• 제목/요약/키워드: Loaming Motivation

검색결과 17건 처리시간 0.024초

주의력결핍 과잉행동장애 아동에서 학습동기증진프로그램 (The Learning Motivation Improvement Program in Children with Attention-Deficit Hyperactivity Disorder(ADHD))

  • 남궁선;안동현;이양희
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제18권1호
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    • pp.58-65
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    • 2007
  • Objectives : Motivational factor is a unique contributor to the typically poor academic performance of children with ADHD. However, few study has directly intervened learning motivation in children with ADHD. We conducted this study to explore the direct effects of the learning motivation improvement program applied to children with ADHD. Method The program was designed in order to increase an interest-inducing educational intervention, an academic skills integration, a basic learning activity (reading, writing, and math), and children's self-esteem. We conducted the program twice a week (total 10 sessions) and assessed learning motivation, teaming attitude, self-esteem, academic performance, and problem behaviors of participating children. Results : After the program, teachers reported improvement in teaming motivation. In addition, parents notified sisnificant reduction of problem behaviors. Children reported improvement in a few domains of teaming motivation and learning attitude. Conclusion : While loaming motivation is regarded as an important factor in education, there have been few studies considering this issue in both educational and psychiatric fields. The teaming motivation improvement would be needed in both field in order to reduce the deficits in academic performance in children with ADHD.

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

  • 이재무;김영태
    • 한국게임학회 논문지
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    • 제8권2호
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    • pp.37-46
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    • 2008
  • 학습부진아는 학습의 실패를 많이 경험하여 자신감 및 학습 동기가 부족하다. 이들이 학습에서 적절한 성취감을 갖는다면 자신감 및 학습 동기를 높이고 학습 성과도 높아질 것이다. 본 연구는 학습 부진아들에게 학습을 진행시키면서, 각 학습부진아들의 학습 진척도와 성취도 맞는 단계를 자동적으로 제공하는 시스템을 구현하였다. 특히, 학습자의 흥미를 높이기 위하여 말판형 게임을 도입하였으며, 학습 문제가 무작위로 추출되도록 하였고, 학습자의 학습 만족감을 높이기 위하여 학습부진아가 게임에서 적절한 승리를 하도록 승률을 조절해주는 기능을 제공한다. 본 시스템을 학습 부진아들에게 적용한 결과 학습 흥미도 및 학습 효과에서 긍정적인 성과가 있었다.

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애니매이션이 이해와 흥미에 미치는 효과 (The Effect of Animation on Comprehension and Interest)

  • Kim, Sung-il;Whang, Sang-min;Barbara Tversky;Julie Morrison
    • 한국인지과학회:학술대회논문집
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    • 한국인지과학회 2002년도 춘계학술대회
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    • pp.85-91
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    • 2002
  • This study was conducted to investigate the interaction effects of various presentation types of graphics and the individual differences in need for cognition on comprehension, interestingness, and motivation. The depiction of the operation of a bicycle tire pump was presented in one of the following conditions, (a) simultaneous presentation, (b) successive presentation, (c) self-pace presentation, (d) animation. For younger students, animated graphics are rated more enjoyable and motivating only when they are low in NFC. If they are high in NFC, animated graphics are not more effective than static graphics in terms of comprehension, interest, and motivation. On the other hand, for older students, self-paced static graphics are more interesting and enjoyable than the animated graphics regardless of their NFC score. These results suggest that the animated graphics are not always beneficial for loaming and motivation.

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Keller의 ARCS전략을 적용한 수업이 초등학생의 과학 학습동기 향상에 미치는 효과 (The Effects of the Keller's ARCS Strategies on the Improvement of Elementary School Students' Motivation)

  • 이미화;백성혜
    • 한국초등과학교육학회지:초등과학교육
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    • 제24권4호
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    • pp.380-390
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    • 2005
  • This study aims to examine the 5th grade students' motivation and the influence of the movivation on their science learning with ARCS strategies. To achieve the goal of the study, two groups were selected from an elementary school at Changwon, in Korea: Treatment Group (TG) and Control Group (CG). TG was trained for applying ARCS strategies, whereas CG were taught in a traditional manner for 13 weeks. Before and after the treatment, both groups answered the questions in the form of PALS in order to know their general motivation of teaming science. In the middle of the treatment, they were also tested to sort out their motivation, which might be occurred during the class, by CIS. After the period of the 13 weeks, the students' motivation were finally measured after their teaming with ARCS strategies. The results are as follows: First, there were significant differences between TG and Cf when motivation was measured by PALS. Second, there was also significant contrast between TG and CG in CIS, which was conducted during the class. TG gained more scores on the ARCS motivation, attention, relevance, confidence, and satisfaction. Third, It has been found that most students recognized the ARCS as one of the positive and interesting teaming strategies. To conclude, the results above show that the ARCS strategies would be very helpful for the 5th grade students to improve their teaming motivation as well as to appeal their interest on their science loaming.

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협력학습을 통한 수학 학습부진아 지도 (An Instruction of the Underachieved Students Based on Cooperative Learning)

  • 홍진곤;조승래
    • 한국수학교육학회지시리즈A:수학교육
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    • 제42권3호
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    • pp.327-335
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    • 2003
  • This study analyzes the effectiveness of cooperative learning in the instruction of the underachieved students. The result of this study showed that students who participated in the cooperative teaming tended to exert positive effects on the cognitive and affective(interest, self-confidence, motivation) domains. In the cooperative teaming, the underachieved students were encouraged in mathematics teaming and improved the efficiency of loaming in mathematics.

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과학 추론능력과 과학 탐구능력에 영향을 미치는 학습자 변인 분석$^{1)}$ (The Analysis of Learner탐s Variables Affecting on Scientific Reasoning and Science Process Skills)

  • 김영신;정완호;이진희
    • 한국초등과학교육학회지:초등과학교육
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    • 제20권1호
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    • pp.1-7
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    • 2001
  • The purpose of this study is to examine the learner's variables affecting on scientific thinking and scientific process skills. To study this purpose, through the procedure study, the learner's variables were divided into cognitive variable, ego variable, and affective variable, then the questionaire survey through the reconstruction of standardization instrument was made over 120 elementary school fifth grade student in Seoul, Anyang, and Pajoo. The results of this study were as follows: 1) The learner's variables affecting on scientific thinking were cognitive variable and for female students, also affect affective variable. The subordinated catagories of statistically significant degree of explanation were achievement motivation, cognitive level, and cognitive style and another statistically significant correlation were meta-cognition, self regulated learning, self efficacy, and muliple intelligence. 2) The learner's variables affecting on science process skills were cognitive variable and affective variable. And the subordinated catagories of statistically significant degree of explanation were achievement motivation, and cognitive level. And another statistically significant correlation were meta-cognition, self regulated loaming, self efficacy, multiple intelligence, and attribution.

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수학 학습부진아의 수 개념 형성을 위한 학습시스템 설계 및 구현 (A Design and Implementation of Instruction System for Underachievers′ Number-Concept Learning)

  • 김영태;이재무
    • 한국컴퓨터산업학회논문지
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    • 제3권1호
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    • pp.45-56
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    • 2002
  • 본 연구는 수학 학습부진아의 수 개념 학습시스템 설계 및 구현에 있다. 기존의 학습 부진아 교수 시스템은 학습부진아의 정의적 특성보다는 학습내용의 반복훈련을 통해 기능을 습득하는 단순 반복형 학습시스템 유형이 많았다. 이는 학습초기 학습매체가 가지는 흥미와 동기가 학습이 지속될수록 반감되어 간다는 단점이 있다. 본 학습시스템은 생활장면을 애니메이션 자료화하여 수 개념 학습에 제공하고, 마우스를 이용한 구체적 조작학습을 통하여 학습의 결과에 대한 즉각적인 보상과 피드백을 주어 학습자의 학습동기를 지속할 수 있도록 하였다. 본 시스템이 부진아의 지도에 활용된다면 학습에 대한 지속적인 동기유발에 도움이 될 것이며, 학습부진아의 학습내용과 속도에 맞는 수준별 학습을 가능하게 하여 학습부진아 긍정적 학습태도의 형성에 도움이 준다.

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학습동기 유발을 위한 온라인퀴즈게임형 학습시스템의 설계 및 구현 (The Design and Implementation of On-Line Quiz Game Learning System for Learning Motivation)

  • 한병래;구정모
    • 한국컴퓨터산업학회논문지
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    • 제4권12호
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    • pp.911-922
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    • 2003
  • 학교 현장에서의 컴퓨터 보급이 일반화되면서 e-learning 환경이 점차 확장되고 있다. 그러나 e-teaming환경의 거리제한 극복, 학습시간 제한의 문제들을 극복할 수 있는 장점에도 불구하고, 학습자들의 학습성공률은 낮다. 본 논문에서는 온라인 학습 환경에서 학습을 성공적으로 마무리하기 위해 중요시되고 있는 학습자들의 동기에 초점을 맞추어 학습자들이 온라인 환경에서의 특성을 파악하고 학습자들을 학습에 유인하기 위한 요소들을 찾아보았다 이를 바탕으로 온라인 퀴즈게임과 웹 브라우저 기반 학습시스템을 설계, 구현하였다. 이를 통해 학습자들의 상호작용이 증가되고 학습자 상호간의 격려 및 경쟁을 통해 학습 동기가 유발된 것을 알 누 있었다. 학습자의 상태를 추적할 수 있는 많은 정보를 시스템에 구축할 수 있음을 알 수 있었다.

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ARCS 전략을 적용한 과학수업이 초등학생의 학습동기와 학업성취도에 미치는 영향 - 5학년 전기회로 꾸미기 단원을 중심으로 - (The Effects of Science Teaching Using ARCS Strategies on Elementary Pupils' Learning Motivation and Academic Achievement -Focused on the electric circuit unit in the 5th grade science textbook-)

  • 이형철;오정임
    • 한국초등과학교육학회지:초등과학교육
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    • 제24권5호특별호
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    • pp.539-545
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    • 2005
  • The purpose of this study was to investigate the effects of science teaching using ARCS strategies on elementary pupils' teaming motivation and academic achievement. For this purpose, 67 children of 2 classes in the 5th grade of an elementary school were involved, and each class was assigned to experimental and comparison group. The experimental group, consisting of 33 children, were applied with the teaching method using ARCS strategies, while the comparison group, 34 children, were applied with traditional-type teaching method. The instruction effects were analyzed through pre/post-test's results using the questionnaires of loaming motivation and academic achievement. The results of this study are summarized as follows. After science lessons, it was found that the teaching method using ARCS strategies was more effective in improving learners' motives of teaming science and academic achievements than traditional instructions. And the instruction using ARCS strategies was effective to the children who were in low and middle level in academic achievement compared to those in high level.

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기업의 e-Learning에 대한 학습효과 및 전이에 영향을 미치는 요인 (Factors Influencing the Learning Effectiveness and Transfer of e-Learning in Business Organlizations)

  • 정경수;김경준
    • 한국정보시스템학회지:정보시스템연구
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    • 제15권2호
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    • pp.1-29
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    • 2006
  • The recent development of IT, consolidation of communication and multimedia technology have brought enormous changes in many organizations. Theses changes are enabling the new educational opportunities such as distance teaming and virtual class room. Recently, e-Learning has grown rapidly in business training field, In the context of companies, e-Learning has merits in terms of access convenience, costs reduction self-directed learning, reciprocity, and flexibility. In this regard, the primary purpose of this study is to investigate which factors of e-Learning influence the effectiveness of education and transfer of loaming in business organizations. Based on the prior studies of the education and business training field, research model and research hypotheses were developed. Factors studied in this paper were as follows: 1) learners' characteristics, 2) organizational support and 3) system environments. The results of our study are as follows. (1) Motivation perceived usefulness in Learner factors had an significant influence on both learning effectiveness and transfer of teaming, whereas Ability, expectation had an influence on transfer of teaming. (2) Support from peer, support from supervisor in Organization factors had an significant influence on both Loaming effectiveness and transfer of teaming, whereas support from organization had influence on learning effectiveness. (3) Appropriate contents in system circumstance had an significant influence on both teaming effectiveness and transfer of teaming, whereas interface design had an influence on learning effectiveness.

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