• Title/Summary/Keyword: Learner Motivation

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Exploring the Motivational Factors Influencing on Learner Participation of Adult Learners in e-Learning (성인학습자의 이러닝 학습참여에 대한 학습동기 요인 연구)

  • JungHyun Park;Ji Su Park;Jin Gon Shon
    • KIPS Transactions on Software and Data Engineering
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    • v.13 no.1
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    • pp.28-34
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    • 2024
  • Since e-learning is conducted based on the learner's autonomy, motivation to continuously participate is crucial for success in e-learning. As the number of adult learners participating in lifelong education increases, it is necessary to study learner participation and the motivating factors. Drawing upon the Expectancy-Value Theory and Self-Regulated Learning Theory, this study analyzed the influence of motivational factors (value, costs, cognitive regulation, and scheduling) on learner participation. An e-learning program was implemented on MoodleCloud, and learners completed a survey before going through the program. Regression analysis was conducted using the survey response data along with the participation score, calculated using the log data. The results of the analysis demonstrated that value and scheduling significantly influenced learner participation, with gender differences found in value. This means that as adult learners perceive higher value in the e-learning program and possess better scheduling skills, they are more likely to participate. These findings can be utilized in developing teaching and learning strategies for both learners and instructors, ultimately helping to prevent dropout in e-learning.

Design and Implementation of Web based Real time Quiz-game Type Learning System for Multi-Learner Interaction (다중 학습자 상호작용을 위한 웹기반 실시간 퀴즈학습 시스템의 설계 및 구현)

  • Kim, Jong-Jin;Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.351-363
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    • 2001
  • The established Web Based Learning System had not encouraged Multi-Learner Interaction. The System for Multi-Learner Interaction proposed an alternative measure. By now, this System for Multi-Learner Interaction have applied the sphere of Web Based Learning. But, Actually, the Multi-Learner's Interaction and Feedback of this System has a few effective and confidence, because this System has much time gap between Interaction and Feedback of Multi-Learner primarily. This Research propose an answer of this Problem, Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction. Moreover, this System expect increased concentration ability for Learning and strong motivation of Learning for the greatest Learning effects in a Subject Solution course of Learners with founding Web Based Quiz-game Type Learning. So this Research will design and implement the Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction.

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An Analysis of Relationships between Epistemological Beliefs about Science and Learner's Characteristics of Elementary School Students (초등학생의 과학에 대한 인식론적 신념과 학습자 특성과의 관련성 분석)

  • Lee Ju-Yeun;Paik Seoung-Hey
    • Journal of Korean Elementary Science Education
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    • v.25 no.2
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    • pp.167-178
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    • 2006
  • The purpose of this study was to explore characteristics of sixth grade students' opistemological beliefs in science and the relationship to learner's characteristics: learning motivation, learning strategies, and logical thinking. The subjects were 265 sixth graders and data was collected through two types of questionnaires, translated and modified by researchers: opistemological beliefs regarding science, learning motivation & strategies. The results of this study were as follows. The students believed that the goals of science were related to activations such as 'Science is experiment', or 'Science is invention: These beliefs were connected with the emphasis of science classes or the focus of the science curriculum. However, the students' beliefs related to the changeability of science knowledge, the source of science knowledge, and the role of experiments in developing knowledge were oriented to modern opistemological views. Moreover, the beliefs were meaningfully related to students' characteristics: learning motivation, learning strategies, and logical thinking. Among the students' characteristics, logical thinking was especially related to all of the factors of students' beliefs: the changeability of science knowledge, the source of science knowledge, and the role of experiments in developing knowledge. However, the students who believed that scientific knowledge came from scientists, science teachers, or science textbooks had high levels of self-efficacy. Therefore, the belief that scientific knowledge is formed by self-discovery, in order to generate high self-efficacy, needs to be encouraged. From the results, it is possible to check the orientation of current science education based on the students' opistemological beliefs. In addition, the resources can be accumulated for persevering in our efforts to achieve a positive orientation for science education.

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A Game-Style Learning System for the Enhancement of Underachievers' Motivation (학습부진아의 동기유발을 위한 게임형 학습시스템)

  • Lee, Jae-Mu;Kim, Young-Tae
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.37-46
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    • 2008
  • Underachievers, having had more experience with failure in teaming, tend to lose their self-confidence and motivation for study. If they achieve more when studying, they will enhance their self-confidence and motivation and their learning accomplishments will be increased. A game-style learning system was, therefore, developed in which the learner gains self-satisfaction and motivation with a proper 'hit and win' in a game-style program. The system supplies learning content automatically and randomly while adapting to the student's level by continuously checking the learning progress. Positive effects in motivation and learning achievement were recorded when underachievers used this program.

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Relationship between ARCS (Attention, Relevance, Confidence, and Satisfaction) Learning Motivation Factors and Class Effectiveness Inherent in Problem-Based Learning Classes (문제중심학습 수업에 내재된 학습동기 유발요인과 수업효과성의 관계)

  • Lee, Mi Suk;Chae, Soo Eun
    • Korean Medical Education Review
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    • v.16 no.3
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    • pp.156-166
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    • 2014
  • The current study aimed to find the relationship between attention, relevance, confidence, and satisfaction (ARCS) learning motivation and class effectiveness inherent in problem-based learning (PBL) classes designed for dental and nursing students. Seventy-nine participants responded to survey items for motivation and class effectiveness after completion of their classes. The study findings were as follows. First, the differences among the $dental^{**}$, $clinical^{**}$, and $nursing^{**}$ PBL classes were identified in terms of class effectiveness (F=3.63, p<0.05) and academic achievement (F=13.9, p<0.01). Second, three learning motivation factors-satisfaction (t=4.07, p<0.01), confidence (t=2.84, p=0.01), and relevance (t=2.96, p<0.01)-appeared to determine class effectiveness in the abovementioned order. Only attention (t=2.02, p=0.05) was significantly related to academic achievement. Third, the relationship between hours of learner contribution to the PBL tasks and academic achievement was statistically significant. Therefore, we suggest the incorporation of ARCS motivation factors in PBL classes on the basis of the characteristics of each major and grade.

The Effect of Algorithm Learning by Playing on Learning Motivation and Achievement (놀이를 통한 알고리즘 학습이 학습동기 및 학업성취도에 미치는 영향)

  • Kwon, EunJung;Lee, EunKyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.12 no.6
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    • pp.33-39
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    • 2009
  • Abstract characteristic of algorithm may disturb improving learners' motivation and learning. Therefore, a design of teaching and learning method requires to minimize the learner's intrinsic cognitive load and to maximize the learning motivation. We developed an algorithm learning program by playing to enhance learning motivation and achievement for vocational high school students. And then, we implemented the developed program in vocational high school classes and analysed the educational effects of the developed program. We found that the developed program was helpful in enhancing learners' learning motivation and achievement level. It means that doing the activities, such as playing games, helps learners to acquire an algorithm concept that has abstract nature and is difficult to understand.

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The effect of educational participatory motivation and life satisfaction on major satisfaction among Cyber University students (사이버대학생의 학습참여동기와 삶에 대한 만족도가 전공만족도에 미치는 영향)

  • Gwak, Yoon Jung;Lee, Ji Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.5
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    • pp.285-295
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    • 2018
  • This study examined the effects of Cyber University students' educational participatory motivation and life satisfaction on their satisfaction with their major. The subjects were 937 adult learners at one of the Cyber Universities in Seoul, Korea, who were over 20 years of age. The results were as follows. First, the main motivation of the Cyber University students was goal-oriented, followed by learning-oriented motivation and activity-oriented motivation. Second, there were significant differences in their educational participatory motivation, life satisfaction and major satisfaction according to their sex, age, occupation, marriage and major. Third, their life satisfaction and three types of educational participatory motivation had positive effects on the satisfaction with their major in the order of life satisfaction, goal-oriented motivation, learning-oriented motivation and activity-oriented motivation. These findings suggest that adult learners' quality of life and motivation to learn are very important for increasing the degree of satisfaction with their major.

Relation Research on Participation Valence and Learning Flow of Adult Learner in the Credit Bank System (성인학습자의 학점은행제 참여 유의가와 학습몰입 관계 연구)

  • SONG, Kyoung-Hwa;JUNG, Ju-Young;AHN, Young-Sik
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.5
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    • pp.1209-1219
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    • 2016
  • In knowledge based society, lifelong learning is increasing in order to meet educational needs of adult learners. Credit Bank system which is credited by individual experience, learning and qualifications are also emphasized for continuing learning participation. However, in spite of the importance of concern in the Credit Bank System, adult learners expectation and value are not high. The purpose of this study is to analyze participation valence and learning flow of adult learner in the Credit Bank System. The result of this study is summarized as follows: first, adult learners participated in the Credit Bank System to get new knowledge and skill based on internal and external motivation and requirement not involved with individual degree. Second, adult learners participating in the Credit Bank System are experiencing learning flow realizing that behavior of participation is compensated, adult learners are concentrating and feeling with satisfaction and pleasure to study. Third, participation in the Credit Bank System based on adult learner's own right learning requirement have been analyzed as it has a positive effect to the learning flow and have indicated that adult learners having high level of valence experience, recognition immersion, behavioral devotion, and egoistic immersion. Based on the conclusion, further studies are suggested.

Perceptions of preservice teachers on AI chatbots in English education

  • Yang, Jaeseok
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.44-52
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    • 2022
  • With recent scientific advances and growing interest in AI technologies, AI-based chatbots have been viewed as a practical learning aid for English language development. The purpose of this study is to examine preservice teachers' perceptions on the potential benefits of employing AI chatbots in English instruction and its pedagogical aspects. 28 preservice teachers majoring in English education were asked to use Kuki chatbots for a week with a guidance of a researcher and then report on their perceptions of AI chatbots in terms of perceived usefulness after use, applicability, and educational benefits and drawbacks. Emerging codes and themes were identified and evaluated using Thematic Analysis(TA) based on qualitative data from surveys and interviews. The findings show that six emerging themes were identified, encompassing perspectives on teacher, learner, communication, linguistic, affective, and assessment. The overall findings of this study revealed that AI-based chatbots can play a significant role as learning tools for stimulating interactive communication in a target language. Most preservice primary teachers acknowledge that AI chatbots can be useful as teaching and learning aids for both teachers and students. Furthermore, when applying various learner data to chatbot technology, such as learner assessment and diagnosis, a guided approach is necessary to perform a conversation appropriate for the learner's level and characteristics. Finally, as chatbots have a variety of benefits in terms of affective aspects, they may improve EFL learners' confidence in speaking English and learning motivation.

A Study on the Effect of Applying Jigsaw Cooperative Learning on Mathematical Affective Characteristics of Vocational High School Students (Jigsaw 모형을 적용한 수학수업이 특성화고 학생의 정의적 발달에 미치는 영향)

  • You, Sang Eun;Son, Hong Chan
    • Journal of the Korean School Mathematics Society
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    • v.19 no.3
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    • pp.309-328
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    • 2016
  • In this study we aimed to find out if a mathematics lesson with Jigsaw model can help to change such negative mathematical affective characteristic to a positive one. The results of the study were as in the following. First, the mathematics lessons applied Jigsaw model can help to inspire curiosity and motivation of students. During the lessons, communication among students was vitalized. Such communication inspired learner's curiosity and learning motivation. The expert group and home group activities in the Jigsaw model made the learner's question-answering activities more instantaneous and frequent. Second, the mathematics lessons applied Jigsaw model can help students to become aware of the value of mathematical concepts and formula.