• 제목/요약/키워드: Learning engagement

검색결과 235건 처리시간 0.027초

Cultural Affordance, Motivation, and Affective Mathematics Engagement in Korea and the US

  • Lee, Yujin;Capraro, Robert M.;Capraro, Mary M.;Bicer, Ali
    • 한국수학교육학회지시리즈D:수학교육연구
    • /
    • 제25권1호
    • /
    • pp.21-43
    • /
    • 2022
  • Investigating the relationship between intrinsic and extrinsic motivation and their effects on affective mathematics engagement in a cultural context is critical for determining which types of motivation promote affective mathematics engagement and the relationship with cultural affordance. The investigation in the current study is comprised of two dependent studies. The results from Phase 1 indicate that attitude and emotion are better explained by extrinsic motivation, while self-acknowledgment and value are better explained by intrinsic motivation. The results of Phase 2 indicate that the Korean sample has greater extrinsic motivation, attitude, and emotion, while the U.S. sample has greater intrinsic motivation, self-acknowledgment, and value. The key outcome for this research is that disentangling cultural affordance from the emotional and cognitive structures is impossible.

Construction and Validation of a Cognitive Presence Scale for Measuring Online Learners' Engagement

  • KANG, Myunghee;CHOI, Hyungshin
    • Educational Technology International
    • /
    • 제10권1호
    • /
    • pp.41-57
    • /
    • 2009
  • Cognitive presence, a sense of "being there" cognitively, has recently been considered as an important indicator for students' engagement in e-learning. There is, however, no widely accepted scale to measure the level of cognitive presence since most studies have put their effort to set and clarify the conceptual framework with qualitative methodology. This study reviewed existing theories on cognitive presence and related fields extensively and developed a new self-report scale for measuring the conceived level of cognitive presence. The reliability and validity of the scale was tested against 723 undergraduate students in two consecutive studies, 418 in the preliminary and 305 in the follow-up study. Three major constructs to measure the perceived level of cognitive presence were: 1) clear understanding, 2) knowledge construction, and 3) learning management. This paper reports the final results of the two independent studies.

Air-Launched Weapon Engagement Zone Development Utilizing SCG (Scaled Conjugate Gradient) Algorithm

  • Hansang JO;Rho Shin MYOUNG
    • 한국인공지능학회지
    • /
    • 제12권2호
    • /
    • pp.17-23
    • /
    • 2024
  • Various methods have been developed to predict the flight path of an air-launched weapon to intercept a fast-moving target in the air. However, it is also getting more challenging to predict the optimal firing zone and provide it to a pilot in real-time during engagements for advanced weapons having new complicated guidance and thrust control. In this study, a method is proposed to develop an optimized weapon engagement zone by the SCG (Scaled Conjugate Gradient) algorithm to achieve both accurate and fast estimates and provide an optimized launch display to a pilot during combat engagement. SCG algorithm is fully automated, includes no critical user-dependent parameters, and avoids an exhaustive search used repeatedly to determine the appropriate stage and size of machine learning. Compared with real data, this study showed that the development of a machine learning-based weapon aiming algorithm can provide proper output for optimum weapon launch zones that can be used for operational fighters. This study also established a process to develop one of the critical aircraft-weapon integration software, which can be commonly used for aircraft integration of air-launched weapons.

청소년의 학교몰입에 영향을 미치는 변인들에 대한 연구: 행동적 몰입을 중심으로 (A Study on the Antecedent Variables Influencing Adolescent School Engagement: Focusing on Behavioural Engagement)

  • 이연희;탁진국
    • 한국심리학회지:학교
    • /
    • 제18권2호
    • /
    • pp.153-174
    • /
    • 2021
  • 본 연구의 목적은 청소년의 사회화에 중요한 학교 몰입 중 행동적 몰입에 긍정적인 영향을 미치는 선행변인에 대한 검증에 있다. 선행변인은 사회화의 주체가 되는 청소년의 개인특성과 학교현장의 사회적지지라고 할 수 있는 또래지지와 교사지지로 범주화하여 설정하였다. 개인특성에는 강점인식 및 활용과 학습목표지향성을, 또래지지에는 또래의 강점지지와 또래 학업지지를, 교사지지에는 교사의 강점 지지와 관점변화지지를 하위요인으로 설정하였다. 본 연구를 위해 전국에 재학 중인 고등학생 539명을 대상으로 설문을 실시하여 자료를 수집하고 그 중 33명을 제거, 506명의 데이터로 분석을 실시하였다. 분석결과, 개인특성의 하위요인으로 설정된 학습목표지향성만이 행동적 몰입에 정적으로 유의미한 영향을 미치는 것으로 나타났다. 마지막으로 연구결과를 바탕으로 연구의 시사점, 제한점 및 향후 연구과제에 대해 논의하였다.

온라인 학습에서 의과대학생의 동기조절 프로파일 유형에 따른 인지학습과 학습몰입 간 관계 분석 (Latent Profile Analysis of Medical Students' Use of Motivational Regulation Strategies for Online Learning)

  • 윤헌철;김선;정은경
    • 의학교육논단
    • /
    • 제23권2호
    • /
    • pp.118-127
    • /
    • 2021
  • Due to the coronavirus disease 2019 pandemic, the new norm of online learning has been recognized as core to medical institutions for academic continuity, and students are expected to be motivated and engaged in learning while maintaining distance from other peers and educators. To facilitate students' and educators' newly defined roles in online medical education settings, it is crucial to understand how students are actively motivated and engaged in learning. Hence, this study explored medical students' motivational regulation profiles and examined the effects of motivational regulation strategies (MRS) on cognitive learning and learning engagement for online learning. Data were collected after the end of the first semester in 2020 from a sample of 334 medical students enrolled at a public university school of medicine. Latent profile analysis indicated three subgroups with different motivational regulation profiles: the low-profile, medium-profile, and high-profile groups. Regarding different MRS patterns in the high-profile group, mastery self-talk, performance approach self-talk, and the self-consequating strategy appeared to be most applicable for regulating learners' motivation. Analysis of variance showed that the profile groups with higher levels of MRS use were connected to a higher willingness to use cognitive learning strategies and a higher degree of engagement in online learning. The findings of this study emphasize the use of specific sets of MRS to support learning motivation and the need to design effective self-regulated learning environments in online medical education settings.

The Roles of Online Instructional Facilitators and Student Performance of Online Class Activity

  • LEE, Jung Wan
    • The Journal of Asian Finance, Economics and Business
    • /
    • 제7권8호
    • /
    • pp.723-733
    • /
    • 2020
  • The study investigates the effects of online instructional facilitator's qualities on student performance of online class activities. The study explores the roles of instructional facilitators who may influence student performance of online class activities and their academic achievement. The study employs a set of aggregated data from 1,362 subjects and 10 facilitators who participated in multiple online classes. The results of independent samples t-test reveal that the student performance in online classes has no association with facilitators' educational background or academic degree, as well as demographic characteristics, student evaluation records and instructional achievement. The results of multiple regression analysis show that the facilitator engagement has a positive relation to the enhancement of student interaction, reading discussion messages, and the quality of discussion messages in online discussions. The results of correlation analysis show that the facilitator engagement has a positive impact on both increasing the number of reading discussion messages and enhancing the quality of discussion messages. The facilitator engagement increases the quantity of reading discussion postings and enhances the quality of discussion messages, which would be a substantial contribution to student performance by facilitators. The findings suggest that student performance and academic achievement in online classes are not independent of facilitator engagement.

간호교육에서 게임기반 학생응답시스템을 적용한 다각적인 학습효과 : Kahoot!을 중심으로 (The Effect of Multi-faceted Learning by Application Game-based Student Response System in Nursing Education : Focusing on Kahoot!)

  • 김유정
    • 한국엔터테인먼트산업학회논문지
    • /
    • 제15권4호
    • /
    • pp.255-265
    • /
    • 2021
  • 본 연구는 성인간호학I 전공이론 교과목 위장관계 대상자 간호중재 주제에 카훗(Kahoot!)을 활용하여 총 6회의 수업을 적용한 후 간호대학생의 학습몰입, 비판적 사고 성향, 문제해결능력에 미치는 효과를 확인하였고, 카훗(Kahoot!) 수업 적용 후 수업만족도에 영향을 미칠 수 있는 요인을 파악함으로써 효과적인 간호교육을 위한 교수학습법 개발의 기초자료를 제공하고자 시도되었다. 본 연구는 단일군 전·후설계 실험연구로서 G광역시 일개 D대학 간호학과 2학년 학생 176명을 연구대상으로 하였다. 본 연구결과 학습몰입 정도는 카훗(Kahoot!) 수업 적용 전 평균 2.75점에서 수업 적용 후 평균 2.95점으로 증가하였고, 통계적으로 유의한 차이가 있었다(t=-6.257, p=.000). 비판적 사고 성향 정도는 카훗(Kahoot!) 수업 적용 전 평균 3.39점에서 수업 적용 후 평균 3.43점으로 증가하였고, 통계적으로 유의한 차이가 있었다(t=-2.163, p=.032). 문제해결 능력 정도는 카훗(Kahoot!) 수업 적용 전 3.34점에서 수업 적용 후 3.42점으로 증가하였고, 통계적으로 유의한 차이가 있었다(t=-3.032, p=.003). 카훗(Kahoot!) 수업 적용 후 간호대학생의 학습몰입, 비판적 사고 성향, 문제해결능력, 수업만족도는 각각 정적 상관관계가 있었고, 카훗(Kahoot!) 수업만족도에 영향을 미치는 요인은 학습몰입(β=.307, p=.000), 문제해결능력(β=.158, p=.041) 순이었으며, 이러한 변수는 대상자의 수업만족도 요인을 15.2% 설명하였다(F=16.905, p=.000). 따라서 본 연구결과를 바탕으로 카훗(Kahoot!)을 활용한 수업은 간호교육의 효과적인 교수학습법임을 확인하였고, 추후 연구에서는 다양한 교과목과 주제에 카훗(Kahoot!) 교수학습법을 적용하고 수업 효과를 검증하는 반복연구를 제언한다.

건강사정실습 수업에서의 플립러닝이 간호대학생의 학업적 자기효능감, 성취목표, 인지적 관여에 미치는 영향 (The Effect of Flipped Learning in Health and Physical Assessment Practice Classes on Academic Self-efficacy, Achievement Goal, Cognitive Engagement of Nursing Students)

  • 임미혜;김태희
    • 산업융합연구
    • /
    • 제21권3호
    • /
    • pp.107-115
    • /
    • 2023
  • 본 연구는 플립러닝 교수-학습법이 간호대학생의 학업적 자기효능감, 성취목표, 인지적 관여에 미치는 효과를 확인해보기 위해 시도된 단일군 전·후 실험설계의 유사실험 연구이다. 2학년 학생을 대상으로 건강사정실습 수업 5차시, 10시간 동안 플립러닝을 적용하였으며 연구에 동의하고 전·후 설문에 응답한 91명의 자료를 분석하였다. 자료수집은 2022년 9월 26일부터 11월 25일까지 이루어졌으며 자료분석은 SPSS WIN 24.0을 이용하여 기술통계와 paired t-test를 실시하였다. 연구결과 학업적 자기효능감의 하위영역인 학습 자기효능감은 사전 21.22±5.09에서 사후 25.27±5.02로(t=-5.445, p<.001), 인지적 관여는 사전 32.44±9.04에서 사후 35.12±8.29로(t=-2.120, p=.035) 상승하여 통계적으로 유의하였다. 따라서 플립러닝 교수-학습법은 학생들의 학습 자기효능감과 인지적 관여에 효과가 있었다. 그러나 일반화 및 연구설계의 제한점이 있어 반복 연구가 필요하며 간호대학생의 학습 능력과 임상 수행 능력을 향상시키기 위한 다양한 교수-학습 전략을 활용할 수 있는 방안들에 대한 탐색이 필요하다.

상사 지원과 동료 지원이 일몰입을 매개로 지식공유에 미치는 영향 (The effect of supervisor support and co-worker support on knowledge sharing via work engagement)

  • 이소정;홍아정
    • 지식경영연구
    • /
    • 제18권2호
    • /
    • pp.1-22
    • /
    • 2017
  • Knowledge creation has become one of core assets for companies' survival and success, companies are putting their effort to find the way to stimulate sharing knowledge among their workers. In this vein, the purpose of this study was to examine the effect of supervisor support and co-worker support on knowledge sharing and the mediating effects of work engagement. 328 employees from varity of organizations located in Korea particiapted for questionnaire survey. Structural equation modeling was used to analyze the data. The result has shown that the static correlation exists between supervisor support, co-worker support and work engagement. Co-worker support had positive influences on knowledge sharing intention. However, supervisor support did not have any influence on knowledge sharing intention. There was a mediate effect of work engagement between both of supervisor and co-worker support and knowledge sharing intention. The study implies that co-worker support is important in order to improve organizational learning and work engagement as a strategy to enhance organizational performance.

Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
    • /
    • 제22권9호
    • /
    • pp.1-6
    • /
    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.