• 제목/요약/키워드: Motivation Process

검색결과 660건 처리시간 0.023초

스토리텔링 기반 로봇 프로그래밍 교육과정 연구 (A study of Robot Programming Curriculum based on Storytelling)

  • 이재인;성영훈
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2011년도 동계학술대회
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    • pp.15-22
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    • 2011
  • 대부분의 로봇 프로그래밍 교육과정이 논리적인 문제해결 절차보다 프로그래밍 언어의 이해, 단순한 문법적 지식의 습득 위주로 구성되어 있어 초보자가 학습하기에 부담이 된다. 스토리텔링은 학생들의 긍정적인 학습동기 지속을 위해 상징적 조작활동, 여러 가지 추상 개념들 다루기, 아이디어 사이에서 의미 생성을 위한 기회들을 제공한다. 본 연구에서는 학습자의 긍정적 학습동기를 부여할 수 있는 스토리텔링을 로봇 교육에 접목시켜 지속적인 학습의 몰입과 구심점을 제공할 수 있는 로봇 교육과정을 설계하고 이를 지원할 수 있는 시스템을 연구하였다.

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한국 의류산업의 QR Technology 도입과 효과에 대한 연구 (QR Technology Adoption and Effects in Korean Apparel Industry)

  • 신상무;장성환
    • 복식
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    • 제44권
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    • pp.168-179
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    • 1999
  • In order to settle down structural causes of the process of distribution and apparel production in domestic fashion industry, and to raise competitive power with changing market environment, we need to bulid up Quick Response(QR) system based on information technology such as EDI(Electronic Data Interchange), KAN(Korea Article Number), and POS(Point of Sales), POS is the most valuable information tool to promote QR system paractically. The purpose of this study was to investigate motivation of POS adoption, problems in operating the system, and satisfaction on POS effects. Data were collected by sending questionnaire to the managers in apparel firms which were using POS. Statistical devices were t-test, frequency with SAS program. The results fo the study were as follows: 1. The degree of satisfaction to POS effects was rather good. Especially, rapid evaluations on new products gave the greatest satisfaction to the users. 2. Satisfaction degree of POS effects according to introduces time and organization characteristic(number of employees) have no significant difference, but the firms which have higher annual sales volume showed higher satisfaction degree. Merchandise department showed higher satisfaction on POS effects. 3. The motivation of POS adoption was an effective logistics control with consumer information as a marketing strategy. The problems in operating the system were lack of investment, and professionals. They almost didn't have KAN code, instead, have their own code system.

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웹 기반 간호 교육을 위한 튜터의 운영 전략 개발 및 효과 검증 연구 (A Study of Development and Evaluation of Tutorial Management Strategy for Web-based Nursing Education)

  • 최지은;김분한
    • 성인간호학회지
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    • 제17권4호
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    • pp.635-645
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    • 2005
  • Purpose: This study was attempted and completed in order to settle down and qualitatively improve web-based nursing education by evaluating effect and managing strategy of tutor. Method: The development of tutor's managing strategy was based on "The Self-regulated Learning" and "The supportive Learning", then it was applied to 79 learners in one of the cyber-learning centers. After applying the tutor's managing strategy, self-regulated learning scale, attitude for school, preference for computer and academic achievement were evaluated. The development of tutor's managing strategy for web-based nursing education are consisted of participation promotion, psychological support and motivation, recognition and promotion strategy of learning activity, management strategy of evaluating stage. Result: The levels of learner's self-regulated learning, recognition, behavior, attitude on the school and learning achievement were meaningfully increased in statistics after applying for the managing strategy of tutor. The motivation level and learning participation kept high scores from the beginning with no significant statistical changes. Conclusion: It is required to develop an educational program for cultivating well-educated tutors in order to help the effective learning process of nurses based on understanding characteristics of learners.

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주제중심 프로젝트 모형을 적용한 해양분야의 STEAM 교육 설계 및 효과 분석 (Designing of STEAM Education in the Marine Field Applied with the Thematic Project Model and an Analysis of its Effect)

  • 최성봉
    • 수산해양교육연구
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    • 제25권4호
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    • pp.915-927
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    • 2013
  • This study aimed to discover the affective ability of students by applying a thematic project model concerning the marine field unit of science for third grade middle school students from among diverse methods of realizing STEAM education. Also, based on this, STEAM education is a new type of learning including the process of exploring by oneself, presenting, discussing and mutually evaluating by becoming an independent person in learning As the results of the study are as follows: First, the STEAM class applied with a thematic project model was discovered to promote a learning attitude toward science by learners. Second, the STEAM class applied with a thematic project model was shown to be effective in improving the self-directed learning characteristics of learners. Third, STEAM education applied with a thematic project model was found to promote learners' motivation for learning science. This may be an effective method for learners who have felt difficulty in the science curriculum or have not been interested in the curriculum by triggering voluntary motivation.

냉동수업에서 프로젝트 학습법이 학생들에게 미치는 영향 (An Effect of Project Learning Method in the Refrigeration Instruction for Students)

  • 박종운;윤정인;조예지
    • 수산해양교육연구
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    • 제17권2호
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    • pp.252-259
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    • 2005
  • In this research, as an educational tool in the Refrigeration instruction, a project learning method was applied which enables active hand on practice and encourages a more active participation of students with an increased level of interest in learning. The purpose of this study is to present project learning method as an educational tool that can arouse interest and motivation of students by an active hands-on learning process. This will aid in the enhancement of understanding of educators and students in the project learning method, and assist in development of project learning method that can increase intuitiveness and originality of students. For the purpose of the study, the following questions were asked. First, what is the level of existing knowledge pertaining to Refrigeration Training Program of students? Second, what effect does Refrigeration Training Program conducted via the project approach have on the level of motivation and interest of students? Third, what effect does Refrigeration Training Program conducted via the project approach have on the study habits of students?

The Development and Application of International Collaborative Writing Courses on the Internet

  • Chong, LarryDwan
    • 영어어문교육
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    • 제13권2호
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    • pp.25-45
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    • 2007
  • In this article, I discuss an International Collaborative Writing Course on the Internet (ICWCI) that focused on the learning effectiveness Korean EFL students (KEFLSs) perceived to be necessary to exchange with international EFL students (IEFLSs). The course development was based on an internet-based instructional module, applying widely accepted EFL theories for modern foreign language instruction: collaborative learning, process writing, project-based learning, and integrated approaches. Data from online discussion forum, mid-of-semester and end-of-semester surveys, and final oral interviews are conducted and discussed. KEFLSs and IEFLSs were questioned about (a) changes in attitude towards computers assisted language learning (CALL); (b) effect of computer background on motivation; (c) perception of their acquired writing skills; and (d) attitude towards collaborative learning. The result of this study demonstrated that the majority of ICWCI participants said they enjoyed the course, gained fruitful confidence in English communication and computer skills, and felt that they made significant progress in writing skills. In spite of positive benefits created by the ICWCI, it was found that there were some issues that are crucial to run appropriate networked collaborative courses. This study demonstrates that participants' computer skills, basic language proficiency, and local time differences are important factors to be considered when incorporating the ICWCI as these may affect the quality of online instructional courses and students' motivation toward network based collaboration interaction.

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마인드맵을 이용한 수학학습이 학생들에게 미치는 영향 (Impacts of Mind-map on Students' Learning Mathematics)

  • 정인철
    • 한국수학교육학회지시리즈A:수학교육
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    • 제43권2호
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    • pp.139-149
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    • 2004
  • This study was initiated by the idea to help students to be more ideally educated following the 7th curriculum that seeks the proactive students along with creativity for the 21st century. Mind-map was the main tool throughout the study and this was performed to find answers for the following questions : 1) to examine how students' drawing a mind-map affects their mathematical tendency or emotional aspects (motivation for study, interest, etc); 2) to investigate the types and characteristics of mind-maps that students draw; 3) to analyze advantages and obstacles that they experience during the process of drawing a mind-map and provide some suggestions for overcoming them. The research shows that students were highly motivated by the drawing a mind-map. There are types of mind-maps: tree shape and radial shape, and each shape has its own advantages. But the more important factor for being a good mind-map is where and how each concept is located and connected. Although it is true that drawing a mind-map helped students to see the bigger structure of what they learned, but there are several hardships taken care of. The study suggests to extend the experiment to various levels of students and diverse contents.

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대학수학에서 편지쓰기를 이용한 학습태도 변화 (Learning Altitude Change with Letter-Writing at College Mathematics Class)

  • 김병무
    • 한국수학교육학회지시리즈E:수학교육논문집
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    • 제22권2호
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    • pp.91-108
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    • 2008
  • 대학수학 학습에서 성공하기 위한 중요한 요인 중의 하나는 학생들에게 강력한 학습동기를 부여하는 것이다. 여기서는 글쓰기 과제가 수학 학습의 동기를 불러일으키고 학생들의 학습태도를 어떻게 변화시킬 수 있는가를 알아보려고 한다. 수업시간에 일어난 또는 의논된, 강의된 내용 중에서 두, 세 개의 가장 중요하다고 여겨지는 주제를 골라 학생들이 보고 느낀 대로 요약하여 친구나 가족 또는 보내고 싶은 사람에게 편지를 쓰도록 하고 편지쓰기 반응과 편지쓰기 결과를 분석하여 편지쓰기 시도가 수학의 저변확대와 수학학습 태도의 긍정적인 변화를 불러오고 나아가 학습능력 향상에 도움을 주는지 알아보고 더 나은 방법을 찾아본다.

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Online Crowdsourcing Platform Continuous Participation During COVID-19: A Low-income Group Perspective in Malaysia

  • NA'IN, Nuramalina;HUSIN, Mohd Heikal;BAHARUDIN, Ahmad Suhaimi
    • The Journal of Asian Finance, Economics and Business
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    • 제8권10호
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    • pp.317-326
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    • 2021
  • The crowdsourcing system relies heavily on the number of crowd participation on the platform to ensure the platform's success. However, exploring factors that motivate the crowds to sustain on the platform remains unclear, and very little literature was found on this matter. Lately, the COVID-19 pandemic has affected the world, including Malaysia. Due to the pandemic, many people have lost their jobs, and hence, most of them have shifted to digital work. Hence, to understand the motivation for continuous participation on the online crowdsourcing platform among low-income crowd workers (B40) in Malaysia, this paper explores the intrinsic and extrinsic motivations for continuous participation. A qualitative method interview was performed where 14 active participants of Upwork.com, under the GLOW program, took part during the data collection process. This paper used the thematic analysis method to extract the data collected from this study. The finding of this study identified eight intrinsic motivation factors: (1) personal development, (2) pastime, (3) fun, (4) passion, (5) task identity, (6) time-workplace flexibility, (7) altruistic, and (8) peers' success and four extrinsic factors: (1) monetary, (2) job security, (3) personal commitment, and (4) environment.

게임 팬 번역가들은 어떻게 번역하는가? - '드래곤 에이지 인퀴지션(Dragon Age: Inquisition)'의 현지화 사례를 통해 - (How do game fan translators translate? - Through A case of localization of 'Dragon Age Inquisition' -)

  • 박수진
    • 한국게임학회 논문지
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    • 제21권5호
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    • pp.115-132
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    • 2021
  • 본 연구는 '드래곤 에이지 인퀴지션'의 현지화 사례를 통해 게임 팬 번역가들의 번역 동기 및 번역 활동의 양상에 대해서 고찰하고자 한다. 게임의 상호작용과 경험은 게임 팬 번역을 함에 있어서, 다양한 동기를 부여하고, 번역 활동 역학을 생성한다. 본 연구는 게임 팬 번역가가 생산자와 수용자의 특징을 동시에 보여주는 게임 팬 번역 활동의 과정을 참여관찰하여 확인하고, 게임 팬 번역가들을 심층인터뷰하여 동기를 확인하였다. 이를 통해 게임 팬 번역 활동이 게임팬덤의 생산적 측면을 밝히고, 이후 게임문화에서 팬 번역을 논의해야 할 지점에 대해서 제언해보고자 한다.