• Title/Summary/Keyword: Motivation control

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The Effects of Team-Based Learning(TBL) for Edutainment Activation in Nursing Students (간호대학생의 에듀테인먼트 활성화를 위한 팀기반학습(TBL) 효과)

  • Kim, Yu-Jeong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.397-408
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    • 2019
  • Purpose: The purpose of this study was to examine the effects of team-based learning(TBL) program on problem solving ability, self-directed learning and learning motivation of nursing students in a adult nursing course. Methods: This study was quasi-experimental study by using nonequivalent control group pretest-posttest design. Participants were 132 nursing students consisting of each experiment group 66 and control group 66. The experiment group was provided TBL program for 2 hours per session during 6 sessions and control group was provided lecture. Data were collected by questionnaires from April 20 to June 19, 2018. Data was analyzed by a chi-square test, t-test and ANCOVA using IBM SPSS 21.0 program. Results: The mean scores of problem solving ability(F=9.179, p=.003), self-directed learning(F=7.447, p=.007) and learning motivation(F=7.974, p=.006) were significantly higher in experiment group than those in control group. Conclusion: TBL program in a adult nursing course was effective in problem solving ability, self-directed learning and learning motivation of nursing students.

The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency (개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향)

  • 이경님
    • Journal of the Korean Home Economics Association
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    • v.42 no.4
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.

A Motivation-Based Action-Selection-Mechanism Involving Reinforcement Learning

  • Lee, Sang-Hoon;Suh, Il-Hong;Kwon, Woo-Young
    • International Journal of Control, Automation, and Systems
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    • v.6 no.6
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    • pp.904-914
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    • 2008
  • An action-selection-mechanism(ASM) has been proposed to work as a fully connected finite state machine to deal with sequential behaviors as well as to allow a state in the task program to migrate to any state in the task, in which a primitive node in association with a state and its transitional conditions can be easily inserted/deleted. Also, such a primitive node can be learned by a shortest path-finding-based reinforcement learning technique. Specifically, we define a behavioral motivation as having state-dependent value as a primitive node for action selection, and then sequentially construct a network of behavioral motivations in such a way that the value of a parent node is allowed to flow into a child node by a releasing mechanism. A vertical path in a network represents a behavioral sequence. Here, such a tree for our proposed ASM can be newly generated and/or updated whenever a new behavior sequence is learned. To show the validity of our proposed ASM, experimental results of a mobile robot performing the task of pushing- a- box-in to- a-goal(PBIG) will be illustrated.

The Effects of Self-leadership Reinforcement Program for Hospital Nurses (병원간호사의 셀프리더십 강화 프로그램의 효과)

  • Park, Eun Ha;Chae, Young Ran
    • Journal of Korean Biological Nursing Science
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    • v.20 no.2
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    • pp.132-140
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    • 2018
  • Purpose: This study has been carried out in order to develop and verify the effects of self-leadership reinforcement program for hospital nurses. Methods: The research design was a non-equivalent control group pre-posttest design. Participants were 64 individuals (32 in each group), all of whom were nurses working at a university hospital, with less than five years of job experience. Experimental group was provided with two hours of self-leadership reinforcement program, once per week, for four weeks. The questionnaire for pre and post test included general characteristics, transfer motivation for learning, self-leadership, communication ability, clinical nursing competency, organizational commitment, and turnover intentions. Results: There was a significant difference in self-leadership scores between experimental group and control group (F= 15.10, p<.001). There was also a significant difference between the experimental group and the control group in terms of transfer motivation for learning (t = -5.44 p<.001), communication ability (F = 15.29, p<.001), clinical nursing competency (F = 15.23, p<.001), and organizational commitment scores (F = 7.21, p=.009). Conclusion: The self-leadership reinforcement program developed in this study was effective in improving self-leadership, communication ability, clinical nursing competency, and organizational commitment. Thus, by implementing the program at clinical levels, it will be a basis for nursing personnel resource administration.

The Development of CHANGE Flipped Learning Instructional Model in Higher Education - base on the 'educational method and technology' (대학교육에서의 CHANGE 플립러닝(Flipped Learning) 수업모형 개발 -교육방법및교육공학교과를 중심으로-)

  • JUNG, Ju-Young
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.6
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    • pp.1834-1847
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    • 2016
  • Main objectives of the this study are: to develop a model of "Flipped Leaning" that is designed to enhance self-directed learning, learning motivation and self-control, and to verify its effectiveness-in higher education. The verification process initially concentrated on the feasibility study of the model with a thorough literature review and case analyses; then, its general and practical applicability were tested with a field study. As a result, first, the CHANGE Class Model, specifically designed for effective and efficient "Flipped Learning", was developed. It is thus named for the stages that the learning process takes place in the model-i.e., (1) Check ${\rightarrow}$ (2) Ask ${\rightarrow}$ (3) Notice ${\rightarrow}$ (4) Group presentation ${\rightarrow}$ (5) Evaluation, and it emphasizes the dynamic, questions centered (i.e. back and forth between the students and the instructor as well as between the students) learning process. Second, the Model was instrumental in enhancing self-directed learning, learning motivation and self-control; thus, as a result, it significantly improved the effectiveness, the level of concentration and the attractiveness of the learning process. The value of this study lies in pointing to a clear plan to allow a student in higher learning to set-up a self-directed learning plan, to be able to control it while being continuously motivated to complete it.

Causes of Adolescent Game Addiction and the Mediating Effect of Game Motives (중학생 게임 과몰입의 원인과 이용동기의 매개효과 연구)

  • Kim, Hyoung-Jee;Oh, Rosy;Huh, Eun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.5-22
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    • 2019
  • This study analyzed the causes of over-flow of adolescent games as loneliness, lack of self-control, parents-open communication, peer-emotional support and the game motivation(immerse, social relations, achievement). For analysis, the research data, 'Game User Panel Research(1 to 4 years)', was provided by Korea Creative Content Agency. As a major result, adolescence loneliness and lack of self-control directly affected game over-flow, and the game's achievement motive in their relation of influence was mediated. Over time, the structure of the relationship between the cause and the effect has shown mostly consistent results.

Effects of Team-based Problem-based Learning Combined with Smart Education: A Focus on High-risk Newborn Care (스마트 교육을 활용한 팀 기반 문제 중심 학습의 효과: 고위험 신생아 간호를 중심으로)

  • Yang, Sun-Yi
    • Child Health Nursing Research
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    • v.25 no.4
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    • pp.507-517
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    • 2019
  • Purpose: This study was conducted to examine the effects of team-based problem-based learning combined with smart education among nursing students. Methods: A quasi-experimental non-equivalent control group, pre-posttest design was used. The experimental group (n=36) received problem-based learning combined with smart education and lectures 7 times over the course of 7 weeks (100 minutes weekly). Control group (n=34) only received instructor-centered lectures 7 times over the course of 7 weeks (100 minutes weekly). Data were analyzed using the $x^2$ test, the Fisher exact test, and the independent t-test with SPSS for Windows version 21.0. Results: After the intervention, the experimental group reported increased learning motivation (t=2.70, p=.009), problem-solving ability (t=2.25, p=.028), academic self-efficacy (t=4.76, p<.001), self-learning ability (t=2.78, p<.001), and leadership (t=2.78, p=.007) relative to the control group. Conclusion: Team-based problem-based learning combined with smart education and lectures was found to be an effective approach for increasing the learning motivation, problem-solving ability, academic self-efficacy, self-learning ability, and leadership of nursing students.

The Effect of Perceived Parental Psychological Control of College Students on the Participate Motivation to the Contest through Self-determination factors (대학생이 지각하는 어머니의 심리적 통제가 자기결정성을 통해 공모전 참여 동기에 미치는 영향)

  • Lee, Sin-Bok;Park, Chanuk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.151-162
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    • 2022
  • Recently, contests for college students have emerged as an important factor in employment through self-development, and parents' psychological control on college students can prevent the development of autonomy by suppressing decisions and expressions without helping their children become independent. Therefore, this study aims to find out how the parental psychological control perceived by college students affects the motivation to participate in the contest through self-determination. As a result of the study, first, it was found that the psychological control of separation anxiety of parental psychological control negatively affects only the competence among self-determination. Second, it was found that achievement-oriented parental psychological control had a negative effect on all factors of self-determination. Third, it was found that among self-determination factors, competence had a positive effect on pleasure, financial reward, and recognition of others, and a negative effect on a sense of accomplishment. Fourth, it was found that the relationship among self-determination factors had a positive effect on pleasure, financial compensation, and recognition of others. The results of this will be used as basic data to understand the motivation of college students to participate in the contest and the psychological control of their parents.

Effects of online academic coaching program for undergraduate student on self-directed learning, academic motivation, and time management (대학생 온라인 학습코칭 프로그램이 자기주도학습능력, 학습동기, 시간관리행동에 미치는 효과)

  • Cho, Youyong;Park, Junseong;Moon, Kwangsu
    • The Korean Journal of Coaching Psychology
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    • v.6 no.1
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    • pp.33-55
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    • 2022
  • This study examined the effects of 1:1 online coaching for college students on self-directed learning, learning motivation and time management. The coaching program consisted of motivation, behavior and cognitive control, which are sub-factors of self-directed learning. Total of 7 sessions(80 minutes per session) were progressed. Seven participants who wanted coaching, out of the total 16 participants, were assigned to the experimental group. A non-equal control group experimental design was applied. Dependent variables were measured by questionnaire before and after the coaching, and satisfaction survey and post-interview were also conducted after the coaching. ANCOVA was adopted to test the effectiveness of the program. The statistical results indicated that the learning coaching of this study has positive effect on self-directed learning and learning motivation of university students, and has partially positive effect on time management. In addition, the mean of satisfaction survey was 4.85 and participants showed positive responses on the program.

The Effect of Scratch on Learning Motivation and Academic Achievement for Programming Education (스크래치가 프로그래밍 교육에 대한 학습동기 및 학업성취도에 미치는 영향)

  • Yang, Gwon-Woo
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.547-553
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    • 2010
  • Lately, studies on the educational effectiveness of educational programming language which can reduce the learning burden of the learners have been conducted in the programming learning process. This study analyzed the effect of programming education on the learning motivation and academic achievement after training the programming education using Scratch and Dolittle on the preliminary elementary school teachers. As a result, the experimental group trained by Scratch programming education showed significantly higher achievement than the control group by Dolittle Programming. This result can be helpful in selecting educational programming language when the programming education will be trained to the preliminary elementary school teachers.

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