메뉴 건너뛰기
.. 내서재 .. 알림
소속 기관/학교 인증
인증하면 논문, 학술자료 등을  무료로 열람할 수 있어요.
한국대학교, 누리자동차, 시립도서관 등 나의 기관을 확인해보세요
(국내 대학 90% 이상 구독 중)
로그인 회원가입 고객센터 ENG
주제분류

추천
검색

논문 기본 정보

자료유형
학술저널
저자정보
박은정 (신도시평생학습센터) 김희진 (사이버한국외국어대학교)
저널정보
한국영어교과교육학회 영어교과교육 영어교과교육 제22권 제2호
발행연도
2023.5
수록면
65 - 96 (32page)

이용수

표지
📌
연구주제
📖
연구배경
🔬
연구방법
🏆
연구결과
AI에게 요청하기
추천
검색

초록· 키워드

오류제보하기
The purpose of this study is to examine effects of interaction with the online content based on gamification and micro-learning and learning motivation on flow and persistent learning intention on K-MOOC(Korean Massive Open Online Course). The participants of this study were 212 adult learners from the ‘Convention English Writing’ course offered by C Cyber University. The data were obtained through an online questionnaire of participants’ self-reported learning experiences in the course. Through factor analysis, internal motivation, external motivation, gamification, micro-learning, and learning support & knowledge sharing were determined as independent variables, and dependent variables were determined for flow and learning intention. Multiple regression analysis was conducted to analyze the influence of interaction factors and learning motivation on flow and persistent learning intention. The results of this study are as follows. Firstly, the variables that influence flow are gamification and micro-learning. Secondly, external motivation and internal motivation have a statistically significant effect on learning intention. These findings provide the basic data necessary for the future development of K-MOOC English education courses. The results suggest that gamification- and micro-learning based lectures may be a feasible alternative to overcoming the low completion rate of K-MOOC. In subsequent studies, it is necessary to investigate the generalizability of the research model used in this study.

목차

등록된 정보가 없습니다.

참고문헌 (0)

참고문헌 신청

함께 읽어보면 좋을 논문

논문 유사도에 따라 DBpia 가 추천하는 논문입니다. 함께 보면 좋을 연관 논문을 확인해보세요!

이 논문의 저자 정보

최근 본 자료

전체보기

댓글(0)

0