• Title/Summary/Keyword: achievement motivation

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A Study on UX of Shared Electric Scooters Using Gamification: Focusing on User Engagement and Motivation (게이미피케이션을 이용한 공유 전동킥보드 서비스 UX 연구: 사용자 참여와 동기 부여 향상을 중심으로)

  • Lee, Ja-Eun;Kim, Dongwhan
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.173-186
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    • 2022
  • The purpose of this study is to investigate the influence of gamification strategies on improving participation and motivation of shared electric scooter users. To this end, this study derived the user type through the first research question of how the shared electric scooter usage behavior and pulse are, and derived user tasks and scenarios. The second research question, a shared electric kickboard app with gamification, was tested by users to see if it helps increase user participation and form motivation. As a result of the analysis, it was found that users were induced to be considerate of other users by using a combination of the motivational, relational, and self-expression strategies of gamification. Second, it was found that the use of motivation, achievement and reward, and reward visualization strategy elements promotes user's voluntary behavior. Third, through relationship, achievement, and reward strategies, users participated to create a positive culture of shared electric scooters, drawing immediate feedback, indicating that convenience has increased. In conclusion, it was found that the user helped to play a positive role in voluntary participation and motivation through the use of the shared electric kickboard service with gamification.

Exploration of Socio-Cultural Factors Affecting Korean Adolescents' Motivation (한국 청소년의 학습동기에 영향을 미치는 사회문화적 요인 탐색)

  • Mimi Bong;Hyeyoun Kim;Ji-Youn Shin;Soohyun Lee;Hwasook Lee
    • Korean Journal of Culture and Social Issue
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    • v.14 no.1_spc
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    • pp.319-348
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    • 2008
  • Self-efficacy, achievement goals, task value, and attribution are some of the representative motivation constructs that explain adolescents' cognition, affect, and behavioral patterns in achievement settings. These constructs have won researchers' recognition by demonstrating explanatory and predictive utility that transcends various social and cultural milieus learners are exposed to. Korean adolescents' motivation is generally in line with this universal trend and can be described adequately with these constructs. Nonetheless, there also exist a host of indigenous factors that shape these motivation constructs to be uniquely Korean. The purpose of the present article was to explore some of the socio-cultural factors that appear to wield particularly determining effects on Korean adolescents' academic motivation. Review of the relevant literature identified interdependent self-construal, traditional morals of filial piety, familism, educational fervor, academic elitism, and the college entrance system as important cultural, social, and policy-related such factors. Also discussed in this article were the roles of these factors in creating more immediate psychological learning environments for Korean adolescents, such as parent-child relationships, teacher-student relationships, and classroom goal structures.

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L2 Learning Motivation in Technology Enhanced Instruction: A Survey from Three Perspectives

  • Han, Kyung-Sun
    • English Language & Literature Teaching
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    • v.11 no.1
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    • pp.17-36
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    • 2005
  • The purpose of this study is to examine the ways in which CALL apply to enhance the motivational aspects of second language learning. Theories relevant to social, cognitive, and affective foundations of motivation are first reviewed to demonstrate the important role of motivational influences in improving learners' affect and achievements. Then, implications arising from such theories in strengthening the motivational aspects of CALL are explicated in the second part. With the spread of computer technology in language classrooms, the innovative role of CALL in the development and maintenance of intrinsic motivation can be illustrated. Specifically, CALL may provide cognitively supportive instruction geared towards improving students' performance. Also, it has been reported from the affective perspective that CALL can captivate learners' attention, promote their feelings and expectations of success, improve perceptions of control, and increase positive attributions to effort and ability. Finally, from a social learning perspective, CALL may enhance learners' self-efficacy and foster their achievement and positive affect through social interactions, proximal goal-setting, and attributional feedback. In the framework of CALL, students seem to be benefited by the immediacy and authenticity of contact with target languages and cultures made at their choices and decisions.

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Effect of Children' Characteristics on Visitors' Overall Satisfaction in Science Museum (과학관에서 아동의 개인특성이 관람만족도에 미치는 영향)

  • Jeong, Jae-Hoon
    • Korean Institute of Interior Design Journal
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    • v.17 no.5
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    • pp.107-114
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    • 2008
  • With the exhibition materials and exhibition spaces are provided, it is the reaction of the visitors that completes the function of science museum. To satisfy the visitors, it is necessary to understand their needs, interests, and motives, apart from the physical environment of the museum. The purpose of this research is to verify the effect of children's personal characteristics on the satisfaction in science museum. In doing so, an interview survey was conducted: 210 primary and middle school students who had finished the exhibition tour were randomly selected and interviewed. The data was analysed by a T-test and an one-way ANOVA to find out the correlation. The results of analysis are as follows: First, a meaningful statistical differences are found by the age groups in terms of motivation, expectation, satisfaction, enjoyment, and total staying time at the museum. The lower the grade, students are satisfied with their everyday living; and this is reflected on their intrinsic motivations and higher expectations on visit. Also, their actual satisfaction and enjoyment are higher and they stay at the museum longer than the other group. Second, the group with intrinsic motivation and higher expectation is more satisfied with the contents of the exhibition than the group with extrinsic motivation. Third, the level of higher education of mothers, rather than that of fathers had mere effect on the learning of the children at the museum. Also, the children who are brought up by full-time house wives have bigger achievement of learning from the exhibition than those with working mothers.

Research on The Students' Interest in Science Subjects (과학교과에 대한 학생들의 흥미도 실태 조사)

  • Kim, Sang-Dal;Lee, Sang-Gyun;Choi, Sung-Bong
    • Journal of the Korean Society of Earth Science Education
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    • v.3 no.3
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    • pp.191-197
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    • 2010
  • Students' emotional attitude not only affects their achievement in a meaningful way but also is an important educational goal in its own right. This research investigated how students' interest in science varies among elementary, middle and high-school students based on a survey and reviews of previous research results. We analyzed students learning attitude in terms of interest in and enjoyment of science, instrumental motivation in science, science learning anxiety, and self-concept in science. Major findings are students showed more negative attitudes in intrinsic motivation, instrumental motivation, value perception of science, and confidence in science as they move in to a higher school level. According to students' explanation, science classes got bored in a higher grade because of difficult contents, lack of experiments and activities, and teachers' monotonous explanations. Based on the results, recommendations on how to improve students' attitudes towards science are suggested. First of all we need to secure more science instructional hours in the school curriculum than the 7th national curriculum to implement improved science teaching and learning methods.

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Path analysis for academic self-efficacy, the motivation and learning attitude on the learning through game making activity (게임 제작을 통한 학습에서 학업적 자기효능감, 학습동기 및 학습태도에 대한 경로분석)

  • Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.33-40
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    • 2012
  • The purpose of this study is to find the relationship of academic self-efficacy, motivation, computer learning attitudes on the learning through game making activity. Through this study, it was confirmed structural relationship of the variables for learner's participant and academic goal achievement in learning with digital games. The structural equating model in this study, also indicates that academic self-efficacy, which was consisting of assignment level, self-efficacy, confidence affects meaningfully on motivation and computer learning attitudes. It is important factor that Learner's attitudes for the task and regulate of learning process in learning with digital games, which was focused on learning by doing.

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Individualized Motivational & Instructional Teaching Strategy using Multimedia (Multimedia를 활용(活用)한 동기적(動機的) - 교수적(敎授的) 개별화(個別化) 수업전략(授業戰略))

  • Yoon, Hyun-Sang
    • Journal of Fisheries and Marine Sciences Education
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    • v.11 no.1
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    • pp.43-58
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    • 1999
  • To instruct in accordance with learner's trait & preceding knowledge, letting the learner control the learning activities is the important task of educator & major goal of the Education Department this year. This article intends to provide useful Instructional Model for the teachers in fisheries marine high school, when they design the individualized teaching model using motivation. One of the major reason for the fisheries marine high school students' low learning achievement is due to the neglecting motivation elements in teaching - learning processes. Recently, with assistance of the information communication technology development, various teaching methods such as Individualized Multimedia Mediated Instruction, Internet Instruction, have come to the major method in activating motivation and computer-mediated instruction considering the learner's individual difference is the useful tools for the instructional efficiency. Because current navigation text book of fisheries marine high school have special characteristic considering the spacial context & time series from departing port to entering port, Teachers can maximize learner's learning accomplishment by using individualized multimedia & providing similar situation like a real navigation(simulating), representing this text characteristics. Thus this paper searches for the specifications of Keller's Motivation Model & Sweeter's Tutorial Model to solve instructional efficiency problems in fisheries marine high school & developed an efficient instructional design by integrating two models.

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Determinant Factors of the Performance of Higher Institutions in Indonesia

  • YUMHI, Yumhi;MARTOYO, Dwi;TUNNUFUS, Zakiyya;TIMOTIUS, Elkana
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.2
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    • pp.667-673
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    • 2021
  • This causal quantitative research aims to investigate the influence of factors that determine the performance of employees in Indonesian universities. The factors are crucial for organizations in the achievement of their goals. Based on theoretical studies, three independent variables, namely, training, personality, and work motivation were tested for their influence on employee performance, which was the dependent variable. Primary data were obtained from 94 respondents of a total population of 122 individuals at the Education Quality Assurance Institute (LPMP) in Banten Province, Indonesia. They were tested by the normality test using the Kolmogorov-Smirnov approach to ensure their normally distributed population and the linearity test to measure the significant linear relationship between the two variables. There are five hypotheses in this study. Each hypothesis tested by the F-test to determine the significant effect of all independent variables on the dependent variable, and t-test to analyze the effect. The results of this study answered all hypotheses of the research model. There is a positive direct effect of training and personality on work motivation. Both training and personality also affect positively employee performance. Another finding of this study is that employee performance is positively and directly affected by work motivation.

Board Game Design for Disaster Safety Education for Elementary School Students Based on Learning Motivation Theory (학습동기이론 기반의 초등학생 재난안전 교육을 위한 보드게임 설계)

  • Kim Mira;Jung Hyungwon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.1
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    • pp.59-74
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    • 2024
  • In order to improve safety consciousness due to the increase in disasters and safety accidents, safety education is necessary to prepare for disasters with interest in safety. This study is a board game design for disaster safety education for elementary school students based on Keller's learning motivation theory. By considering the school safety curriculum and the safety education contents of the School Safety Mutual Aid Association and the Ministry of Public Administration and Security, the content and goals of learning were derived and the order of learning was determined. When designing game content, the fun elements of the game were applied to Keller's learning motivation inducing factors such as attention concentration (A), relevance (R), confidence (C), satisfaction (S), and educational game design elements to induce the achievement of learning goals at the game planning stage. It is expected that the existing safety education focusing on lecture-style and audiovisual will be supplemented and used in the educational field.

The Effects of Small Group Drawing in Learning the Particulate Nature of Matter (물질의 입자성에 대한 학습에서 소집단 그림 그리기의 효과)

  • Han, Jae-Young;Kim, Hun-Sik;Kim, Bo-Kyung;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.25 no.7
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    • pp.721-727
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    • 2005
  • This study investigated the effects of small group drawing in learning the concepts of particulate nature of matter. Three classes of seventh graders (N = 126) at a coed middle school were randomly assigned to a pair drawing group, an individualistic drawing group, and a control group. The students were taught the 'three states of matter' and 'motion of molecules' for eight class periods. Prior to these classes, student self-efficacy, learning motivation, and attitude toward science instruction were examined. After instruction, tests assessing achievement, conception, learning motivation, and attitude toward science instruction were administered. Two-way ANCOVA results revealed that scores of achievement and conception for the pair drawing group were significantly higher than those for the control group. However, scores of the three groups did not significantly differ in learning motivation and attitude toward science instruction. Furthermore, no significant interactions surfaced between instruction and the level of self-efficacy in all dependent variables.