• Title/Summary/Keyword: Motivation Design

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The Effects of Home Economics Instruction Using Motivation(ARCS) Strategy on the Learning Motivation and Academic Attitude toward the Subject (동기유발(ARCS) 전략을 적용한 가정과 수업이 학습동기 및 교과에 대한 태도에 미치는 효과)

  • Yu Me-Suk;Chae Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.17 no.4 s.38
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    • pp.157-173
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    • 2005
  • The purpose of this study is to clarify the effects of Home Economics instruction using motivation(ARCS) strategy on the learning motivation and academic attitude toward the subject. To accomplish the purpose, teaching-learning plan using motivation(ARCS) strategy was developed and the subjects for this study were 155 End grade male students randomly chosen from four classes at a middle school in Incheon Metropolitan City. In the 5th period instruction about 'utilization of resources and environment' unit, 76 students of two classes as an experimental group received the Home Economics instruction using motivation(ARCS) strategy, while 79 students of two classes as a comparative group took lecture type instruction. The results of this study were as the follows 1. Home Economics instruction using motivation(ARCS) strategy was more effective than the lecture type instruction to improve learning motivation and positive change in academic attitude toward Home Economics subject. 2. Home Economics instruction using motivation(ARCS) strategy was effective to improving learning motivation regardless of their levels of students prior learning motivation and learning achievement. 3. Home Economics instruction using motivation(ARCS) strategy was effective to positive change in academic attitude toward Home Economics subject regardless of their levels of students Prior learning achievement and at the aspect of prior motivation to learn, the high level students were more effective than the low level students. 4. According to responses of students and teacher for Home Economics instruction using motivation(ARCS) strategy, it was effective to improving active participation and interest for Home Economics instruction.

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Design of Emotional Bulletin Board to Support Learning Motivation of CoP in Web-Based Learning Environment: Based on Emoticon & Color (학습공동체의 학습동기 촉진을 위한 감성 게시판의 설계 전략 탐색: 이모티콘과 색채 활용을 중심으로)

  • Kim, Kyung;Kim, Dong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.6 no.2
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    • pp.165-173
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    • 2003
  • Learners in web-based learning environment have to keep a stronger will for their study than those in traditional learning environment. Here, this strong will can be told as learner's motivation which is emotional aspects. However, most web-based instructional designs have been based on learner's cognitive aspects. Therefore, this study focused on presenting the strategies for the design of emotional bulletin board and its concrete interfaces.

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Management and Satisfaction in Web-Based Training for Early Childhood Teachers (유아교사대상 웹기반 연수의 만족도 분석과 운영평가)

  • Suh, Young Sook;Suh, Hye Jeon
    • Korean Journal of Child Studies
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    • v.22 no.2
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    • pp.219-235
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    • 2001
  • The purpose of this study was to provide guidelines for the effective operation of Web-Based Training (WBT) for early childhood teachers. Based on content analysis and questionnaires administered to the 174 current trainees, this research analyzed (1) the educational effectiveness and learner satisfaction, (2) the operation and management, and (3) the system, interface, interaction and communication, motivation and content design of $WBT^{***}$. Results showed that most trainees were very satisfied with the WBT because the program provided plentiful professional information enabling them to pursue their educational objectives along with flexibility of time and space. On the other hand, system stability, communication, motivation, and content design need to be improved. Based on the research results, 8 strategies of effective management of web-based early childhood teacher training were proposed.

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Study of Player Attitudes Regarding MMORPG Avatar Customization in the Transformation Stage (MMORPG 아바타 커스터마이징의 변형 과정에서 플레이어 태도 연구)

  • Paik, Paul Chul-ho
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.7-20
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    • 2017
  • MMORPG users can create their own identity that they will use to act through in the virtual world utilizing the avatar creation system. The MMORPG customization process, divided into the creation and transformation stages, provides a sandbox for the identity play by users. In this study, analysis of the users' customization attitudes using the Q methodology especially in the transformation stage was conducted. The users' attitudes were found to be categorized into 4 types: 1) fulfilling attitude, 2) customization immersed attitude, 3) customization challenging attitude, and 4) community oriented attitude. Of particular interest are the immersed customization type, where the attitude is driven by the internal motivation of "self-satisfaction" unlike the fulfillment and community oriented attitudes which are driven by instrumental motivation of the avatar, and the continuous desire towards transformation revealed by the challenging customization attitude. This study provides valuable insight in the design perspective for developers in instilling critical immersion elements to the users while preparing to update the level.

Relation between Game Motivation and Preference to Cutscenes

  • Ruan, Xiao-Yin;Cho, Dong-Min
    • Cartoon and Animation Studies
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    • s.36
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    • pp.573-592
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    • 2014
  • Following rapid development of software and hardware technologies and increasing enhancement in arithmetic capability, there are more and more content that can be accommodated and processed in video games, which is also increasingly complex and fine. Cutscene as a main narrative method have been developed, which have become necessary to express some key plots and important scenarios in games. Good cutscene can strengthen engagement of players with virtual world in games and make players share affection and sorrow with roles in games; while badly-designed cut-scene or overused cut-scene will impair immersion of players and affect players' gaming experience; for this reason, developers should not continue cut-scene design just from opinions of designers nor make players passive receivers, instead, they should reduce as much as possible interruption by cut-scene to players' immersion and grant players with better immersion. After all, only designs depending on demands and preferences of players by having some knowledge of impacts of cut-scene on players' immersion can be accepted by players.

A Study on the Behavior of women Student in the University about Make-up (여대생의 메이크업행동에 관한 연구)

  • Rhee Nan-Hee;Lee Sang-Eun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.2
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    • pp.87-99
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    • 2005
  • This study is to examine the modern women's awareness make-up in psychological standpoint based upon the survey of $20\~30$ years old women's consciousness of the motivation, the attention, the psychological utility, the attitude for make-up, the action behavior and the coordination with clothes. Modern women show a keen interest in make-up in company with the diversity of a fashion. This means the tendency which the intention for change and the expression of oneself are emphasizing on. The motivations of make-up are women's attention to other people and notice of evaluation of others and social meaning of make-up in relation with one's interest in appearances. Also, total coordination is concerned as another motivation. Make-up became the practical use and usual doings for women with the diversity of the information of make-up & the increase of cosmetics. Since there were so many women responded that they start to make up in their teens, we recognized that the women's sense of values has changed with the change of modern society.

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Influences of omni-channel shopping motivations on consumer acceptance of omni-channel strategies through fashion product purchasing processes (옴니채널 쇼핑동기가 패션제품 구매의사결정단계별 소비자의 옴니채널 전략 소구에 미치는 영향 연구)

  • Kim, Aekyung;Lee, Eun-Jung
    • The Research Journal of the Costume Culture
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    • v.26 no.1
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    • pp.109-124
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    • 2018
  • As fashion and distribution companies have increasingly turned to implementing marketing activities that use omni-channel strategies, it is imperative to explore consumer-oriented evaluations of omni-channel shopping for fashion products. Through contributing to the growing research flow of consumer behavior within omni-channel contexts, the current study explores consumer motivations for omni-channel fashion shopping and their impacts on the decision-making stages of fashion products. The authors first performed in-depth interviews with six Korean consumers and confirmed the four types of consumer motivation for omni-channel shopping, and how decision-making processes react to fashion companies' omni- channel marketing strategies. These findings were used to set survey items for the main study. Based on the results and findings of previous literature, an online survey was conducted with 300 participants who had actual experience with omni-channel shopping for fashion products. The statistic results from the survey revealed the following: First, the in-depth interviews allowed the authors to confirm four factors of omni-channel shopping motivation (ubiquity, efficiency, convenience, and impulsiveness). Second, the survey showed the authors that among the four factors of omni-channel shopping orientation, impulsiveness had the greatest effect on consumer behaviors at the preand on-purchase stages, while the ubiquity factor had the greatest effect at the post-purchase stage. As such, the study empirically tested the omni-channel-specific factors of shopping orientation and motivation. In addition, it showed the effect of omni-channel marketing on various stages of the decision- making process and the study's limitations and implications were discussed.

Impacts of Fashion Curation Users' Shopping Orientation, Usage Motives and Preferred Image Types on Fashion Product Purchase Intentions (패션 큐레이션 서비스 이용자의 쇼핑성향, 이용동기 및 선호 이미지 유형이 패션제품 구매의도에 미치는 영향)

  • Kim, Ji U;Jung, Hye Jung;Kim, Young Sam;Oh, Kyung Wha
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.5
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    • pp.796-808
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    • 2017
  • This research shows how fashion curation service consumers (both fashion and image consultants) reveal different aspects towards a preferred image type among the correlation of fashion curation service usage motivation and fashion shopping propensity. These preferences also included the purchase intentions for fashion display service products. This study surveyed 300 men and women between the ages of 20-30 who were the main consumers of fashion curation services. 'Convenience, fashion trend, and exploratory' increased purchase intentions for fashion shopping propensity, 'information search for utility, entertainment, and personal expression' increased purchase intentions for fashion curation services and 'brand identity, consumer lifestyle, and product information' increased factors for the fashion curation service preferred image type. Consumer preferences varied according to different fashion curation service image type; however, all consumer group syndicated a difference in fashion curation service actions. For instance, fashion curation service consumers preferred a consumer lifestyle image, convenience, hedonic shopping orientation, and personal expression motivation had a positive influence on product purchase intention. However, the shopping orientation of 'fashion trend, practical information exploration, and entertainment motivation' had an optimistic influence on product purchase intentions for fashion curation service consumers who preferred a brand identity image and a product information image.

Influence of Beauty Major Students' Motivation for Major Selection and Sense of Belonging on Learning Persistence Intention : A Comparison between General and Cyber Universities (미용전공자의 전공선택동기와 소속감에 따른 학업지속의도 : 일반대학과 원격대학 비교)

  • Hyun-Sook Kim
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.3
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    • pp.374-384
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    • 2023
  • Universities that previously targeted in 20s have recently diversified their operation methods, founding purposes, and target. With a significant decrease in the school-age population relative to the number of universities, universities are making their best efforts to secure new students and minimize student attrition. In this study, an online survey was conducted to empirically examine the effects of motivation for major selection and sense of belonging on learning persistence intention among students in beauty-related departments at 2-year and 4-year general universities and cyber universities. The collected data from 119 students at general universities and 113 students at cyber universities were analyzed using SPSS 28. The key findings can be summarized as follows: For general universities, motivation for major selection did not have a significant effect on learning persistence intention, but sense of belonging had a significant positive effect. Additionally, an interaction effect was observed, indicating that as the sense of belonging increased, extrinsic motivation significantly increased learning persistence intention. For cyber universities, intrinsic motivation and sense of belonging among motivations for major selection had a significant positive effect on learning persistence intention, while the moderating effect of sense of belonging in the relationship between motivation for major selection and learning persistence intention was not significant. In summary, for general universities, the factor that influenced students' learning persistence intention was a sense of belonging to the university, while for cyber universities, intrinsic motivation played a significant role. These findings are expected to provide meaningful insights and data for universities to develop effective policies for preventing student attrition.

An Empirical Study on the Clothing Merchandise Purchase Motivation and Behavior of Foreign Visitors in South Korea (방한 외래관광객의 의류상품 구매동기와 구매행동에 관한 실증적 연구)

  • Suh, Chul-Hyun;Cho, Ji-Hyun
    • Korean Journal of Human Ecology
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    • v.11 no.4
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    • pp.367-380
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    • 2002
  • This study tries to search and analyze empirically the clothing merchandise purchase motivation and behavior made by foreign visitors who bought clothes as tour memorials in South Korea. To make a empirical study we made survey research and evaluated 30 items for the survey of clothing purchase motivation and 25 items for the survey of the importance and satisfaction revealed at the time of purchase with the standard of Likert 5 point. We had chosen 614 sample participants including 176 English speakers, 211 Japanese speakers, and 277 Chinese speakers among those foreign tourists who had purchased clothing materials at the Dongdaemun Shopping Mall. The result of analysis is as follows : As the result of factor analysis about the clothing merchandise purchase, we had 6 factors. They are (1)impulse, (2)utility, (3)fashionableness, (4)tour commemoration (5)psychology (6)economy. As the result of cluster analysis based on the standard of selected 6 factors of clothing merchandise purchase motivation, we could divide three groups such as (1)the pursuit type of clothing merchandise purchase, (2)the pursuit type of recreation of feeling (3)the pursuit type of tour memorial. As the result of analysis on the items of purchased clothing merchandise, the highest frequency of purchase was made by T-shirt, then by the order of sweater, blouse, and aloha shirt, pants, and jacket. In regard to the importance of items related to clothing merchandise, the highest importance was made by design, then by the order of price, size, color and utility, and style. In regard to the items related to the service of shopping mall, the highest satisfaction was made by the convenience of business hour. Meanwhile, the lowest satisfaction was made by the inconvenience of fitting room, the speaking and by ability of foreign languages by sales agents.

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