• 제목/요약/키워드: Learning Interest

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유비쿼터스 생활영어 체험학습장에 영향을 미치는 요인들 간의 경로분석에 관한 연구 (A Study on the Path Analysis between factors affecting in Ubiquitous Living English Experience Learning Center)

  • 백현기
    • 디지털융복합연구
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    • 제8권4호
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    • pp.151-164
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    • 2010
  • 본 연구는 유비쿼터스 생활영어 체험학습장의 학습만족과 관련 있는 변인들 가운데 학습환경, 자신감, 학습흥미, 학습만족간의 연구모형으로 구성하여 이 연구모형의 경로를 분석하여 다음과 같은 결과를 얻었다. 첫째, 연구의 변인들 간에 상관관계를 살펴본 결과 유비쿼터스 생활영어 체험학습장을 이용하는 학습자의 학습환경, 자신감, 학습흥미, 학습만족 간에 상관관계가 있었다. 학습환경과 학습흥미, 학습환경과 학습만족, 자신감과 학습흥미 자신감과 학습만족, 학습흥미와 학습만족 간에 정적상관관계를 가졌다. 둘째, 설정된 요인들 간의 경로를 분석해본 결과, 이론모형이 모형 적합도 지수에 만족하여 경로모델이 도출되었다. 연구모형의 경로는 학습환경${\rightarrow}$자신감의 경로와 학습환경${\rightarrow}$학습흥미의 경로가 유의하였다. 그리고 학습환경${\rightarrow}$학습만족의 경로, 자신감${\rightarrow}$학습만족의 경로와 학습흥미${\rightarrow}$학습만족의 경로가 유의했다. 마지막으로, 유비쿼터스 생활영어 체험학습장의 학습환경은 학습자의 학습만족에 직접영향을 미치는 경로로 나타났다.

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수학 학습에 대한 상황적 흥미 요인 탐색 (Exploring the factors of situational interest in learning mathematics)

  • 박주현;한선영
    • 한국수학교육학회지시리즈A:수학교육
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    • 제60권4호
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    • pp.555-580
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    • 2021
  • 본 연구의 목적은 수학 학습에 대한 상황적 흥미 요인을 탐색하고, 이 결과를 바탕으로 수학 수업 내의 교수·학습 방법과 교수·학습 활동 및 수업 외의 비교과 활동에 포함되어 있는 상황적 흥미 요인을 밝히는 것이다. 고등학생들을 대상으로 설문을 실시한 결과 수학 학습에 대한 상황적 흥미의 요인은 10개의 세부영역(즐거움, 호기심, 유능감/ 실생활, 타교과, 진로/ 사전 지식, 지식의 축적/ 변환, 해석), 4개의 일반영역(정서, 태도/ 지식, 이해), 2개의 고차영역(정의/인지)으로 추출되었다. 또한 교수·학습 방법과 교수·학습 활동 및 비교과 활동에는 상황적 흥미의 다양한 요인이 포함되어 있음을 밝혔다. 10개의 수학 학습에 대한 상황적 흥미 요인에 개인적 흥미로 발달에 필요한 요인이 공유되어 있었고, 이러한 연구 결과는 수학 학습 흥미 발달에 관한 연구로 확장될 수 있을 것이다.

수학 교과 재량활동에 대한 학습자료 개발 및 적용에 관한 연구 -8-가 단계를 중심으로- (A Study on the Development and Application of the Learning Material for Mathematics Optional Activities. - Focused on 8-ga Grade -)

  • 유희식;박달원
    • 한국학교수학회논문집
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    • 제5권2호
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    • pp.71-82
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    • 2002
  • This study purported to develop the learning materials for the optional activities of mathematics, apply them to the students, and examine the effect on the learner's interest and attitude to mathematics. In order to conduct this study, the learning materials for the mathematics optional activities were developed according to the units of grade 8-Ga and the developed learning materials of the mathematics optional activities were inputted in two classes for 18 units after the second grade middle school students in Daejeon area received the questionnaire regarding the learning attitude and the interest in the mathematics. After that, the questionnaire regarding the learning attitude and the interest in the mathematics and the examination regarding the response to the application of the learning materials for mathematics optional activities were conducted and did t-test. The results of the study as follows : First The learning materials applied exciting games for mathematics optional activities aroused interest in mathematics and made the learners have confidence in mathematics learning. Second, There was affirmative change in the interest and attitude to the mathematics learning with the application of the mathematics optional learning materials. Third The leaning materials of the mathematics optional activities made the learners think mathematical questions connected with the real life and try various ways to solve the questions. Here are some suggestions to study the development of the learning materials such as story, game, quiz and craft. First it is necessary to develop the learning materials applied the games or the real life matters connected with mathematics for all grade middle school students and use them in the mathematics optional activities. Second, many students feel a great interest in animation. moving picture, sound graphic, etc. If the multimedia learning materials included the real life matters or the games are developed, the learners will feel more interest in mathematics. Third, the systematic and economical support is continuously needed in order that teachers are given much time to study and the opportunity to attend the training course for the understanding of the optional activities and the development of the various learning materials.

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비형식 과학교육환경에서 초등학생들의 과학 학습에 대한 흥미 분석 (An Analysis of Elementary School Students' Interest about Learning Science in Informal Science Education Environment)

  • 김홍정;임성민
    • 한국초등과학교육학회지:초등과학교육
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    • 제31권1호
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    • pp.125-134
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    • 2012
  • Interest has been studied as one of the construct to understand and improve learning in science. While informal science education is getting increasing attention as science education has been extended from formal school science to informal science learning including after-school program or science museum activity, however, little has been studied in comparing to the needs. In this study the authors investigated students' interest about learning science in the context of informal science education. For this the survey tool in the article of Im and Pak (2000) was utilized through modification, and 155 elementary students' responses were analyzed with factor analysis and basic statistics. The factor analysis showed that the students' interest about learning science in the context of informal science education has multi dimensions like subject, motivation, and activity dimension. The result showed that students' interest decreased as their grade is higher, and that the interest of intrinsic motivation, empirical activity, and descriptive subject were relatively high while the interest of extrinsic motivation, cognitive activity, and specific subjects were low. From this study the authors could infer the necessity of instructional strategy in consideration of students' interest for more effective science learning in informal science education environment.

가정과 수업의 협동학습이 학생의 교과에 대한 흥미와 태도에 미치는 영향 (The Effect of Cooperative Learning method in Home Economics on students′Interest and Attitude about Subject matter)

  • 양정혜;신상옥
    • 한국가정과교육학회지
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    • 제10권1호
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    • pp.137-151
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    • 1998
  • The purpose of this study is (1)to develop the teaching plan based on Cooperative Learning approach and (2)to investigate the effect of students'Interest on Subject matter and Teaching method and Attitudes to others of the area of Foreign food in Home Economics class. Among those various types of Cooperative Learning's models, this study adopted 'Learning Together'developed by Johnsons. To investigate these purpose, subject matter were analyzed and reconstructed for Cooperative Learning. The tests were developed to evaluate the interest on the Subject matter and teaching methods, and the attitude to others of the students. 108 femail high school students were divided into two groups with 54 students-traditional learning condition, Cooperative Learning condition-and had a 5 session. The subject of the class was Foreign food including Western, Chinese, and Japanes food. Before and after the class, students were tested. The statistical methods used for the study methods used for the study were t-test. The research findings are as follows : When the students in the Cooperative Learning classes were compared before and after the test, (1)Interest on Subject matter were improved considerably(p〈.001) (2)Interest on Teaching methods were improved considerably(p〈.05) (3)Attitude to Others were improved considerably(p〈.001) Therefore when the teaching-learning model based on Cooperative Liarning was used in Home Economics class, their interest on the subject and teaching methods and attitude to others were improved.

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The Effect of Changes of Learning Systems on Learning Outcomes in COVID-19 Pandemic Conditions

  • HUTAHAYAN, Benny
    • The Journal of Asian Finance, Economics and Business
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    • 제8권3호
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    • pp.695-704
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    • 2021
  • This study aims to determine the effect of changes in learning systems and its effects on students' learning outcomes amid the Covid-19 pandemic. The sample of this study are the students who are in Jakarta, Indonesia. "Non-probability random sampling" technique has been used to select the samples while the sampling method used is "purposive sampling", where criteria are used to select samples. The samples in this study are 200 people taken randomly using Google Form. Concentration ability and learning interest can affect learning outcomes with the mediation of learning comfort and a good learning environment. As well as physical distancing can moderate the effect of concentration ability and learning interest on learning outcomes. The ability to concentrate on improving learning outcomes requires psychomotor improvement. Whereas interest in learning with indicators of learning awareness can improve learning outcomes. A clean environment is a strength in the learning comfort and the community environment can be recommended in the learning environment. The implementation of the restriction of gathering becomes an important point of physical distancing. The other novelties are the learning comfort and the learning environment as mediating variables and physical distancing as moderating variables in one study at a time.

교육적 흥미 이론이 수학교육에 주는 의미 고찰 (Theoretical conceptualizations of Educational Interest Focused on Mathematics Learning)

  • 최지선
    • 한국학교수학회논문집
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    • 제23권1호
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    • pp.1-23
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    • 2020
  • 본 연구의 목적은 흥미에 관한 교육 연구들에 대한 고찰을 바탕으로 수학 흥미에 대한 이론적 논의의 기초를 세우고 수학교육에서 흥미를 어떻게 발달시킬 수 있는가에 대한 시사점을 도출하는 것이다. 흥미 이론에 관한 Dewey의 이론, 상황적 흥미와 개인적 흥미의 구분, 그리고 수학교육 관련 선행 연구들을 분석함으로써, '수학 흥미'를 개인이 수학적 대상에 대해 더 알아볼 가치가 있다고 느끼는 개인적인 경험의 총체로 정의하고, 흥미 이론에 근거하여 학교교육을 통해서 학생들의 수학 흥미가 발달되도록 해야 한다는 측면에서 수학 흥미를 상황적 흥미와 개인적 흥미로 구분할 필요가 있음을 확인하였다. 그리고 흥미를 구성하는 요소를 정서, 인지, 가치로 구분하고 이를 바탕으로 수학 흥미 함양의 원리로 활동의 원리, 긍정적 정체성의 원리, 그리고 점진적 확장의 원리를 제시하였다. 마지막으로 수학 흥미 함양을 위해서, 수학적 구조와 활동이 유기적으로 조직되어 학습자에게 수학의 가치와 활동의 목적을 제공할 수 있는 좋은 과제 개발을 제안하였다.

메타버스 특성요인과 학습 몰입 및 학습 만족도 간의 구조적 관계 분석 : 게더타운을 대상으로 (Analysis of Structural Relationships Among Metaverse Characteristic Factors, Learning Immersion, and Learning Satisfaction: With Gather Town)

  • 김나랑
    • 한국정보시스템학회지:정보시스템연구
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    • 제31권1호
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    • pp.219-238
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    • 2022
  • Purpose The purpose of this study is to investigate the structural relationships between interest, interaction level, presence, which are the characteristics of metaverse, learning immersion, and learning satisfaction, which are learning factors. Design/methodology/approach A questionnaire survey technique was used to achieve the purpose of the study. A questionnaire survey was conducted from November 22 to December 5, 2021, with students with experience in non-face-to-face classes using Gather Town and a total of 114 copies of the questionnaire excluding those with insincere answers were used for empirical analysis. SPSS Win ver.23.0 was used for basic statistical analysis, and AMOS 22.0 was used for the establishment and analysis of a structural equation model. Findings According to the study findings, interest and interaction levels had effects on learning immersion and learning presence, self-efficacy on learning presence, and learning immersion and learning presence on learning satisfaction. This study is meaningful in that it conducted an empirical study to find variables for improving learning immersion by conducting classes based on metaverse. Based on the findings of this study, it was found that interest and interaction, which are the biggest characteristics of metaverse, sustain learning participation and immersion and increase presence thereby enhancing learning satisfaction so that the possibilities of metaverse as a next generation education platform passing the limit of existing real time video platforms can be peeped.

Development of Project-based Robot Education Program for Enhancing Interest toward Robots and Computational Thinking of Elementary School Students

  • Kim, Seong-Won;Park, Hyeran;Lee, Youngjun
    • 한국컴퓨터정보학회논문지
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    • 제24권1호
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    • pp.247-255
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    • 2019
  • In this paper, we propose the effect of project-based robot education program on the interest toward robots and the computational thinking of elementary school students. Software education is being actively carried out around the world in order to cultivate software talents in accordance with the 4th industrial revolution. As a result, the importance of robots in education has increased, and education using robots has been actively introduced. However, the activities of simply assembling and repeating robots in schools were not effective in enhancing elementary school students' interest toward robots and computational thinking. Therefore, it is necessary to overcome traditional teaching-learning methods and to develop robot education. So, in this study, the robot education program that introduces project-based learning was developed for improvement of interest toward robots and computational thinking of elementary school students. In order to verify the developed education program, 114 elementary six grade students were selected as research subjects and the traditional teaching-learning method and project-based learning were applied to the experimental and control group. As a result, project-based learning was more effective for elementary school students' interest toward robot than traditional teaching-learning method. In computing thinking, the experimental group showed a significant improvement, but there was no statistically significant difference in the post-test.

디지털교과서에 대한 태도요인이 학습흥미도와 학습만족에 미치는 영향 (A Study on the Influence of the Digital Textbook Attribute Factors on the Learning Interest and Learning Satisfaction)

  • 백현기;한상훈;최은하;김수민
    • 디지털콘텐츠학회 논문지
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    • 제9권4호
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    • pp.735-749
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    • 2008
  • 본 논문은 디지털교과서에 대한 태도요인이 학습흥미도와 학습만족에 미치는 영향에 대하여 연구하였다. 이러한 연구를 위해 현재 디지털교과서 연구시범학교에서 학습에 참여하고 있는 학습자 325명으로부터 자료를 얻어 실증적 연구를 수행하였다. 특히 디지털교과서에 대한 태도요인을 교과에 대한 자아개념요인인 우월감, 자신감요인과 교과에 대한 태도요인으로 흥미, 목적의식, 성취동기요인으로 세분화하여 살펴본 결과 자신감, 흥미, 목적의식, 성취동기요인이 학습흥미도에 유의미한 영향을 주었으며, 또한, 이들 태도요인에 따른 학습흥미도는 학습만족에도 유의미한 영향을 주는 것으로 나타났다. 이러한 연구 결과를 통해 앞으로 디지털교과서의 상용화에 대비하여 학습자의 디지털교과서에 대한 태도요인을 고려하여 콘텐츠 설계 및 제작이 이루어져야 할 것이며, 콘텐츠 구성면에서도 학습흥미도를 고려하여 풍부한 학습내용 및 다양한 피드백 경로 제공 등을 통해 학습만족도와 학습성과를 높일 수 있음을 시사하고 있다.

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