• Title/Summary/Keyword: Science Learning Motivation

Search Result 466, Processing Time 0.026 seconds

The Effect of Cooperative Learning on Academic Motivation and Achievement in Vocational High School's Computer Studies (실업계고등학교 컴퓨터교과에서 협동학습이 학습동기 및 학습성취도에 미치는 효과)

  • Kim, Won-Jung;Choi, Sang-Kyeong
    • Journal of The Korean Association of Information Education
    • /
    • v.6 no.2
    • /
    • pp.202-211
    • /
    • 2002
  • The purpose of this paper is to compare and analyze on the result of academic motivation and achievement between two groups in order to certify the application possibility of the cooperative learning method in computer education, and on these research results this paper is to propose the profitable learning and teaching method to the teachers in the class of the computer department and to contribute the improvement of the academic motivation and achievement in computer education of the vocational high school's students. As a result, the post-test average score of academic motivation and achievement in experimental group appeared to be significantly higher than that of the comparative group. And that result is accepted as statistical in significance level p<.001

  • PDF

A Study on Application of STEAM education with Robot in Elementary School (초등학교에서 로봇을 활용한 STEAM 교육의 적용 연구)

  • Park, Jung-Ho
    • Journal of the Korea Society of Computer and Information
    • /
    • v.17 no.4
    • /
    • pp.19-29
    • /
    • 2012
  • According to the result of PISA and TIMSS, it was reported that interest for Math and Science was far lower compared to high achievement of Them. The purpose of this study is to investigate effects of robot based STEAM education on elementary school students' Math learning behavior and Science motivation. Robot based STEAM education integrated science, mathematics and art with a theme of 'Energy' was practiced for test group and For control group, those three subjects were taught separately in order to achieve this purpose. Curriculum of fourth grade second semester's science, mathematics and art was analysed to teach a robot based STEAM class and STEAM class Model with the theme 'Energy was designed and applied to elementary students. In science class, heat transfer experiment was conducted with robots and the result was related to drawing polygonal lines in mathematics. In art class, robot components were used to describe the heat energy in shapes and colors. The research shows that students' Math learning behavior and Science motivation were improved more with robot based STEAM education than with traditional lessons(p<.05). It proves that robot based STEAM class can be effective for improving interest in elementary Math and Science.

A Study on the Effect of Gifted Students' Self-efficacy, Achievement Motivation and Academic Achievement for Mathematics Prerequisite Learning -Focused on the Science Education Institute for the Gifted, University- (수학 선행학습이 학생들의 자기효능감, 성취동기 및 학업성취도에 미치는 영향 - 대학 영재교육원 학생들을 중심으로 -)

  • Han, Jiseon;Park, Hyungbin;Lee, Heonsoo
    • Journal of the Korean School Mathematics Society
    • /
    • v.16 no.1
    • /
    • pp.87-112
    • /
    • 2013
  • Gifted education, receiving private tutoring and prerequisite learning, is emerging as a remarkable phenomenon currently in Korea. Hence, we need to find out that whether prerequisite math learning influences academic achievement in any aspect after they enter the center. In this paper, we investigate the effect of mathematics prerequisite learning of gifted students focused on the their self-efficacy, achievement motivation and academic achievement. As a result, the period of mathematics prerequisite learning did not influence academic achievement of gifted students. However, the correlation between self-efficacy and achievement motivation was positive.

  • PDF

Comparison of learning effects between hybrid flipped learning and flipped learning (하이브리드 플립드 러닝과 플립드 러닝의 학습 효과 비교)

  • Bo-ram Choi
    • Journal of Korean Physical Therapy Science
    • /
    • v.31 no.2
    • /
    • pp.90-104
    • /
    • 2024
  • Background: Hybrid learning is an educational approach that combines the teaching methods of online and lecture-style classes to compensate for each method's strengths and weaknesses. Compared to lecture-style classes, flipped learning improves overall class satisfaction and self-directed learning but is associated with lower learning motivation. It is necessary to determine whether hybrid flipped learning can solve the learning motivation problem of flipped learning by incorporating flipped learning into hybrid learning. The purpose of this study is to compare the effects of hybrid flipped learning and flipped learning on students' learning ability. Design: Cross-sectional study Methods: For students in the Department of Physical Therapy, classes were conducted using both flipped learning and hybrid flipped learning. In both learning methods, students took online classes first and participated in them every week. Flipped learning classes was conducted offline at school every week, while hybrid flipped learning alternated between live classes on YouTube and offline classes at school every other week. Results: Hybrid flipped learning resulted in significantly lower learning satisfaction and course evaluation than flipped learning, with no significant difference in grades. Conclusion: Hybrid flipped learning was able to cope with the situation well with the non-face-to-face teaching method caused by COVID-19, but it was difficult to improve learning ability because there were restrictions on activities that could interact with students. Flipped learning is a smooth offline activity that enables two-way activities between professors and students to improve learning ability, but the effect of improving test scores is still unclear.

Effects of Students' Learning Motivations on Concept Change (학습 동기에 따른 학습자의 개념 변화 효과)

  • Paik, Seoung-Hey;Kim, Hyeg-Kyong;Chae, Woo-Ki;Kwon, Kyoon
    • Journal of The Korean Association For Science Education
    • /
    • v.19 no.1
    • /
    • pp.91-99
    • /
    • 1999
  • The researches related to students' preconceptions and conceptual change model have been reported that students' learning motivation is one of the key variable for the conceptual change. The effects of students learning motivations on conceptual changes were evaluated. Subjects of this study were 8th grade students. and they were divided into 2 groups. One group was taught by traditional teaching method, and the other group by concept change teaching model. After the intervention, learning motivations of the students were testified. The students of high motivation who were taught by concept change teaching model showed higher scores in the concept of chemical change than the students by traditional teaching method. But there was no difference in both groups of students who have low learning motivations. The learning motivations before the intervention. the motivations stimulated by classes. and the degree of concept understanding showed high correlation. The motivations stimulated by classes explain 23.3 % of the degree of concept understanding. The results seems to mean that students learning motivations contribute to the understanding of concepts. Especially confidence of learning as a subcategory of the learning motivation contributes significantly to the understanding of new concepts. In contrast, the traditional teaching methods and the teaching methods of concept change learning theory were not effective for the stimulation of students learning motivations.

  • PDF

A Study on the Learning Strategies and Academic Achievements of the Students in the Department of Health Science (보건계열 대학생의 학습전략과 학업 성취도 연구)

  • Kim, Tae-Hoon;Yoon, Tae-Hyung;Kim, Yoseob
    • The Journal of Korean society of community based occupational therapy
    • /
    • v.1 no.1
    • /
    • pp.49-57
    • /
    • 2011
  • This study investigated the relationship between learning strategies and achievements of the students in the department of health science, and differences between higher academic achievers and lower academic achievers in the use of the learning strategies. The results were as follows. First, there was a correlation between academic achievements and self-efficacy and power of execution in the personality area. Second, there was a positive correlation between academic achievements and academic motivation, a negative correlation between academic achievements and avoidnat motivation, in the motivation area. Third. there was a correlation between academic achievements and all 8 factors in the behavior area. In the use of learning strategies, there was a difference found in self-efficacy and the power of execution between the higher academic achievers and the lower academic achievers. It also was found that the lower academic achievers perceived more depression, showed remarkably lower motivation and higher avoidance motivation, than the higher academic achievers. Lastly, the lower academic achievers was lagged behind noticeably compared to the higher academic achievers in the ability of using all factors of the behavior area.

  • PDF

The Analysis of Learning Demotivation according to Gender and Programming Subjects in Programming Class' Students of Liberal Arts (기초교양필수 프로그래밍 수업에서 성별과 프로그래밍 과목에 따른 수강생의 학습이탈동기 분석)

  • You, Kangsoo;Kim, Semin;Hong, Kicheon;Choi, Sookyoung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.6
    • /
    • pp.704-710
    • /
    • 2019
  • Programming learning has been recognized as a difficult subject for a long time. To solve these problems, various studies have been conducted. This study was conducted on motivation to break away from programming learning according to gender, one of the characteristics of learners. In this study, pre-post questionnaire surveys were conducted for male students and female students who were involved in scratch learning and Python learning. The results of the study showed that male students had higher confidence in programming learning than female students, but there was no significant difference in overall items. In addition, it was possible to find the difference in motivation to break out from the learning according to the major of students by gender. Through this study, it is expected that it will be helpful to prepare learning strategies to enhance learning motivation and satisfaction by considering learner characteristics in programming learning.

Lesson with Students Generated Questions: Based on a Department of Health Science (학습자 질문 중심 교수법의 효과: 보건학부를 중심으로)

  • Ahn, Youngmi;Hwang, Sujin
    • The Journal of Korean Academic Society of Nursing Education
    • /
    • v.21 no.2
    • /
    • pp.266-275
    • /
    • 2015
  • Purpose: The aim of this study was to evaluate the effect of student question-centered lessons for bi-directional faculty-student communication. Methods: This study performed one-group pretest-posttest design; participants were university students majoring in health science (nursing 58, physical therapy 45) in city C. Data was collected and the program was conducted from March 3 to June 14, 2014. Measurements employed were the ARCS model of motivational design, self-assertiveness, learning satisfaction, and interpersonal relationship. Data was analyzed through frequency statistics, descriptive statistics, and repeated measurement of one-way analysis of variance with the SPSS 19.0 program. Results: In this student question-centered lesson participants exhibited significant enhanced satisfaction in terms of learning motivation, learning satisfaction, self-assertiveness, behavioral assertiveness, general assertiveness, and sensibility regarding interpersonal relationships. Conclusion: The results suggest that student question-centered lessons are applicable to a variety of subjects. Also, for comparative purposes, a faculty-centered lesson will be undertaken.

Effects of Gamification-Based Learning on Learners' Achievement Motivation at First-Grade Intermediate Level

  • Al-Sulami, Sami Ben Shamlan Bakhit
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.5
    • /
    • pp.266-276
    • /
    • 2022
  • The study aimed to pinpoint the effects of an educational environment based on gamification on developing achievement motivation among first-grade intermediate students. Using an achievement motivation scale, the study adopted a quasi-experimental design with experimental and control groups. The sample consisted of 52 students selected randomly from the first-grade intermediate students. They were studying in public intermediate schools in Jeddah at the time of this study. They were divided into two groups. The control group (n=24 respondent), and the experimental group (n=28 respondent). The results showed statistically significant differences at the level α ≥ 0.05 between the mean scores of the experimental group and the control group in the posttest of the achievement motivation measurement in favor of the experimental group. The study recommended using gamification in designing computer curricula and courses across educational stages in Saudi Arabia. It also recommends training the computer and information technology teachers on using gamification in their teaching.