• Title/Summary/Keyword: 개인성취감

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The Design and Implemention of WBI for High school Commerce course guidance (고교 상업과목 지도를 위한 WBI 설계 및 구현)

  • Seo, Woo-Sik;Bae, Seok-Chan
    • Journal of The Korean Association of Information Education
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    • v.4 no.1
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    • pp.1-11
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    • 2000
  • In this paper, What is called WBI teaching model, is designed by the principle of teaching guidance which is a new research according to changes of educational media such as a computer. It's planned to take the business department in a commercial high school as an example so as to master learning suitable to learners individual characteristics with focusing on man to man education. The education by means of WBI makes learners have motivations and achievement as well as it makes possible to learn by each student's level and even further to study by individuals. Especially, even though the presentations of problems and learning contents like the established WBI are basic in this survey, I designed and embodied for the interaction between learner and instructor and focused on the showing of accomplishment at each field.

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A Study on the Audience's Conception for the Advertising, as TV Media Contents - A comparative and exploratory study with TV drama & Cenema - (TV미디어 컨텐츠로서 광고에 대한 수용자의 인식 연구 - TV드라마.영화를 비교한 탐색적 시도 -)

  • 정창준
    • Archives of design research
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    • v.17 no.2
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    • pp.105-112
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    • 2004
  • Taking a broad view on the study, it enables one to understand all over the subject or discover some problem. On this thesis, by taking a broad view, the advertising was considered as a television media contents. And attempted to establish the identity of the audience's conception about the social or cultural influencing power of an advertising. Among the television media contents, the drama and cinema was compared with the advertising because of their influencing power in each personal, and tried to clarify diversely the influencing power of advertising. The influencing power survey for the advertising, cinema, drama was practiced by checking his or her conception about below three television media contents - advertising, cenema, drama. And the data were statistically conducted. As the result, some significant conception was found. The participants on the survey conceived the advertising as in the concept of 'Accomplishment', 'Variable', 'Progressive'. This results are considered as they prefered to be influenced by the advertising rather than the drama or cinema in the conception of 'New', 'Variety', 'Progressiveness'.

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Study on the Contexts and Meanings of Adolescents' Addictive Game Play (청소년의 중독적 게임하기 맥락과 의미에 관한 연구)

  • Jeon, Gyongran;Lim, Sohei
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.83-94
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    • 2012
  • Employing in-depth interview, this study sought to explore the meaning of game play among those adolescent game addicts. Recent evolution of game text and rapid diffusion of smart media contributed to their addictive game use. Stronger relationship-building with their peer group through game play was also more important for them. In addition, alienation from family, school and society apparently led those adolescents to evaluate the virtual experience to be more valuable and meaningful. Lack of proper parental mediation and intervention from the school authority caused them to spend more time in the virtual world. Without understanding the complex social context surrounding the adolescents, a systematic approach to attenuate the problem of game addiction is hardly attainable.

Concept Analysis of Happiness on Korean university students using Hybrid Model (한국 대학생의 행복감 개념분석)

  • Lee, Ha-Na
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.357-369
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    • 2018
  • This paper aims at understanding the conceptual definition and the characteristics of happiness of korean university students. We analyzed the data using Hybrid model introduced by Schwartz-Barcott and Kim. The data was conducted from June, 2018 to July 2018. The participants in this study were 13 and an another part of the data was obtained from literatures regarding happiness of university students. We categorized Happiness of korean university students into eight attributes in four dimensions. In other words, The concept of happiness on korean university students is as follows: (i) Satisfaction of Individual's subjective, (ii) Satisfaction of Individual's objective, (iii) Achievement of goal, (iv) A positive cognition for the future, and (v) Relationship satisfaction from meaningful person, (vi) Physical and mental well-being of oneself and meaningful person, (vii) Satisfaction of everyday life, (viii) Satisfaction of college life. The major contribution from this paper is that we provide a guideline for establishing a strategy to reduce negative emotions and increase happiness of university students in korea by identifying the concept of Happiness on Korean university students. Based on this study, we recommend to develop an educational program to increase happiness of university students in korea.

Analysis on Attitudes of Different Individuals toward On-line Game Portal Sites (개인의 특성이 온라인 게임 포털 사이트에 대한 태도에 미치는 영향에 관한 분석)

  • Lee, Eun-Ah;Kim, Eun-Jung;Jung, Jai-Jin;Kim, Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.583-590
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    • 2009
  • For entertaining information system such as online games that value pleasures, characteristics of individuals can be very important factor. In this study, the influence of individuals' characteristics on the emotional and perceptive attitudes toward portal sites was analyzed with statistical method through surveys using Technology Acceptance Model suggested by Davis et al. (1989). As a result of the study, it was found that the influence that the influence of game's characteristics have on the perceived accessibility has significant influence on the emotions about game portal site, which means familiarity is influential Detailed assumptions on the influence of game portal site on the perceived accessibility showed that familarity and achievement mavenism are all influential. It showed that the perceived accessibility about game portal site has significant influence on the perceived pleasure. Also, it was found that the perceived pleasure about game portal site has influence on cognitive attitude but the perceived accessibility has no influence on cognitive attitude. Also, the influence of the perceived pleasure and the perceived accessibility about game portal site on emotional attitude and the influence of the perceived pleasure on cognitive attitude were studied. As a result, it was found that the perceived pleasure and the perceived accessibility have influence on emotional attitude.

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A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

The Effect of Job Rotation on Motivation and Job Satisfaction - Focused on F&B Employees of First Grade Hotels in Seoul - (직무 순환이 동기 부여 및 직무 만족에 미치는 영향에 관한 연구 - 서울 특1급 호텔 F&B 종사원을 중심으로 -)

  • Kwon, Na-Kyung;Kim, Hye-Lin;Seo, Won-Seok
    • Culinary science and hospitality research
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    • v.16 no.4
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    • pp.163-176
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    • 2010
  • The purpose of this study is to find out the effect of job rotation on employees' motivation and satisfaction. That is, it is the ultimate aim to know why employees want job rotation or why not, whether the rotation has an effect on their motivation, and finally whether the motivation gives direct job satisfaction. As a result of the survey, the efficiency and procedure of job rotation have influence on motivation. The employees also think that regular rotation can help them to find the proper position to meet their aptitude. And motivation also affects employees' achievement, benefits, and relationship with their bosses. Especially, when they feel great achievement and pride in their jobs, their satisfaction appeared to be very high. And when they are paid properly in comparison with their workload, or they learn special knowledge from their bosses, they usually content themselves.

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Effects of Horticultural Therapy on the Improvement of the Self-Esteem and Sociality of Mentally Retarded Persons (원예치료프로그램의 적용이 정신지체장애인의 자기주장 및 사회성 향상에 미치는 영향)

  • 박민희;차영주;유영원;부희옥;이숙영
    • Korean Journal of Plant Resources
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    • v.17 no.3
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    • pp.339-351
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    • 2004
  • This study was conducted to evaluate the effect of phased horticultural therapy(HT) program on the experience of psychologic therapy and the development of job and social integration in the mentally handicapped persons. In this study, the mentally handicapped persons participated in HT program were chosen in disabled person's welfare institute of Jeonnam. HT program was performed twice a week with 1 hour activity for 4 months. As a results, the mentally handicapped persons participated in HT program showed high interest of horticulture and improvement of self-respect and the high satisfactory degree of HT program. Therefore, the mentally handicapped persons were showed the experience of both physical and mental therapy, improvement of self-esteem scale and sociality in HT program. Also, the application of HT program with continuously interest will be showed high improvement of physical, psychological and sentimental. In the course of this HT program progress, horticultural therapist and social welfare officer were showed the limitation of role. Therefore the leaders of group for successful HT program be required the comprehensive plan of more efficient HT program and induced technique of continuously up-phased improvements in HT program progress.

Use of Music by International College Students in Korea (국내 외국인 유학생의 음악 활용)

  • Shin, Wan Ju;Park, Hye Young
    • Journal of Music and Human Behavior
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    • v.15 no.1
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    • pp.51-68
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    • 2018
  • The purpose of this study was to examine the use of music by international college students in Korea. A questionnaire was administered to foreign college students. The questionnaire was composed of 25 items regarding use of music, the purpose of music use, and demographic information. A total of 150 questionnaires were distributed, and 81 questionnaires were returned. Incomplete questionnaires were excluded, and the remaining 69 questionnaires were analyzed. The results of this study were as follows. First, international students in Korea preferred listening to music over playing instruments or singing and mostly listened to popular music in their dormitory alone. They mostly listened to popular songs with love related themes and preferred music from their own country over Korean music. Second, in terms of the purpose behind music use, comfort was the reason reported most frequently, followed by mood change, enjoyment, sense of belonging, and sense of achievement. Third, there were no significant differences in use of music depending on individual factors (e.g., gender, length of residence in Korea, length of previous music education), but significant differences were found for using music for the purpose of mood change and sense of belonging based on respondents' length of residence in Korea. The results of this study may contribute to the development of musical programs for cultural adaptation and psycho-emotional support for international students in Korea.

Uses of Music by People with Adventitious Visual Impairments (중도시각장애인의 음악 활용)

  • Yang, Ji Hye;Park, Hye Young
    • Journal of Music and Human Behavior
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    • v.13 no.1
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    • pp.41-60
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    • 2016
  • This study investigated how people who became blind midway through life used music and how these uses differed according to individual factors. Sixty-one late-blind adults aged 40 to 60 years attending six welfare centers for the blind in Seoul and Gyeonggi region participated in this research. Participants were asked to complete a 25-question survey in Braille on music utilization and preference, as well as the purpose of music utilization. The response rate was 87.1%. The results were as follows. First, with regard to listening preference, they reported preferring to listen to upbeat popular music on the radio when resting at home. They liked to sing along to lyrics reminiscent of personal memories. String instruments were preferred when playing an instrument. With regard to the reason for using music, inducing mood change was found to be the biggest reason, followed by seeking enjoyment, comfort, sense of achievement, and sense of belonging. Third, for people with adventitious visual impairments, individual factors, such as gender, level of disability, and period without eyesight, did not reveal any significant differences. Last, participants were found to obtain a higher sense of belonging through music compared to those having low vision. Regarding time without eyesight, it appeared that the shorter the period, the higher the sense of belonging participants had from utilizing music, and vice versa. This study provides fundamental information for organizing an effective music program that can meet the needs and demands of people with adventitious visual impairments.