• 제목/요약/키워드: teaching motivation

검색결과 522건 처리시간 0.023초

Motivating Bilingual Arab Pre-university Students to Learn Mathematics through Grouping and Advising

  • Yushau, Balarabe;Omar, M.H.
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제14권4호
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    • pp.347-360
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    • 2010
  • Motivating students to study mathematics is a concern for many mathematics educators. In this paper, we present the outcome of a one semester experiment in which group-work and academic advising were used as teaching strategies in order to improve the motivational level of our students in learning mathematics. Although the students' performance did not show any statistically significant difference between the experimental and control groups, qualitative and other quantitative data collected indicate that the participants in the experiment, especially weak students, have in one way or the other benefited from the teaching approaches. Details of the experiment, the findings and their educational implications are presented.

보건계열학과 대학생들의 교수신뢰, 성취동기, 자기효능감에 관한 연구 : G대학 중심으로 (A Study on Professor Trust, Achievement Motivation, and Self-efficacy among Allied Health Students : Focusing on the G University)

  • 황민지;방요순
    • 한국엔터테인먼트산업학회논문지
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    • 제13권1호
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    • pp.157-166
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    • 2019
  • 본 연구는 G대학 내 보건계열학과학생들의 교수신뢰, 성취동기, 자기효능감 정도를 알아보고, 변수들간의 상관성 및 영향 요인을 분석하여 교수방법 및 학업성취도 개선의 기초자료를 제공하고자 하였다. 연구기간 및 대상은 2018년 5월 1일부터 30일까지 광역시 내 G대학교에 재학하고 있는 보건계열학과 대학생 276명으로 하였다. 설문조사는 연구자가 직접 조사 대상 학생들에게 연구 목적을 설명하고, 설문지를 배포한 후 회수하였다. 설문지는 교수신뢰 27문항, 성취동기 28문항, 자기효능감 24문항이었다. 연구결과, 교수신뢰는 학년이 낮고, 전공에 대한 만족도가 좋을수록 높았으며, 보건행정학부, 언어치료학과, 간호학과 순으로 교수신뢰가 높았다. 성취동기는 4학년보다 1학년이 높았으며, 전공에 대한 만족도가 좋을수록 높았다. 자기효능감은 고학년일수록 높았다. 교수신뢰, 성취동기, 자기효능감은 서로 상관성을 보였고, 성취동기 및 자기효능감은 교수신뢰에 영향을 미쳤다. 본 연구의 결과를 통해 대학 내 구성원들 간의 상호 신뢰를 바탕으로 대학생의 성취동기 및 자기효능감을 증진시킬 수 있을 것이라는 시사점을 제공한다.

Reanalysis of Dissimilation in Harmonic Phonology

  • Oh, Kwan-Young
    • 영어어문교육
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    • 제8권2호
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    • pp.91-104
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    • 2003
  • The purpose of this paper is to show that when we consider the analytical ways of Dissimilation, it becomes clear that it is insufficient to deal with it in just linear and nonlinear ways. Thus within a new framework to be introduced in this paper, Harmonic Phonology, we will reanalyze the phenomenon. We will also consider how the Obligatory Contour Principle (hereinafter, OCP) is used as both rule trigger and rule blocker in rule application, and works as a universal constraint, that is, a filtering device of ill formed representation. As we also consider it under the new framework, we can show the application position and motivation of rules appropriately and represent the phenomenon synthetically. (Yosu National University)

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COVID-19로 인한 온라인 중심 교육에서 간호대학생의 핵심 기본 간호술 수행 자신감에 영향을 미치는 요인 (Factors Affecting the Confidence of Nursing Students in the On-line-Based Education by COVID-19)

  • 차혜경;김한송
    • 디지털융복합연구
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    • 제20권1호
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    • pp.459-469
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    • 2022
  • 본 연구는 COVID-19로 인한 온라인 중심 교육에서 간호대학생의 핵심 기본 간호술 수행자신감 향상을 위한 교수법 개발을 위한 기초자료를 제공하고자 시도되었다. C시에 소재한 N대학 간호학과 146명이 연구에 참여하였다. 수집된 자료는 SPSS 23.0 통계 프로그램을 사용하여 기술통계, t-test, ANOVA 및 Duncan test를 활용한 차이 분석, 상관관계분석 및 다중회귀분석을 시행하였다. 연구 결과, 대상자의 핵심 기본 간호술 수행 자신감은 자기 주도 학습준비(r=.368, p<.001), 학습 동기의 하위영역인 내재적 동기(r=.232, p=.005), 외재적 동기(r=.344, p<.001), 과제 가치(r=.237, p=<.001), 학습통제신념(r=.262, p=<.001), 자기효능감(r=.443, p<.001)과 유의한 양의 상관관계가 있었다. 간호대학생의 핵심 기본 간호술 수행자신감 영향 요인으로는, 4학년(β=0.413, p<.001), 학습 동기의 하위 영역 중 외재적 동기(β=0.307, p<.001), 자기효능감(β=0.316, p=.005)이었으며, 설명력은 35.8%였다(F=8.354, p<.001). 본 연구결과를 토대로 핵심 기본 간호술 수행자신감 증진을 위해서 간호대학생의 외재적 동기, 자기효능감을 높일 수 있는 다양한 교수법의 개발 및 적용이 필요하며, 이는 핵심 기본 간호술 수행자신감 향상을 위한 효율적인 온라인 중심의 간호교육 전략 마련에 기초자료가 될 것이다.

Taiwanese Mothers' Motivations for Teaching English to Their Young Children at Home

  • Lan, Yi-Chen;Torr, Jane;Degotardi, Sheila
    • Child Studies in Asia-Pacific Contexts
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    • 제2권2호
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    • pp.133-144
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    • 2012
  • Research has shown that mothers' attitudes towards early English language and literacy learning are important for children's English language development. Some researchers have indicated that in Taiwan most parents have a positive attitude towards English instruction and are motivated to teach English at home to their preschoolers. There is, however, little current data available to explain the motivations behind such parents' decisions to teach English to their child in the home before the commencement of formal schooling. We conducted a thematic analysis of the written survey responses of 263 Taiwanese mothers who explained why they taught their preschool children English at home. The findings indicate that English is highly valued for children's school readiness, future career opportunities, and because of its status as a global language. The mothers' motivations for teaching English include the desire to cultivate the child's interest, a belief in 'the earlier the better" for second language learning, and a belief in the need to review and practice English. These findings have the potential to inform educational policies and implementation strategies, as they can reveal whether mothers' motivations align with national priorities for English language education.

어린이 영어교육을 위한 컴퓨터 게임 모형 (A model of computer games for childhood English education)

  • 정동빈;김주은
    • 영어어문교육
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    • 제10권2호
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    • pp.133-158
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    • 2004
  • The purpose of the present study was to scrutinize computer games that can motivate elementary school students through their interactive "edutainment" effects. The types of elements in computer games that students find interesting as learning media and their impact were studied. The current status of Korean computer games, issues related to learning English, and methods to stimulate the motivation and interest in learning by elementary school students were explored. A computer game model for efficiently teaching English to elementary school students through a connection between computer games and education was suggested. In this model, overall games were designed with the focus on the integration of curriculum and content subjects related to learning activities. For games not to be biased toward entertainment and to have systemized learning steps, the games are composed of an introduction, presentation, practice, production and evaluation, in that order. The model suggested by this plan and composition make it possible to approach learning efficiently with entertaining games based on a systematic learning curriculum. As shown above, developing the model of educational computer games can be seen as an opportunity, which can provide amusement and interests and a broad learning experience as an additional learning method.

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Retroalimentación Positiva de los Profesores Nativos de ELE

  • Choi, Hong-Joo
    • 이베로아메리카
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    • 제23권2호
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    • pp.135-178
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    • 2021
  • A teacher's talk does not make a simple delivery of information. It reflects the role of the teacher, since the language used by a teacher intervenes in a crucial way in the complex mechanisms that underlie teaching and learning of foreign languages. In this sense, the ways in which teachers give feedback have an impact on the process, not only of learning, but also of teaching. The important role of emotional factors in learning has resonated strongly in the intuition of many second and foreign language teachers. As a result, over the past three decades, research on foreign language acquisition has confirmed the hypothesis that language learning is enhanced by rapport between teacher and student. This study analyses the positive feedback given by native Spanish teachers in the context of university classes in Korea. The positive words from a language teacher are related to forming emotional factors such as motivation, attitude, interest, self-confidence, self-esteem, anxiety, and empathy, which directly influence in the acquisition of Spanish. 35 hours of oral practical classes taught by three native teachers of Colombian, Spanish and Mexican nationality were examined. According to the result, almost all the correct answers from students were corresponded with some type of positive feedback. The most frequent strategies are making a compliment, an approval, a repetition, and laughter or non-verbal cues. It is interesting to observe that teachers don't use only a single strategy to provide positive feedback, but instead combine multiple ways to enrich the positiveness of the feedback.

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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    • 제7권1호
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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.

플립드 러닝을 적용한 '임신, 분만 및 산욕간호' 수업경험: 혼합연구 (Class Experience of the Students on 『Pregnancy, Delivery and Puerperium』 Nursing Course through Flipped Learning: Mixed Method Research)

  • 이병주;황선영
    • 여성건강간호학회지
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    • 제22권4호
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    • pp.221-232
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    • 2016
  • Purpose: The purpose of this study was to examine the applicability of a flipped learning course in Women's Health Nursing for nursing students. Methods: A total of 200 senior nursing students participated in flipped learning class of pregnancy, delivery and postpartum area, which included team-based learning and self-reflection for 8 weeks. One group pre-post test design was adopted and the changes in learning motivation and satisfaction were examined. In addition, reflective journals of the students were analyzed by making a qualitative content analysis. Results: Students showed a significant increase in score of learning motivation in the posttest (t=-4.47, p<.001). They had a mean of 3.90 in learning satisfaction out of possible five points. As a result of content analysis, three themes were selected: 'Improved attitude toward active learning', 'Burden caused by excessive workload', and 'Valuing to the team-based activity' To be specific, six sub-themes were selected, with three positive and three negative categories: 'improved class attention and understanding', 'positive class participation by preparing lessons in advance', 'peer interactions through discussion', 'A lot of time and effort consuming', 'stress caused by the burden of preparing lessons', and 'difficulties in cooperative activities'. Conclusion: This study supports and confirms that the flipped learning can be a creative instructional model of positive teaching-learning strategy in clinical nursing courses to enhance students' learning motivation.

멀티미디어 게임을 활용한 환경수업이 초등학생의 외래생물에 대한 인식, 학습동기 및 성취도에 미치는 영향 (The Effect of Environment Lesson using Multimedia Game on Recognition, Learning Motivation and Achievement of Elementary Students about Alien Species)

  • 박성경;배진호;심규철;여성희;소금현
    • 한국초등과학교육학회지:초등과학교육
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    • 제32권3호
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    • pp.346-360
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    • 2013
  • The purpose of this study was to develop a multimedia game program as a strategy for teaching alien species and to examine the effect of the program on recognition, motivation and achievement about alien species. In order to find the effect of developed program, 62 students among 6th graders at S Elementary School located in Gyeonggi-do were divided into two groups. Lesson with multimedia game was given to the experimental group, and the control group received traditional lesson. The results were as follows. First, the experimental and control groups showed significant difference in recognition of alien species. Second, the two groups showed statistically significant difference in learning motivation. For the subdomains of the recognition, significant results were obtained at the significance in attentiveness, relevance, confidence and satisfaction. Third, the two groups showed significant difference in academic achievement. Lastly as a result of interviewing subjects of the experimental group about lesson based on game, subjects generally had positive opinions that the new learning method is interesting and has helpful influence on the lesson.