• Title/Summary/Keyword: Motivation Process

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The Effects of Suction Care Self Video-based Debriefing-assisted Learning in the Fundamentals of Nursing Practice (자가동영상을 활용한 디브리핑 학습의 효과: 흡인간호 실습교육을 중심으로)

  • Kim, Hyun-Ju
    • Journal of Korean Academic Society of Home Health Care Nursing
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    • v.22 no.1
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    • pp.88-97
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    • 2015
  • Purpose: This study was conducted to identify the effects of a suction care self video-based debriefing-assisted learning in the fundamentals of nursing practice for nursing students on clinical performance, self-efficacy and problem-solving process. Methods: A nonequivalent control group non-synchronized design study was used and included 97 junior nursing students at P University as participants, 48 of whom were assigned to the experimental group, and 49 of whom were assigned to the control group. The outcome measurements were clinical performance for suction care, self-efficacy, and the problem-solving process. Results: The scores of clinical performance were 23.75 in the experimental group who used the materials and 21.55 in the control group, and the difference was statistically significant (p<.000). Self-efficacy was 4.30 in the experimental group and 4.18 in the control group, which was a statistically significant difference (p=.000), and the pre-to-post differences of self-efficacy was statistically significant as well (p<.001). However, there were no significant differences in the pre-to-post differences of the problem-solving process (p<.802). Conclusions: Self video-based debriefing-assisted learning may be more effective in enhancing clinical performance and self-efficacy than that of conventional practice. Whether self-efficacy will contribute to enhanced learning motivation for nursing students needs further examination.

Difference between the Types of Visual Materials Preferred by Students and Those Presented in the Science Textbooks

  • Kwak, Ock Keum;Han, Ok Hee;Park, Jong Keun
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.165-175
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    • 2020
  • The purpose of this study is to examine whether the visual materials presented in the science textbooks coincide with those visual materials that are preferred the most by students. After analyzing the visual materials presented in the unit "Molecular Motion and Change of State" of science textbooks for the first grade of middle school, questionnaires by teaching-learning process are made. Thereafter, students are requested to select those types of visual materials that were preferred by them by process and describe their reasons for the selection. According to the results of the survey of students' perception, students at the high science achievement level prefer those visual materials that were presented conceptually and implicatively, while students at the low science achievement level prefer concrete and detailed visual materials. Except for the learning motivation process, the proportion of non-preferred visual materials is higher in the remaining processes and those visual materials that were presented in the science textbooks are much different from those visual materials that were preferred by students.

A Study on the Designation in Korean Traditional Space design Text -Focusing on structural homology of Space Context- (한국 전통공간디자인 텍스트의 지시작용 해석에 관한 연구-컨텍스트의 구조적 유비성을 중심으로-)

  • Park, Kyung-Ae
    • Korean Institute of Interior Design Journal
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    • v.16 no.4
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    • pp.31-38
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    • 2007
  • This study is interested in how philological interpretation of a space text were patterned so as to give the text structural cohesion. A similar philological motivation incorporates some of the notions of generative grammar. Interpretation is the process of recovering the cultural meanings expressed in discourse by analysing the linguistic structures in the light of their interactional and wider social contexts. Viewed in this light, the process of this study is illustrated as follows: At first, this research contains basic concepts of signification of text and context, and theories of spacial text and context of typological structure in terms of Ricoeur's structural Hermeneutics. Secondly, it concretize a logic that traditional space context is inserted in organized attribute like emotion, spirit, nature as character of contemporary space text through typological structure. Finally, from aspect of designation theory among interpretive semantics, it shows that korean contemporary space design is incorporated with typological structure of korean traditional palace spacial context homologically through the case study of I-Hotel space design. Through this process, this study suggest that positivistic interpretation methodology by designation of text is logical thinking of Korean traditional space design.

Integration of Web Bulletin Board and Mobile Phone to Improve Teaching and Learning Process in Higher Education

  • AKAHORI, Kanji;Kim, SeeMin;YAMAMOTO, Masayuki
    • Educational Technology International
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    • v.7 no.1
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    • pp.1-20
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    • 2006
  • This paper describes practical research on the improvement of teaching and learning process by integrating Web Bulletin Board (WBB) and mobile phone. This paper addresses three topics; A) the interactive lecture with topics-based discussions using the Web Bulletin Board (WBB) as a tool for assisting discussion, B) the introduction of peer evaluation among students to develop their problem-solving and cognitive skills, C) the use of mobile phones for promoting interactive lectures, keeping class attendance, conducting assignments, and providing notices for the next class. Results indicated the following research-findings: (1) WBB plays a role in facilitating positive participation in classes. (2) In contrast to the scenario of the traditional mode of instruction (without the usage of WBB), students were able to deepen their understanding of the theme by accessing the WBB before and after classes. (3) Peer evaluation highly promoted students' motivation to learn, and was effective in cultivating meta-cognition through modeling. (4) Mobile phone was identified as a highly effective tool for keeping class attendance, realizing interactive classes by generating discussions, and managing assignments and homework.

A Study on the Failure Experiences of Online Fashion Shopping Mall Startups -Applying Text Mining and Grounded Theory- (온라인 패션 쇼핑몰 창업의 실패 경험에 관한 연구 -텍스트 마이닝과 근거이론을 적용하여-)

  • Min Jeong Seo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.6
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    • pp.1096-1112
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    • 2023
  • Many entrepreneurs who launched online fashion shopping malls faced failure compared to those who achieved success. Recognizing the importance of research that reflects reality, this study explores entrepreneurs' experiences during the failure process of online fashion shopping malls. Two studies utilized YouTube videos documenting such online fashion shopping malls' failure. Study 1 employed text mining techniques, including high-frequency analysis and topic modeling, while Study 2 used a qualitative research method, specifically grounded theory. Study 1 identified the prominent experiences of operating online fashion shopping malls, while Study 2 provided a holistic perspective on the failure processes. The integrated findings from both studies highlight that entrepreneurs' passion for fashion motivates them to establish online fashion shopping malls, yet they encounter numerous challenges during the operational process. Insufficient business preparation and operational capabilities contribute to their failure to achieve financial goals. Despite efforts to boost sales and profit, entrepreneurs often close their businesses due to inadequate funds and waning motivation. The outcomes of this study can inform us about the operational challenges faced by online fashion shopping malls and offer valuable insights for developing new strategies to sustain and improve them.

An Exploration of Creativity Education Model (창의성 교육 모델의 탐색)

  • Kang, Choong-Youl
    • Journal of Gifted/Talented Education
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    • v.10 no.1
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    • pp.1-32
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    • 2000
  • Although it is widely acknowledged that enhancing creativity is an important educational theme on which schools should depend and embody their educational goal and activities, how to do it can be characterized as 'piecemeal' without a whole picture of it. Thus, school practices of creativity education has been disoriented, discontinuous, short-term, and peripheral in nature. In this practical context, a theoretical model of creativity education was developed in ways in which several theoretical concepts based on research findings on a variety of aspects of creativity education were compiled and organized. The core of the model was creative problem solving process to which the goals and the mediating variables of creativity education were connected in relational fashion. By giving repetitive opportunities for creative problem solving geared to producing the results that are novel and useful for the individual as well as the socity, it was conceptualized that two educational goals could be achieved: a short-term goal of developing creative potential of the individual and the long-term goals of self-actualization of the individual and contribution to the society. It is also conceptualized that creative problem solving can be influenced in positive manner by several mediating variables: content knowledge and skills, creative cognition, creative motivation and attitudes, and creative environment. The creative environment is composed of psychological and physical conditions and provides a basis for creativity education. The former three variables are conceptualized as necessary conditions for the effectiveness and efficiency of creative problem solving, when provided appropriately. The four mediating variables ware conceptualized as mutually affecting so that the development of one variable influences positively that of the other, and vice versa. In terms of practical perspective of teaching creativity, developing creative potential, self-actualization, and contribution to society are the goals; creative problem solving process is the methodology; content knowledge and skills, creative cognition, and creative motivation and attitudes are the content; and creative environment is the condition of creativity education. The model is not yet perfect but needs further explorations to make it more detailed in clarifying various relationships. For instance, how the creative problem solving process can be differentiated in teaching various subject matters is yet to be explored. Thus, the model proposed in this study should be regarded as a general model of creativity education, and is relatively sound to be adopted in school practices since it is based on the theoretical as well as empirical study findings on creativity. However, the proposed model needs to be validated through empirical researches in real teaching settings.

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The development of the teaching.learning process plan applying Keller's motive induction strategy to 'Nutrition and Meal' unit of the revised 7th middle school home economics curriculum (Keller의 동기유발 전략을 적용한 중학교 가정 '영양과 식사' 단원 교수.학습 과정안 개발)

  • Pyun, Eun-Young;Park, Mi-Jeong;Chae, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.21 no.4
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    • pp.159-173
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    • 2009
  • The purpose of this study was to develop a teaching learning process plan applying Keller's motive induction strategy to 'Nutrition and Meal' unit of the middle school home economics(HE). Five different problems were developed based on the 7th revised HE curriculum: "What should I do for a physical and mental health?", "What should I do to intake a required nutrient of my body?", "What should I do to take a well balanced diet?", "What should I do to build a desirable eating habits?" and "What should I do to deal with a nutrition issues?". This study was performed as the following procedures: the 'Nutrition and Meal' unit of the revised 7th middle school HE curriculum and the present HE textbooks were analyzed. And then the teaching learning process plan was designed, developed, evaluated, and revised. The motive induction strategies were developed based on the Keller's Motivational Tactics Checklist.

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A Study on the Factors Influencing a Company's Selection of Machine Learning: From the Perspective of Expanded Algorithm Selection Problem (기업의 머신러닝 선정에 영향을 미치는 요인 연구: 확장된 알고리즘 선택 문제의 관점으로)

  • Yi, Youngsoo;Kwon, Min Soo;Kwon, Ohbyung
    • The Journal of Society for e-Business Studies
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    • v.27 no.2
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    • pp.37-64
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    • 2022
  • As the social acceptance of artificial intelligence increases, the number of cases of applying machine learning methods to companies is also increasing. Technical factors such as accuracy and interpretability have been the main criteria for selecting machine learning methods. However, the success of implementing machine learning also affects management factors such as IT departments, operation departments, leadership, and organizational culture. Unfortunately, there are few integrated studies that understand the success factors of machine learning selection in which technical and management factors are considered together. Therefore, the purpose of this paper is to propose and empirically analyze a technology-management integrated model that combines task-tech fit, IS Success Model theory, and John Rice's algorithm selection process model to understand machine learning selection within the company. As a result of a survey of 240 companies that implemented machine learning, it was found that the higher the algorithm quality and data quality, the higher the algorithm-problem fit was perceived. It was also verified that algorithm-problem fit had a significant impact on the organization's innovation and productivity. In addition, it was confirmed that outsourcing and management support had a positive impact on the quality of the machine learning system and organizational cultural factors such as data-driven management and motivation. Data-driven management and motivation were highly perceived in companies' performance.

A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

Robot's Motivational Emotion Model with Value Effectiveness for Social Human and Robot Interaction (사람과 로봇의 사회적 상호작용을 위한 로봇의 가치효용성 기반 동기-감정 생성 모델)

  • Lee, Won Hyong;Park, Jeong Woo;Kim, Woo Hyun;Lee, Hui Sung;Chung, Myung Jin
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.5
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    • pp.503-512
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    • 2014
  • People would like to be socially engaged not only with humans but also with robots. One of the most common ways in the robotic field to enhance human robot interaction is to use emotion and integrate emotional concepts into robots. Many researchers have been focusing on developing a robot's emotional expressions. However, it is first necessary to establish the psychological background of a robot's emotion generation model in order to implement the whole process of a robot's emotional behavior. Therefore, this article suggests a robot's motivational emotion model with value effectiveness from a Higgins' motivation definition, regulatory focus theory, and Circumplex model. For the test, a game with the best-two-out-of-three rule is introduced. Each step of the game was evaluated by the proposed model. As the results imply, the proposed model generated psychologically appropriate emotions for a robot in the given situation. The empirical survey remains for future work to prove that this research improves social human robot interaction.