• Title/Summary/Keyword: participation motivation

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Factors Influencing Learning Immersion in College Remote Classes (대학생의 원격수업에서 학습몰입도에 미치는 영향요인)

  • Heeyoung Woo;Minkyung Gu
    • Journal of the Korean Society of School Health
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    • v.36 no.2
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    • pp.21-30
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    • 2023
  • Purpose: The study aimed to identify factors that affect college students' learning immersion in non-face-to-face remote classes. Methods: During COVID-19, a survey was conducted on 140 college students who were taking non-face-to-face remote courses at universities located in Seoul, Gyeonggi-do, and Chungcheong-do, Korea. Data were analyzed using the Pearson correlation coefficients, Independent t-test, ANOVA, and Hierarchial stepwise multiple regression with SPSS (Windows version 27.0). Results: In the study, the most important variable influencing learning immersion was the student's self-efficacy, followed by instructor presence, class participation, lecture satisfaction, and credits. Conclusion: Instructors who teach major courses at college need to develop and apply ways to enhance learners' self-efficacy and class content that can boost learners' motivation in order to maximize learners' learning immersion. In order to facilitate learners' access to online media and maintain their interest in remote classes, passionate efforts need to be made by active instructors.

A framework of examining the factors affecting public acceptance of nuclear power plant: Case study in Saudi Arabia

  • Salman M. Alzahrani;Anas M. Alwafi;Salman M. Alshehri
    • Nuclear Engineering and Technology
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    • v.55 no.3
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    • pp.908-918
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    • 2023
  • The Saudi National Atomic Energy project aims to adopt peaceful nuclear technologies and be part of the country's energy mix. As emerging nuclear energy, it is essential to understand public concerns and acceptability of nuclear energy, as well as the factors influencing acceptance to develop nuclear energy policy and implement nuclear energy programs. The purpose of this study is to analyze the public attitudes and acceptance of nuclear energy among Saudi Arabian citizens by utilizing protection motivation theory and theory of planned behavior. A total of 1,404 participants answered a questionnaire which was distribute by convenience sampling approach. A Structural Equation Modeling framework was constructed and analyzed to understand public behavior toward building the country's first Nuclear Power Plant (NPP). Before analyzing the data, the model was validated. The research concluded that the benefits of nuclear power plants were essential in determining people's acceptance of NPPs. Surprisingly, the effect of the perceived benefits was found higher than the effect of the perceived risks to the acceptance. Furthermore, the public's participation in this study revealed that the NPPs location has a significant impact on their acceptance. Based on the finding, several policy implementations were suggested. Finally, the study's model results would benefit scholars, government agencies, and the business sector in Saudi Arabia and worldwide.

A Study on the Application of Teaching Methods for Reinforcing SWP (SWP강화를 위한 교수법 적용에 관한 연구)

  • Cho, Woo-Hong;Choi, Dea-Hun;Byon, Kil-Hee;Yun, Kyoung-Mi
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.123-124
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    • 2021
  • 본 연구의 목적은 SWP강화를 위한 교수법 개선 및 적용을 통해 교수자들 스스로 수업방식을 채택해보고 가지고 있는 경험과 노하우를 공유해 학습자 특성에 맞는 사회복지현장 실무형 수업방법을 적용하고 개선 방안을 모색하고자 하였다. 연구결과 첫째, 학습자 동기유발 적용 방안으로 복지현장의 유형별 사업 진행 모습 시청(유튜브 동영상), 사회복지현장의 실무자 초대 또는 인터뷰 영상, 복지현장에 진출한 선배와의 만남 등이 필요하다. 둘째, 학습자 참여 방안으로 복지현장에서 진행하는 행사 참여, 복지기관 홈페이지 또는 유튜브에 댓글(선플) 달기, 복지현장 탐방 또는 실무자와의 인터뷰 영상을 편집하여 제출하는 노력이 필요하다. 셋째, 상호작용 적용 방안으로 수업에 앞서 사회복지현장의 이야기를 다룬 기사, 에세이, 사진 등에 대한 소감으로 소통하는 방법과 SNS 토론(e-campus, 카카오톡 등)을 통해 복지현장에서 중요하게 다루어지는 이슈에 대한 토론 등 적용 방안이 필요하다.

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Development of Shoulder Wheel with Adjustable Rotating Speed and Rotating Angle and Application Contents

  • Lee, Jae-Heui;Kim, Jae-Hoon;Chung, Sung-Taek
    • International journal of advanced smart convergence
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    • v.11 no.4
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    • pp.129-140
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    • 2022
  • The purpose of this study to improve the shoulder wheel that is used frequently during shoulder circumduction exercise in a park, to link the shoulder wheel to a game application comprising various shoulder circumduction exercise and shoulder ROM exercise, and to enjoy the game during the exercises. A step motor was added to the shoulder wheel, and the rotating speed and rotating angle, and rotating direction can be controlled. The shoulder height, different for different people, can be controlled as well, so that any user can use this device. The developed application content includes the game elements, to enjoy the repetitive and boring exercise with fun and interest, and the control to adjust the degree of difficulty. This was to help users heighten their desire to rehabilitate by inducing active participation during repetitive shoulder rehabilitation exercise because the game vests users with intrinsic motivation and immersion. If the shoulder wheel and application contents proposed in this study are used, shoulder diseases can be prevented in advance by performing muscle strengthening exercises required in an aging society. This study is expected to contribute to the field of research related to serious games and rehabilitation.

A case study on the design and application of metaverse class space in elementary mathematics: Focusing on the affective domain (초등 수학에서 메타버스 수업 공간 설계 및 적용 사례 연구: 정의적 영역을 중심으로)

  • Park, Mangoo;Lee, Yunkyung;Jeong, Bohwa;Jung, Yujin;Kim, Jiyoung
    • The Mathematical Education
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    • v.62 no.1
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    • pp.117-149
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    • 2023
  • This study attempted to design a virtual space using ZEP, a metaverse platform, to enable mathematics classes in the metaverse space, to apply it to mathematics classes, and to find out changes in students' affective domain. As a result, students showed positive effects in terms of subject efficacy, subject interest, intrinsic motivation, class satisfaction and participation. In addition, we found the possibility of customized classes for each student level by performing different missions in classroom classes with limited time and space.

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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    • v.7 no.1
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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.

Using Gamification Development of Sex Education Program (Ethical Perspective) for Youth

  • BonJin KOO;HoSung WOO
    • Journal of Research and Publication Ethics
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    • v.5 no.1
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    • pp.19-27
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    • 2024
  • Purpose: To prevent and respond to youth sexual problems that are becoming more serious with digital development, this study sought to develop a sex education program that applies gamification as an effective method for youth who are digital natives. Research design, data and methodology: To develop a sex education program for teenagers, elements of gamification were considered based on Dick and Kerry's teaching system design model. The learning content reflected UNESCO's 'Comprehensive Sex Education Guidelines'. In addition, it was designed to enable students to learn about ethics and morals from a social and emotional aspect. Results: A four-session distance learning sex education program was developed for first-year high school students. To learn about gender sensitivity, sexual relationships, sexuality, and healthy sexual behavior, we developed a story that reflects the mission and quest for sex education. It included leaderboards, time limits, and levels, and also utilized mechanics such as points and items. Edutech tools include video content, Google Sheets, Zoom, Padlet, and Mentimeter. Conclusions: This study aims to improve learning effectiveness, satisfaction, and immersion by developing a sex education program for youth using gamification that promotes active learner participation and motivation.

Effects of Presentation Classes in English Language Curriculum: Focusing on Phonetics/Phonology and Syntax

  • Mi Sook Park
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.20-25
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    • 2024
  • The qualitative effect of class is influenced by the instructor's class design and operation method, but it comes from motivating students to actively participate in class and utilizing potential qualities that lead to student-centered learning. Students' activities and the quality development of class participation can be utilized in presentation-based classes. This could be confirmed through the presentation classes in English language curriculum applied to English major students in Korea. In other words, with presentations conducted in language-theoretic classes such as phonetics/phonology, and syntax, it turned out that immersion in learning, concentration on class, and motivation for learning can be improved, developing systematic self-directed learning ability and cooperative mutual communication ability. Instructors need to lead the direction and design of the classes, but the actual educational effect depends on how students accept the academic tasks, how well they understand the learning contents, and how well they can systematically transmit them to others. In this respect, this study aims to investigate that learner-centered presentation classes contribute to making learners develop their competencies in class design, data utilization, imparting knowledge, and communication, which would bring about the improvement of learning quality and educational effects.

Analysis of Donation Intention of MZ Generation and Senior Generation Using Machine Learning's logistic Regression (머신러닝의 로지스틱 회귀를 활용한 MZ세대와 시니어 세대의 기부의도 분석)

  • Min Jung Oh;IkJin Jeon
    • Journal of Information Technology Services
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    • v.23 no.2
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    • pp.1-12
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    • 2024
  • This study aims to find ways to increase the declining donation intention by using machine learning techniques. To this end, in order to predict factors that affect donations between the MZ generation and the senior generation, various machine learning algorithms, including logistic regression analysis, are applied to build a model to determine variables that affect donation intention, and provide statistical verification and evaluation indicators. In this study, differences in donation intention by generation were expected as a variable affecting donation intention, and the senior generation was expected to show a higher donation intention tendency than the younger generation. However, although the research results were not statistically significant, the younger generation showed a higher intention to donate, and these results are interpreted to mean that value consumption and ethical consumption, which are important to today's MZ generation, also influenced donations. However, there were differences between generations in the amount of donations, and higher donation amounts were confirmed among the senior generation (those in their 50s or older) than the younger generation. In addition, the results of the logistic regression analysis showed that previous donation experience had a positive effect on future donation intention, and the more motivation and importance of donation and various social participation activities online and offline, the more active one became in donating.

A Study on Relationship of Career Decision-Making and Youth Activities : Focused on Mediating Effect of Academic Achievement Level (중학생의 청소년활동 참여와 진로결정의 관계에서의 학업성취수준의 매개효과에 관한 연구)

  • Un, Sun-Kyoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.6
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    • pp.611-617
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    • 2020
  • The purpose of this paper was to understand the mediating effect of academic achievement on the relationship between youth activity participation and career decision-making in middle school students. To this end, data from the KCYPS2018 (Korean Children and Youth Panel Survey 2018) were used, and this research proceeded with 2,471 middle school 1st grade students. This analysis method was a regression analysis to examine any mediating effect. And the findings are as follows. Middle school students' youth activities participation had a significant effect on career decision-making and academic achievement, and the effect of youth activities participation on career decision-making was mediated in part by academic achievement. Thus, a variety of youth activity programs should be developed and provided to middle school students to increase their motivation and academic achievement. Education and training for youth leaders and teachers should be provided to help middle school students make career decisions by operating youth activity programs in conjunction with the free semester system.