• Title/Summary/Keyword: Learning engagement

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

  • Lee, Yujin;Capraro, Robert M.;Capraro, Mary M.;Bicer, Ali
    • Research in Mathematical Education
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    • v.25 no.1
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    • pp.21-43
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    • 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
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    • v.10 no.1
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    • pp.41-57
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    • 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
    • Korean Journal of Artificial Intelligence
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    • v.12 no.2
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    • pp.17-23
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    • 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.

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

  • Lee, Younhee;Tak, Jinkook
    • Korean Journal of School Psychology
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    • v.18 no.2
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    • pp.153-174
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    • 2021
  • The purpose of this study is to verify antecedent variables that positively influence behavioural engagement during school engagement, which is critical to adolescent socialization. The antecedent variable was categorized into the personal characteristics of adolescents who are the main agents of socialization and peer support and teacher support, which can be called social support at school sites. Individual characteristics include strength recognition, strength utilization, and learning goal orientation, and, peer supports include the supports for personality strength and academy, and, teacher supports include the supports for personality strength and perspective change. For this study, a survey was conducted on 539 high school students nationwide, collected data, 33 of them were removed, and 506 data were analyzed. Analysis shows that only learning goal orientation set as a sub-factor of individual characteristics has a static significant effect on behavioral engagement. Finally, based on the findings, we discuss the implications, limitations, and future research tasks of the study.

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

  • Yun, Heoncheol;Kim, Seon;Chung, Eun-Kyung
    • Korean Medical Education Review
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    • v.23 no.2
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    • pp.118-127
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    • 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
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    • v.7 no.8
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    • pp.723-733
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    • 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.

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

  • Kim, Yu-Jeong
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.255-265
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    • 2021
  • The purpose of this study was to examine the effects of Kahoot!(Game-based Student Response System) on nursing education. This study used an one group Pretest-posttest design. Participants were 179 nursing students from one D university located in Gwangju, Korea. The Kahoot!(Game-based Student Response System) was provided for 6 times. Data were collected between August 26 and October 25, 2019. The collected data was analyzed by descriptive statistics, paired t-test, pearson's correlation coefficient and stepwise multiple regression using IBM SPSS 21.0 program. The results showed that learning engagement(t=-6.257, p=.000) was significantly higher than levels before Kahoot!(Game-based Student Response System), critical thinking disposition(t=-2.163, p=.032) was significantly higher than levels before Kahoot!(Game-based Student Response System), problem solving ability(t=-3.032, p=.003) was significantly higher than levels before Kahoot!(Game-based Student Response System). Significant relationships were found among learning engagement(r=.375, p=.000), critical thinking disposition(r=.286, p=.000), problem solving ability(r=.291, p=.000) and learning satisfaction. The results of stepwise multiple regression indicates that learning engagement(β=.307, p=.000), problem solving ability(β=.158, p=.041) predicts 15.2% in learning satisfaction(F=16.905, p=.000). In conclusion, Kahoot!(Game-based Student Response System) is effective in improving learning engagement and problem solving ability to nursing education.

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

  • Mihye Lim;Taehui Kim
    • Journal of Industrial Convergence
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    • v.21 no.3
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    • pp.107-115
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    • 2023
  • This study was conducted to test the effect of flipped learning on academic self-efficacy, achievement goal, cognitive engagement of nursing students. This study used a one group pre-post test design. Participants were 91 students who were taking the health and physical assessment in nursing. The flipped learning was provided for 5 times (10 hours). The data of 91 people who agreed to the study and responded to the pre and post questionnaires were analyzed. Data were collected between September 26 and November 25, 2022. Data were analyzed by frequencies, paired t-test using SPSS WIN 24.0. The results showed that self-efficacy of learning(t=-5.445, p<.001), and cognitive engagement(t=-2.120, p=.035) increased significantly. As a result of the study, it was proved that flipped learning is effective for self-efficacy of learning and cognitive engagement. But it is necessary to conduct repeated studies due to limitations in research design, and to explore ways to utilize various teaching-learning strategies to improve the learning ability and clinical performance of nursing students.

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

  • Lee, So-Jeong;Hong, A-Jeong
    • Knowledge Management Research
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    • v.18 no.2
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    • pp.1-22
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    • 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
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    • v.22 no.9
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    • pp.1-6
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    • 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.