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

  • Jong-Jin Jeong
    • Korean Journal of Culture and Social Issue
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    • v.14 no.1_spc
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    • pp.167-186
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    • 2008
  • This study is to investigate, from the perspective of implicit theory, what elements influence children's motivation to learn and how their configurations are different according to different sexes. One analysis was based on answers to a motivation questionnaire by fourth to sixth graders from four different cities in South Korea. The subjects children were most highly motivated to learn were math and science for boys, and math and English for girls, respectively. Factors influencing the motivation were near 30 in number, including later happier life, joy of learning, parental rewards, pleasure of being informed, and meeting parental expectations, among others. Another analysis was an exploratory and confirmative factor analysis on motivation to learn among 856 fourth to sixth graders randomly sampled from 7 different cities all over South Korea. Factors revealed to contribute to the motivated learning here were five factors of utility, interest, recognition, knowledge acquisition(being informed), and expectancy sufficiency. There were some differences in the structure of factors between sexes; importance was given to five factors of utility, interest, recognition, knowledge acquisition, and expectancy sufficiency in descending order for boys, and six factors of interest, utility, rewards, recognition, expectancy sufficiency, and competition for girls.

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Learning strategies and deep learning (학습전략과 심층학습)

  • Shin, Hong-Im
    • Korean Medical Education Review
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    • v.11 no.1
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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
    • English Language & Literature Teaching
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    • v.15 no.4
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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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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- (창조적 지식기만사회의 수학교육과정 개발을 위한 기초조사연구 -수학교육목표에 대한 교사.학생의 인식-)

  • 노선숙;김민경;유현주;차인숙
    • The Mathematical Education
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    • v.40 no.2
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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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    • v.10 no.3
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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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    • v.21 no.11
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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.

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

  • Kim, Tae-Hee;Kang, Moon-Seol
    • Journal of Internet Computing and Services
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    • v.11 no.4
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    • pp.159-173
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    • 2010
  • It is difficult for us to teach the introduction course of programming to beginners just starting their college life. What is particularly hard to do is to provide them with learning motivation so that the freshmen can be easily and rapidly adapted to programming work and to enhance their will to learn. In this paper, we suggest a method to apply LEGO Mindstorms robot to the introduction course of programming in purpose to allow programming beginners to be motivated and have higher will to learn so that they can receive programming education easily and joyfully. This paper attempts to find reasonable methods for improvement which can help programming beginners to be motivated and encouraged to learn in the course of C programming education and can facilitate learning effects as well, and conducts education using LEGO Mindstorms robot as a way to solve problems like students' low interest or will to learn. According to the result of providing the freshmen with the introduction course of C programming to which the suggested method was applied, it was found that their academic achievement in programming education enhanced through their increased motivation and will to learn programming. This result shows that students' interest, motivation, and will to learn the subject are statistically significant improvement through the course that employs LEGO Mindstorms robot.

Three Examples of Learning Robots

  • Mashiro, Oya;Graefe, Volker
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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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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A study of safety management supervisor's role (산업안전 관리감독자 제도 개선을 위한 연구)

  • 이승환;이태우;전운기;강경식
    • Proceedings of the Safety Management and Science Conference
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    • 2002.05a
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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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A study of safety management supervisor's role (산업안전 관리감독자 제도 개선을 위한 연구)

  • 이승환;이태우;전운기;임총규
    • Journal of the Korea Safety Management & Science
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    • v.4 no.1
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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.