• Title/Summary/Keyword: Motivation to Lead

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Analyzing Errors Made by Eighth-Grade Students in Solving Geometrical Problems

  • Huang, Xingfeng;Cheng, Longhai
    • Research in Mathematical Education
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    • v.15 no.4
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    • pp.357-371
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    • 2011
  • In mathematical problem solving, students may make various errors. In order to draw useful lessons from the errors, and then correct them, we surveyed 24 eighth-grade students' performances in geometrical problem solving according to Casey's hierarchy of errors. It was found that: 1. Students' effect can lead to errors at the stage of "comprehension", "strategy selection", and "skills manipulation"; and 2. Students' geometric schemas also influenced their strategy selection".

An Examination of Factors Influencing Continuous Participation Intention of Online Childrearing Community : Focusing on Moderating Effect of Self-Monitoring (온라인 육아 커뮤니티의 지속적 참여 의향에 영향을 미치는 요인 분석: 자기감시성의 조절 효과를 중심으로)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.526-536
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    • 2021
  • This study looked at what factors lead to continuous participatory intention of online childrearing community. Trust, reciprocity and perceived security from the perspectives of community attributes and reputation motivation, information motivation, enjoyment motivation and self-monitoring from the users' perspectives were conceived as determinants that might have influences on continuous participatory intention of online childrearing community. It were also empirically tested whether they affect continuous participatory intention of online childrearing community. The moderating effect of self-monitoring was examined, too. In order to collect data, online questionnaires were conducted to women whose ages were 20-49 years old and joined online childrearing community. Their responses were analyzed with a regression analysis. The findings showed that trust, reciprocity and information motivation have influences on continuous participatory intention of online childrearing community. The moderating effect of self-monitoring between reciprocity and continuous participatory intention was also found.

The Consequences of Development and Application of Interest Induced Learning Material on Mathematics Scholastic Achievement - Focused on vocational high school - (흥미유발 학습자료의 개발ㆍ적용이 수학과 학업성취에 미치는 영향 (실업계 고등학교를 중심으로))

  • 오수창
    • Journal of the Korean School Mathematics Society
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    • v.3 no.2
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    • pp.111-122
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    • 2000
  • This study is focused on vocational high school students who feel hardly interested in mathematics and are considered to have very limited basic scholastic ability. It analyzes the data obtained by applying the material, extracted from the Internet and literature to school classes from March to July, for the purposes of improving the degree of scholastic achievement on the basis of the fact that interest induced learning materials were developed and applied to the students to bring about their motivation resulting in a positive change in understanding and attitudes to mathematics. According to the result of the analysis, the level of students' scholastic ability of both the comparative class and the experimental class were too low to become interested in mathematics. However, the experimental class students seemed to feel familiar to the learning materials rather than reluctant, and it appeared that their interest and behavior of learning began to change gradually in an extent. In addition to that, as an aspect of scholastic achievement there was not considerable difference between the two classes, but as time went, some valuable changes were found. Unfortunately, the size of group of the research was small and the period of the experimental classes was not extensively long, and therefore the same result might not occur in other groups. However, it is believed that in class-time, educating students by putting in learning materials bringing about relevant motivation to the class, will lead them to become interested in mathematics, and change their attitudes and understanding of mathematics. After all, scholastic achievement will be effective.

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Predicting Employment Status of Injured Workers Following a Case Management Intervention

  • Awang, Halimah;Mansor, Norma
    • Safety and Health at Work
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    • v.9 no.3
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    • pp.347-351
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    • 2018
  • Background: The success of an injury intervention program can be measured by the proportion of successful return to work (RTW). This study examined factors of successful return to employment among workers suffering from work-related injuries. Methods: Data were obtained from the Social Security Organization, Malaysia database consisting of 10,049 RTW program participants in 2010-2014. The dependent variable was the RTW outcome which consisted of RTW with same employer, RTW with new employer or unsuccessful return. Multinomial logistic regression was performed to test the likelihood of successful return with same employer and new employer against unsuccessful return. Results: Overall, 65.3% of injured workers were successfully returned to employment, 52.8% to the same employer and 12.5% to new employer. Employer interest; motivation; age 30-49 years; intervention less than 9 months; occupational disease; injuries in the lower limbs, upper limbs, and general injuries; and working in the manufacturing, services, and electrical/electronics were associated with returning to work with the same employer against unsuccessful return. Male, employer interest, motivation, age 49 years or younger, intervention less than 6 months, occupational disease, injuries in the upper limbs and services sector of employment were associated with returning to new employer against unsuccessful return. Conclusion: There is a need to strengthen employer commitment for early and intensified intervention that will lead to improvement in the RTW outcome.

Evaluation of the Joint Strength of Lead-free Solder Ball Joints at High Strain Rates (고속 변형률 속도에서의 무연 솔더 볼 연결부의 강도 평가)

  • Joo, Se-Min;Kim, Taek-Young;Lim, Woong;Kim, Ho-Kyung
    • Journal of the Korean Society of Safety
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    • v.27 no.6
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    • pp.7-13
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    • 2012
  • A lack of study on the dynamic tensile strengths of Sn-based solder joints at high strain rates was the motivation for the present study. A modified miniature Charpy impact testing machine instrumented with an impact sensor was built to quantitatively evaluate the dynamic impact strength of a solder joint under tensile impact loading. This study evaluated the tensile strength of lead-free solder ball joints at strain rates from $1.8{\times}10^3s^{-1}$ and $8.5{\times}10^3s^{-1}$. The maximum tensile strength of the solder ball joint decreases as the load speed increases in the testing range. This tensile strength represented that of the interface because of the interfacial fracture site. The tensile strengths of solder joints between Sn-3.0Ag-0.5Cu and copper substrate were between 21.7 MPa and 8.6 MPa in the high strain range.

A Cross Genre Study of the Relationship among Flow, its Antecedents, and the Reuse Intention in Online Games (온라인 게임에서의 플로우와 플로우에 영향을 미치는 요인 및 재사용의도의 관계에 대한 장르별 비교)

  • Lee, Woong-Kyu;Kwon, Jeong-Il
    • Journal of the Korean Operations Research and Management Science Society
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    • v.30 no.4
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    • pp.131-150
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    • 2005
  • One of the reasons for popularity of online game is owing to the interactions with other game users that would lead game the users easily involving in it. Such a holistic state is called flow. Theoretically and empirically flow is one of the antecedents influencing the intension of reusing online game. However, since there are so many kinds in online games, all of them are not the same in the way of feeling flow and level of the relationship with reuse. The objective of this study is to analyze the relationship between flow, fators influencing flow and reuse intension in online games genre by genre. For this purpose, we classily online game into role playing, board, arcade and simulation, and suggest a research model that would explain relationship between online game and flow comparing its difference among four game genres. Sampling 730 from online game users, we analyze the suggested model empirically by PLS and prove it to be a valid one. The result of this study would not only provide differentiate Insights to the online game providers in each genre practically but also contribute to explaining intrinsic motivation for the use of information technology theoretically.

Value Co-creation-based Information Management in the Digital Economy

  • Balaji Gopalan
    • Asia pacific journal of information systems
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    • v.32 no.1
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    • pp.1-31
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    • 2022
  • Personalization and customization of product and service designs involving firms and customers using online design interfaces across the Internet is increasingly being facilitated by brands. Research on the role of information technology and value co-creation across various research disciplines in management has provided learnings on ways to creatively improve products and services by integrating customers and firms in web portals. This paper provides a comprehensive analysis of the specific attributes of value co-creation between customers and firms relevant to business logic, learnings, projects, personalized products and services, social network innovations, brand management and markets across the Internet for the purpose of enhancing information management of value co-creation for industries and research. The paper draws on published research and industry surveys on how value co-creation is growing in the digital economy. An industry survey of managers who use web portals for their business responded to a questionnaire on how various social, economic and intellectual motivation factors of firm-customer interactions result in value co-creation for customers and firms. These motivation factors can lead to improved learning systems for business process improvements and service management for industries, customers and firms and may also be classified.

The Role of Processing Fluency in Product Innovativeness Judgment

  • Cho, Hyejeung
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.31-52
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    • 2013
  • The metacognitive experience of the ease or difficulty with which new, external information can be processed, referred to as 'processing fluency,' has been shown to influence a wide range of human judgments including truth judgments, familiarity judgments, risk perception, evaluation, and preference (see Alter and Oppenheimer 2009 for a review). The current research explores the possibility of a consumer's product innovativeness judgment based on the difficulty of processing new information. In specific, this study examines if the inferential link between (dis)fluency-(un)familiarity can feed into the perception of innovativeness. This study also explores how a consumer's processing motivation can moderate the consumer's reliance on processing fluency in judgments and how the influence of fluency can vary depending on judgment task orders. In an experiment, participants rated a new product's innovativeness and then indicated their product attitude (or vice versa depending on the judgment task order condition) after reading a product review article that was printed in either an easy-to-read or a difficult-to-read font (for fluency manipulation). The findings show that low need for cognition individuals infer higher product innovativeness when processing product information is difficult rather than easy, consistent with the common assumption that 'new information is more difficult to process than familiar information.' The findings also suggest that once low fluency is attributed to innovativeness, it may no longer lead to a negative response to the product. High need for cognition individuals' judgments on product innovativeness are not affected by fluency. The findings also demonstrate a judgment task order effect on the use of fluency in judgments (e.g., Xu and Schwarz 2005). This study provides the first evidence that an individual's fluency experience can be used as a source of information in product innovativeness judgments especially under low processing motivation conditions. The findings can help marketers better understand the malleability of consumer judgments and perceptions of product characteristics (e.g., product innovativeness) by demonstrating an interesting interplay of processing fluency, processing motivation, and judgment task-related contextual factors.

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The Effect of DMM on Learning Motivation and Academic Achievement in SW Education of Non-Major (비전공자의 SW 교육을 위한 시연 중심 모형의 학습동기와 학업성취도 효과)

  • Kang, Yun-Jeong;Won, Dong-Hyun;Park, Hyuk-Gyu;Lee, Min-Hye
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.258-260
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    • 2022
  • In order to nurture talents who will lead the digital convergence era of the 4th industrial revolution that creates new knowledge and industries, research is being conducted on teaching methods that can improve the understanding of non-majors' SW concept, computational thinking ability, and convergence with majors is becoming Non-majors face difficulties in understanding and understanding the SW development environment, relevance to their major, and ability to converge. We used software education that is relatively easy to access for non-majors, and applied a demonstration-oriented model (DMM) that can be applied to beginners in SW education to understand the components and logical flow of ideas related to applications and majors used in real life. A convergence SW Learning method that combines repetitive implementation through instructor's demonstration and learner's modeling and learning motivational factors was proposed. In the experiment applying the teaching and learning method proposed in this paper, meaningful results were shown in terms of learning motivation and academic achievement in SW education.

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Goal Gradient Effect in Reward-based Crowdfunding; Difference in Project Category (후원형 크라우드 펀딩에서의 목표 구배 효과; 프로젝트 카테고리 별 차이를 중심으로)

  • Hwang, Ji Hyeon;Choi, Kang Jun;Lee, Jae Young;Soh, Seung Bum
    • Knowledge Management Research
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    • v.20 no.3
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    • pp.173-193
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    • 2019
  • Reward-based crowdfunding is a funding platform that allows funds to be raised to early operators who have lack of funds, and is seen as an outstanding infrastructure that is going to lead the fourth industrial revolution in that it is a field of realization of new technologies and creative ideas by start-ups. Reward-based crowdfunding has grown in line with the trend of the fourth industrial revolution, and funding success cases are taking place in various industries that culture/art to technology/IT, including as a new means of knowledge management in a rapidly changing industrial environment. The study focused on the fact that consumer's donation purposes may also vary depending on the category of projects classified as reward-based crowdfunding. Because consumer payment decisions and motivation of consumer purchasing behavior are classified according to the purpose of purchase, the previous papers that the goal gradient effect that the main motivation of consumer donation for reward-based crowdfunding introduced vary depending on project category of utilitarian and hedonic. In this study, consumer's daily donation data is collected by Indiegogo which is a leading reward-based crowdfunding company using web-crawling and the model was defined as propensity score matching (PSM) and random effect model. The results showed that the goal gradient effect occurred in utilitarian project category, but no goal gradient effect for the hedonic project category. Furthermore, this paper developed the study of motivation of consumer donation and contributes theoretical foundation by the results consumer donation may vary depending on the project category; also, this paper has implications for an effective marketing strategy depending on the project category leaves real meaning to the projector.