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한국 초등학생의 학습동기 요인 분석 (A Factor Analysis of Motivation To Learn Among Korean Elementary School Children)

  • 정종진
    • 한국심리학회지 : 문화 및 사회문제
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    • 제14권1호_spc
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    • pp.167-186
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    • 2008
  • 본 연구는 암묵적 이론(implicit theory)의 관점에서 한국 초등학생들의 학습동기에 영향을 주는 요인이 무엇이고 어떻게 구성되어 있으며, 이러한 학습동기 요인의 구성은 성별에 따라 어떤 차이가 있는가를 밝혀보는 데에 그 목적이 있다. 한국 초등학생들의 학습행동에 관련된 동기에 대한 암묵적 이론을 이끌어내고 체계화시키기 위하여 초등학생들이 가장 열심히 학습하고 있는 활동이 무엇이고 그러한 학습활동을 열심히 하는 이유가 무엇인지 조사하여 그 원인을 문항으로 하는 측정도구를 제작하여 학습동기 요인을 분석하였다. 전국에 걸쳐 지역을 고려하여 7개 도시에서 무선 표집한 초등학교 4~6학년 856명을 대상으로 학습활동의 원인에 관한 탐색적 및 확인적 요인분석의 결과 유용성, 흥미, 인정, 지식획득, 기대충족의 5가지 요인으로 나타났다. 남녀별로 보면 남학생은 유용성-흥미-인정-지식획득-기대충족의 순으로 5가지 요인이 나타났고, 여학생은 흥미-유용성-보상-인정--기대충족-경쟁의 순으로 6가지 요인으로 나타나 남녀간 요인수와 요인구조에 다소 차이가 있었다.

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학습전략과 심층학습 (Learning strategies and deep learning)

  • 신홍임
    • 의학교육논단
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    • 제11권1호
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    • pp.35-43
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    • 2009
  • Learning strategies are defined as behaviors and thoughts that a learner engages in during learning and that are intended to influence the learner's encoding process. Today, demands for teaching how to learn increase, because there is a lot of complex material which is delivered to students. But learning strategies shouldn't be identified as tricks of students for achieving high scores in exams. Cognitive researchers and theorists assume that learning strategies are related to two types of learning processing, which are described as 'surface learning' and 'deep learning'. In addition learning strategies are associated with learning motivation. Students with 'meaning orientation' who struggle for deep learning, are intrinsically motivated, whereas students with 'reproduction orientation' or 'achieving orientation' are extrinsically motivated. Therefore, to foster active learning and intrinsic motivation of students, it isn't enough to just teach how to learn. Changes of curriculum and assessment methods, that stimulate deep learning and curiosity of students are needed with educators and learners working cooperatively.

Learning a Second Culture through Interactive Practices: A Study-Abroad Language Learners' Experiences

  • Lee, Eun-Sil
    • 영어어문교육
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    • 제15권4호
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    • pp.137-156
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    • 2009
  • This case study examines language learners' oral interactive practices and what they learn along with these practices. Language learners who study abroad take on the challenge of living in a foreign place and undergo difficulties in communicating and interacting with people in their new country. These difficulties, caused by cultural differences, are experienced most particularly in their daily interactions. Language learners' trials and efforts to learn English while dealing with a different culture and the difficulties are mainly observed for this paper. The process of learning a second culture is closely related to the process of learning a second language. Oral interactive practices can give the study abroad language learners opportunities to learn their target culture. Therefore, the purpose of this paper is to discuss how participating in interactive practices assists the learners in understanding their target culture while they deal with their difficulties inherent in studying abroad. This study adds weight to the notion that culture is an essential and major factor in learning a language, and that only active participation in interactions can be effective in learning both a language and its culture.

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창조적 지식기만사회의 수학교육과정 개발을 위한 기초조사연구 -수학교육목표에 대한 교사.학생의 인식- (Students and Teachers′Perceptions on the Goals of Mathematics Education -A Foundational Research for the Development of Mathematics Curriculum Model for a Creative Knowledge-based Society-)

  • 노선숙;김민경;유현주;차인숙
    • 한국수학교육학회지시리즈A:수학교육
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    • 제40권2호
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    • pp.161-177
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    • 2001
  • This study is to investigate what students want to learn and what mathematics teachers should teach in their classrooms. 1314 students and 527 mathematics teachers were randomly selected to administer the questionnaire. The result shows that their is a considerable mismatch between students'learning desires and teachers'teaching practices in classrooms. What students want to learn is creative knowledge; however, what they learn in the classroom is ‘imitative’ knowledge. This study suggests that the overall educational goal of mathematics education in Korea should emphasize (1) learning to communicate mathematically, (2) loaming to reason mathematically, (3) becoming confident in pupils'own ability, (4) learning to$.$value mathematics, and (5) becoming mathematical problem solvers.

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A Study for analysis of Inverse Kinematics system to Character Animations & Motion Graphics education

  • Cho, Hyung-ik;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • 제10권3호
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    • pp.149-156
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    • 2021
  • Today, 3D softwares have become an essential tool in all areas of Video, including Movies, Animations, CFs, Motion Graphics and Games. One of the most commonly used fields is the 3D character video part. However, these 3D character animations and motion graphics softwares are difficult to learn and too much to learn, making it difficult to learn them all in a university education with a limited time of four years. In this paper, many Inverse kinematics tools, which are essential in the 3D character animations and motion graphics field, compare and analyze the strengths and weaknesses of each tool, focusing on Bone, Character Studio, and Character Animation Toolkit, which are most commonly used in work fields. And use Delphi techniques for 3D experts to secure objectivity. Therefore, for universities that require large amounts of teaching in a limited time, I propose an analysis of which of the above three Inverse Kinetics tools is advantageous for students to select and focus on for efficient education.

Evaluate Students' Interaction and Happiness in Distance Learning Among Students with Learning-Difficulties During Covid-19 Pandemic

  • Almaleki, Deyab A.
    • International Journal of Computer Science & Network Security
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    • 제21권11호
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    • pp.119-130
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    • 2021
  • This study aimed at Evaluate Students' Interaction and Happiness in Distance Learning Among Students with Learning-Difficulties, by identifying the level of students' interaction in distance education and differences between them, as well as its impact on their happiness to learn. To achieve the aim of the study, two scales were designed for this purpose and were applied to a sample consisting of (310) individuals. The results showed that the level of students' interaction through the e-learning platform was at a high level. The results also showed that there was no statistically significant difference between the mean scores of males and females in the scale of students' interaction through the e-learning platform. There was no statistically significant difference between them in their happiness for distance learning via the online platform. There were also no statistically significant differences related to the grade variable in the level of interaction through the electronic platform and in the happiness to learn, while there was a positive statistically significant effect of interaction through the electronic platform on students' happiness to learn.

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

  • 김태희;강문설
    • 인터넷정보학회논문지
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    • 제11권4호
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    • pp.159-173
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    • 2010
  • 대학 생활을 시작하는 프로그래밍 초보자들에 대한 프로그래밍 입문 교육이 어렵다는 것을 모두 알고 있으며, 특히 어려운 부분은 신입생들이 프로그래밍 작업에 쉽고 빠르게 적응할 수 있도록 학습 동기를 부여하고 학습 의욕을 높이는 것이다. 본 논문은 프로그래밍 초보자들이 프로그래밍 교육을 보다 쉽고 즐겁게 받을 수 있도록 학습 동기를 부여하고 학습 의욕을 높이기 위한 목적으로 프로그래밍 입문 교육에 레고 마인드스톰 로봇을 이용하는 방법을 제안하였다. C 프로그래밍 교육에서 프로그래밍 초보자들의 학습효과를 촉진시킬 수 있는 합리적인 개선 방안을 찾아보고, 학생들의 흥미 및 학습의욕의 부족 문제를 해결하기 위한 방법으로 레고 마인드스톰 로봇을 이용하여 교육을 실시하였다. 제안한 방법을 대학교 신입생들을 대상으로 C 프로그래밍 입문 교육 과정에 적용하여 교육을 시킨 결과, 프로그래밍에 대한 학습 동기와 학습 의욕의 개선을 통하여 프로그래밍 교육의 학업 성취도가 향상되었음을 알 수 있었다. 이러한 결과는 학생들이 레고 마인드스톰 로봇을 이용한 수업을 통해서 교과목에 대한 흥미, 학습 동기 및 학습 의욕의 측면에서 통계적으로 의미 있는 향상이 있음을 보여준 것이라고 하겠다.

Three Examples of Learning Robots

  • Mashiro, Oya;Graefe, Volker
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.147.1-147
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    • 2001
  • Future robots, especially service and personal robots, will need much more intelligence, robustness and user-friendliness. The ability to learn contributes to these characteristics and is, therefore, becoming more and more important. Three of the numerous varieties of learning are discussed together with results of real-world experiments with three autonomous robots: (1) the acquisition of map knowledge by a mobile robot, allowing it to navigate in a network of corridors, (2) the acquisition of motion control knowledge by a calibration-free manipulator, allowing it to gain task-related experience and improve its manipulation skills while it is working, and (3) the ability to learn how to perform service tasks ...

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산업안전 관리감독자 제도 개선을 위한 연구 (A study of safety management supervisor's role)

  • 이승환;이태우;전운기;강경식
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2002년도 춘계학술대회
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    • pp.189-191
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    • 2002
  • A supervisor's role is very important to have accident free environment in a company. In order to take full advantage of safety management system, company safety supervisors require to learn how much responsibility they have in their company. To improve safety supervisor's knowledge, they must spend time to learn the importance accident free environment. To improve the efficiency of safety management, the supervisors need to voluntarily emphasize the importance of safety management.

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산업안전 관리감독자 제도 개선을 위한 연구 (A study of safety management supervisor's role)

  • 이승환;이태우;전운기;임총규
    • 대한안전경영과학회지
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    • 제4권1호
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    • pp.1-9
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    • 2002
  • A supervisor's role is very important to have accident free environment in a company. In order to take full advantage of safety management system, company safety supervisors require to learn how much responsibility they have in their company. To improve safety supervisor's knowledge, they must spend time to learn the importance accident free environment. To improve the efficiency of safety management, the supervisors need to voluntarily emphasize the importance of safety management.