and the order of learning was determined. When designing game content, the fun elements of the game were applied to Keller's learning motivation inducing factors such as attention concentration (A), relevance (R), confidence (C), satisfaction (S), and educational game design elements to induce the achievement of learning goals at the game planning stage. It is expected that the existing safety education focusing on lecture-style and audiovisual will be supplemented and used in the educational field.