• 제목/요약/키워드: Motivation Process

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

  • 김현주
    • 가정간호학회지
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    • 제22권1호
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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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    • 제8권2호
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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.

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

  • 박경애
    • 한국실내디자인학회논문집
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    • 제16권4호
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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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    • 제7권1호
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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.

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

  • 서민정
    • 한국의류학회지
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    • 제47권6호
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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.

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

  • 강충열
    • 영재교육연구
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    • 제10권1호
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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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Keller의 동기유발 전략을 적용한 중학교 가정 '영양과 식사' 단원 교수.학습 과정안 개발 (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)

  • 편은영;박미정;채정현
    • 한국가정과교육학회지
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    • 제21권4호
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    • pp.159-173
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    • 2009
  • 본 연구는 2007 개정 교육과정의 중학교 1학년 기술 가정 '청소년의 영양과 식사' 단원에 동기유발 전략을 활용한 교수 학습 과정안을 개발하는데 목적을 두었다. 교수 학습 과정안 개발을 위해 먼저 켈러와 송상호가 밝힌 Dick과 Carey 모형과 ARCS 모형의 인터페이스를 기초하여 수업 설계 단계를 추출하였다. 수업설계는 2007년 개정 교육과정에서 밝히고 있는 가정과교육의 성격과 특징을 분석하여 수업의 목적을 규명하고, 대단원과 중단원, 소단원의 학습목표를 연계하여 공통의 목표를 지향할 수 있는 5개의 학습 문제를 추출하였다. 구상한 교수 학습 활동의 학습 목표를 진술하고, 교수전략과 교재를 개발하였다. 교수전략은 교수 학습 과정안에 접목할 동기요소들을 교수전략과 연계하여 제시하였고, 교재 개발은 교수 학습 활동에서 활용할 수 있는 학습 활동지를 구성하는 단계로 사용하였다. 개발한 5개의 교수 학습 과정안의 도입 단계에서는 학생들의 생활과 밀접한 관련이 있는 문제를 제시하였다. 다음 단계에서 그러한 문제와 관련된 배경지식을 학습하고, 제기된 문제와 관련하여 학습자 스스로 자신의 모습과 비교하여 이루고 싶은 목표를 설정하게 하였다. 설정한 목표가 자신과 가족, 친구들에게 미치는 영향을 생각해 봄으로써 목표에 대한 결과를 고려하고, 자신의 행동으로 어떻게 옮길 지를 작성하여, 실생활에서 실천할 수 있도록 교수 학습 과정안을 구성하였다. 개발된 교수 학습 과정안의 평가는 켈러와 송상호가 밝힌 동기전술 체크리스트를 기준으로 동기요소와 그에 따르는 하위요소의 문항에 적합한 요소를 추출하여 교수 학습 과정안의 오른쪽에 아이콘화 하여 나타내었으며, 이 교수 학습 과정안과 학습 활동지를 가정과교육 전공 교수 1인과 가정과교육전공 박사학위를 소지한 현장교사 1인, 중등 가정과교사 5인으로부터 검토 받고 검토 내용을 참조하여 교수 학습 과정안을 다시 수정하고 보완하여 완성하였다.

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

  • 이영수;권민수;권오병
    • 한국전자거래학회지
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    • 제27권2호
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    • pp.37-64
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    • 2022
  • 인공지능의 사회적수용도가 증가하면서 머신러닝 기법을 기업에 적용하는 사례가 증가하고 있다. 머신러닝 기법의 선정에는 주로 정확성이나 해석 가능성 등 기술적 요인이 주로 기준이 되어왔다. 그러나 머신러닝 채택의 성공은 개발부서, 사용부서, 리더십과 조직문화 등 경영관리 요인도 영향을 주기도 한다. 아쉽게도 기술적 요인과 경영관리적 요인이 함께 고려된 머신러닝 선정의 성공 요인을 이해하는 통합 연구가 거의 존재하지 않는다. 이에 본 논문의 목적은 기업 내 머신러닝 선정을 이해하기 위해 John Rice의 algorithm selection process model과 task-technology fit, 그리고 IS Success Model 이론을 결합한 기술-경영관리 통합 모형을제안하고 실증적 분석을 하는 것이다. 머신러닝을 도입한 국내 기업 240곳을 대상으로 설문 분석을 실시한 결과 알고리즘 품질과 데이터 품질이 높을수록 문제-알고리즘 적합성에 높게 영향을 주는 것으로 나타났으며, 문제-알고리즘 적합성은 조직의 생산성과 혁신성에도 유의한 영향을 미치는 것으로 검증되었다. 또한 외주화와 경영진 지원이 머신러닝 시스템 품질에 긍정적인 영향을 미치고, 데이터 중심 경영 및 동기화와 같은 조직문화 요인은 활용성과에 높은 영향을 미치는 것으로 확인되었다.

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

  • 양승희;유승헌
    • 디자인융복합연구
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    • 제18권4호
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    • pp.1-15
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    • 2019
  • 현재 게임 산업의 규모는 급성장하며 주목받는 산업으로 자리 잡고 있다. 따라서 게임 분야에 대한 체계적인 사용자 경험 디자인의 중요성 또한 높아지고 있다. 본 연구에서는 상대적으로 사용자 유입과 유출이 빈번한 온라인 게임에서 사용자 접근과 유지를 위한 진입 과정에 대한 분석을 수행하여, 진입 과정의 개선 방향성을 제시하고자 한다. 본 연구는 첫째, 문헌 고찰을 통해 사용자의 게임 초기 경험인 진입 과정을 발견, 학습, 몰입의 3단계로 정의하여 구분하였고, 이를 경험 디자인, 게임 디자인 요소로 분석하여 진입 과정의 단계별 영향을 미치는 UX 요소를 도출하였다. 둘째, 도출된 UX 요소를 바탕으로 게임 경험 및 인지 요소 분석 프레임을 제시하였고, 이를 통해 5가지 국내 대표 온라인 게임을 정성적으로 분석하였다. 사례분석을 통해 게임들의 진입 과정 구성과 핵심 인지 요소를 도출할 수 있었다. 결론적으로 발견 단계는 선택적 주의집중, 학습 단계에선 작업 기억과 능동적 학습, 그리고 몰입 단계는 참여와 동기가 핵심적 인지 요소로 작용하였다. 마지막으로 도출된 핵심 인지 요소를 중심으로 진입 과정의 단계별 개선 방향성을 제시하였다. 이와 같은 연구를 통해 온라인 게임에서 사용자 진입 과정의 중요성을 강조하고, 진입장벽을 낮출 수 있는 개선안을 제안하였다.

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

  • 이원형;박정우;김우현;이희승;정명진
    • 제어로봇시스템학회논문지
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    • 제20권5호
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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.