• Title/Summary/Keyword: social-cognitive approach to motivation

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Effects of the Group Coaching Program for the Promotion of Growth Orientation for University Students on Growth Orientation, Life Satisfaction, Perceived Stress, Positive Psychological Capital and Interpersonal Relationships: Based on the Model of the Social-Cognitive Approach to Motivation (대학생 성장지향성 증진 그룹코칭 프로그램이 성장지향성, 삶의 만족도, 지각된 스트레스, 긍정심리자본 및 대인관계에 미치는 효과: 사회인지동기모형을 기반으로)

  • Kyung, Ilsoo;Tak, Jinkook
    • Korean Journal of School Psychology
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    • v.16 no.3
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    • pp.231-263
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    • 2019
  • The purpose of this study was to verify the effects of growth orientation, life satisfaction, perceived stress, positive psychological capital and interpersonal relationships in the group coaching program for the promotion of growth orientation for university students based on the model of the social-cognitive approach to motivation. The program consisted of eight topics: growth orientation, growth mindset and brain plasticity, self-directed goal setting, talent which is a product of ongoing effort, failure attitude and perspective change, positive emotion, thinking and behavior, value of growth orientation and self-coaching, respectively. The program comprised a total of eight sessions, 120 minutes each, and the final program was completed through a preliminary experiment with three university students. In order to verify the effectiveness of the program, 48 university students were divided into 16 in the experimental group, 16 in the comparative group, and 16 in the control group. The experimental group participated in the group coaching program to enhance the growth orientation based on the model of the social-cognitive approach to motivation developed in this study, the comparative group participated in a learning goal orientation improvement program based on an incremental implicit theory, and the control group did not carry out any program. Three groups were tested in pre, post, follow-up1(after 1 month) and follow-up2(after 3 months) in order to growth orientation, life satisfaction, perceived stress, positive psychological capital and interpersonal relationships. We performed analysis to confirm the homogeneity to the data of the three groups and to verify the interaction effects between times and groups. As a result, it was confirmed that the group coaching program to promote growth orientation, life satisfaction, perceived stress, positive psychological capital and interpersonal relationships had statistically significant effect and was more effective than the comparative program due to the larger effective size. Also, we confirmed that the coaching effect was sustained after the program was finished and more effectively maintained than the comparative program. Based on the results of this study, this study has academic implications because it verify the effectiveness of the group coaching for the promotion of the growth orientation by scient ic method.

The Affective/Cognitive Involvement and Satisfaction According to the Usage Motivations of Social Network Services (소셜네트워크 이용동기에 따른 감정적 관여, 인지적 관여의 형성과 만족)

  • Chun, Myung-Hwan
    • Management & Information Systems Review
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    • v.31 no.2
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    • pp.21-39
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    • 2012
  • To examine how usage of social network services(SNS) can affect users' satisfaction through their involvement to SNS. This study first explored the usage motives on the SNS by reviewing previous studies which are from the perspectives of usage and gratification theory. The structural equation modeling(SEM) approach was used to validate the model and Lisrel was used to analyze 306 data which were collected from college students who have SNS using experiences. The results showed that the motives of information seeking and self-expression have no significant influence on affective involvement to SNS and other hypotheses were all accepted. In order to investigate the relationship of usage motives-involvement-satisfaction between different genders, path analysis in male group and female group were done respectively. The results showed that in the case of male group, the motivation of information seeking, entertainment, and self-expression have positive effect on affective involvement, while only the entertainment motive can increase the cognitive involvement. In the case of female group, socializing motive and entertainment motive have positive effect on both affective involvement and cognitive involvement, but the information seeking motive and self-expression motive can not influence the formulation of emotion in SNS.

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Difference between Gifted and Regular Students in Mathematical Creativity and Mathematical Self-Efficacy

  • Seo, Jong Jin;Hwang, Dong Jou
    • Research in Mathematical Education
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    • v.8 no.3
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    • pp.183-202
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    • 2004
  • The former study results demonstrate that differences between people of creativity and non-creativity lie in differences of the self-efficacies rather than those of cognitive aspects and a man of higher self-efficacy has a tendency to set up a higher goal of achievement and higher self-efficacy influences his or her achievement results as well (Zimmerman & Bandura 1994). Using the method of mathematical creative responses of open-ended approach (Lee, Hwang & Seo 2003), difference of mathematical self-efficacies has been surveyed in the study. Results of the survey showed that some students of a high mathematical self-efficacy even had bad marks in the originality or creativity but, in some cases, some students of a low mathematical self-efficacy rather had good marks in the fluency. Therefore, the response results mathematical creativity ability may be a special ability and not just a combination of self-efficacy ability. The fluency of the mathematical creative ability may be a combination of mathematical motivation ability that have been surveyed in the study suggest that not only cognitive components but also social and emotional components should be included in a development process of new creative method for teaching and learning mathematics.

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Concept Analysis of Caring (돌봄의 개념분석)

  • 이병숙
    • Journal of Korean Academy of Nursing
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    • v.26 no.2
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    • pp.337-344
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    • 1996
  • Caring is being rediscovered as a central and unifying concept of the nursing. Traditionally, nursing profession has emphasized spirit and activities of caring. But there is little efforts to study the caring phenomena scientifically and systematically in nursing, and then the concept of caring is still remained unclear and ambiguous. Changes of social, and health care environment are threatening the philosophy and practice of caring, so it is urgent to identify caring more scientifically and to rediscover the nature of nursing discipline. Knowledge of the caring is essential component for the development of nursing as a science and a profession. The first thing to study a concept is thought to be the analysis of the concept. So in this study, concept analysis of caring was performed to clarify the concept of caring as a basis for the study of caring afterward. The approach used for the concept analysis of caring was the approach presented by Walker and Avant. The defining(or critical) attributes of caring identified in this study were (1) a series of activities for helping others, (2) concern and devotion. (3) interpersonal relationship, and (4) scientific and systematic process. The identified antecedents of caring were (1) awareness of other's needs for help, and (2) moral and cognitive motivation for helping others. The identified consequences of caring were (1) healing, (2) satisfaction, and (3) growth. And the consequences of caring were revealed to both of the care giver and the care receiver. The empirical referents of caring could be the behaviors of interpersonal relationship through scientific and systematic process with concern and devotion for others.

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A Case Study on Design of Theme-based Integrated Learning by Using QR Code (QR코드를 활용한 주제중심 통합학습 설계 사례연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.141-152
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    • 2013
  • This research aims at suggesting a case of designing theme-based integrated learning for usage smart media. New approach and direction for developing a gaming instructional design was suggested which can encourage learners to participate in. Quest-based learning, the learning environment design where learners conduct various learner-centered activities, plays an important role of reinforcing the motivation, promoting experiential and cooperative learning based on social interaction. The design using QR codes has been proved to be able to offer the learner-centered learning environment which includes social interaction strategy required for learners expanding their cognitive structure, motivation enhancing strategy encouraging their consistent participation in learning, complex problematic situation and scaffolding strategy emphasized by constructivism. And it is expected to contribute to promoting the design of theme-based integrated learning which is being demanded in the educational environment recently by combining systematic design process and strategies.

Instructional Design in the Cyber Classroom for Secondary Students' Basic English Language Competence

  • Chang, Kyung-Suk;Pae, Jue-Kyoung;Jeon, Young-Joo
    • International Journal of Contents
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    • v.12 no.2
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    • pp.49-57
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    • 2016
  • This paper aims to explore instructional design of a cyber classroom for secondary students' basic English language competence. A paucity of support for low or under achieving students' English learning exists particularly at the secondary level. In order to bridge the gap, there has been demand for online educational resources considered to be an effective tool in improving students' self-directed learning and motivation. This study employs a comprehensive approach to instructional design for the asynchronous cyber classroom with the underlying premise that different learning theories can be applied in a complementary manner to serve different pedagogical purposes best. Gagné's conditions of learning theory, Bruner's constructivist theory, Carroll's minimalist theory, and Vygotsky's social cognitive development theory serve as the basis for designing instruction and selecting appropriate media. The ADDIE model is used to develop online teaching and learning materials. Twenty-five key grammatical features were selected through the analysis of the national curriculum of English, being grouped into five units. Each feature is covered in one cyber asynchronous class. An Integration Class is given at the end of every five classes for synthesis, where students can practice grammatical features in a communicative context. Related theories, pedagogical practices, and practical web-design strategies for cyber Basic English classes are discussed with suggestions for research, practice and policy to support self-directed learning through a cyber class.

An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.59-68
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    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

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Problems of Teaching Pupils of Non-Specialized Classes to Program and Ways to Overcome Them: Local Study

  • Rudenko, Yuliya;Drushlyak, Marina;Osmuk, Nataliia;Shvets, Olha
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.105-112
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    • 2022
  • The development and spread of IT-technologies has raised interest in teaching programming pupils. The article deals with problems related to programming and ways to overcome them. The importance of programming skills is emphasized, as this process promotes the formation of algorithmic thinking of pupils. The authors determined the level of pupils' interest to programing learning depending on the age. The analysis has showed that the natural interest of younger pupils in programming is decreasing over the years and in the most productive period of its study is minimized. It is revealed that senior school pupils are characterized by low level of interest in the study of programming; lack of motivation; the presence of psychological blocks on their own abilities in the context of programming; law level of computer science understanding. To overcome these problems, we conducted the second stage of the experiment, which was based on a change in the approach to programing learning, which involved pupils of non-specialized classes of senior school (experimental group). During the study of programming, special attention was paid to the motivational and psychological component, as well as the use of game technologies and teamwork of pupils. The results of the pedagogical experiment on studying the effectiveness of teaching programming for pupils of nonspecialized classes are presented. Improvement of the results provided the use of social and cognitive motives; application of verbal and non-verbal, external and internal means; communicative attacks; stimulation and psychological setting; game techniques, independent work and reflection, teamwork. The positive effect of the implemented methods is shown by the results verified by the methods of mathematical statistics in the experimental and control groups of pupils.

Pedagogical Conditions for Formation of Design Competence of Qualified Workers with the Use of Information Technologies

  • Slipchyshyn, Lidiia;Honcharuk, Oksana;Anikina, Inessa;Yakymenko, Polina;Breslavska, Hanna;Yakymenko, Svitlana;Opria, Ihor
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.79-88
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    • 2022
  • Modern production requires production staff who have design competence, experience and skills to work in various types of work integrated into professional activities. Possession of digital design methods significantly expands the opportunities for professional activities of qualified workers. The purpose of our study was to study the impact of pedagogical conditions on the formation of design competence of future qualified workers in a group work. We have identified a set of pedagogical conditions that promote the development of professionally oriented artistic and technical creativity of workers in the conditions of curricular and extracurricular activities, which include motivational-target, procedural-semantic, organizational-technological, and subject-oriented. It is shown that the formation of design competence is determined by motivational, informational-active and reflection criteria, which are aimed at motivational-value, cognitive, operational-active, creative, social and emotional components of this competence. The methodology of the research is highlighted, which includes the use of the following methods: determination of the personality's motivational sphere in order to identify strong and weak motives of students activity; multiple intelligence to identify students talents in the direction of practical intelligence, which is important for design competence; determining the level of creative activity to identify manifestations of students creative abilities; identifying the type of students innovative thinking in order to develop motivation for success; factor-criterion model, developed on the basis of a qualimetric approach, which is used to identify the level of design competence formation in accordance with its components. The results of the study showed that the creation of separate pedagogical conditions in the institution of vocational education and training (VET) had a positive impact on the development of design competence, which shows the potential of artistic and technical design in the development of professional creativity of future qualified workers taking into account the environmental approach.