This study was to develop the fun perception scale measuring what conditions employees experience fun feeling in work and to examine the construct validity of it. For this, the pre-studies(open-ended questionnaire, in-depth interviews, literature survey, pre-survey) were conducted to develop the preliminary questions of fun scale. In main study, 250 employees(male: 125, female, 125) were responded to a questionnaire consisted of 40 questions of fun perception scale extracted by pre-studies. The results were as follow. First, through the item analysis, factor analysis and reliability analysis, 7 factors composed of 29 items were extracted: 'self-determination', 'extrinsic reward', 'goal achievement', 'pleasure in the process', 'contribution to the company', 'worthless', 'challenge'. Cronbach's alpha reliability coefficient of each factor was suitable. Secondly, EFA was conducted to test the construct validity of fun scale with AMOS 16.0. Several goodness of fit indexes were used to assess model fit: X2/df, TLI, CFI, RMSEA. The results were revealed that all the indexes were acceptable with no additional modification. Based on these findings, the theoretical and the practical implications of fun perception scale were discussed.
An experimental research investigated the components of lottery games affecting lottery-purchasing behaviors and the psychological consequences of the behaviors. In the experiment, participants were given a chance to purchase a lottery tickets during a series of computer games and their decision of purchasing the lottery ticket was measured. Also, the size and probability of the lottery games were manipulated and the perceived difficulty, satisfaction of the mid-outcome, and perceived probability of success in the computer game were measured in order to examine their impacts on participants' lottery-purchasing decisions. In addition, the behavioral tendency, satisfaction of the final outcome, and perceived self-capability in the computer game were measured at the end of the computer games in order to examine the effects of lottery-purchasing experiences on the variables. Participants who perceived the games as easier and estimated the probability of their success highly were more likely to buy the lottery tickets. However, the winning prize and odd of lottery tickets, perceived satisfaction of their own performance, and the performance itself did not influence the purchasing decisions. The common beliefs on the negative effects of lottery-purchasing experiences on human motivation and behaviors were not supported. The implications of the present research findings and limitations of the experimental research on lottery were discussed.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.17
no.5
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pp.105-115
/
2022
This study aims to investigate the Effect of Money Rush on Entrepreneurial Opportunity Recognition for college students in Busan and Gyeongnam area. We also examine whether Entrepreneurship has a mediating effect between Money Rush and Entrepreneurial Opportunity Recognition. Since the outbreak of COVID-19, digital transformation of the industry have greatly changed the world of work, and job insecurity is becoming more prevalent. As income inequality expands due to the disparity in asset income, the Money Rush phenomenon, which prefers to increase asset income through investment rather than earned income, is becoming common. Money Rush secures an income pipeline and is divided into side hustles and investments that actively utilize Leverage to maximize profits. The findings of this study confirm that Money Rush has a positive effect on Entrepreneurial Opportunity Recognition and a partially positive effect on Entrepreneurship. Entrepreneurship has a partial mediating effect between Money Rush and Entrepreneurial Opportunity Recognition. The study analysis is expected to contribute to strengthening college students' competencies in Entrepreneurial Opportunity Recognition and presenting the policy and practical directions necessary to promote Start-up.
Lee, Hey Sig;Park, Hae Yean;Jung, Min-Ye;Park, Ji-Hyuk;Hong, Ickpyo;Kim, Jung-Ran
Therapeutic Science for Rehabilitation
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v.13
no.1
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pp.99-114
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2024
Objective : This study aimed to develop an information and communication technology (ICT)-based, non-face-to-face lifestyle program for older adults and assess its applicability. Methods : The program was developed on the basis of the ADDIE model which comprises 5 stages: analysis, design, development, implementation, and evaluation. In this study, a step-by-step identification was performed in 8 stages. Results : The results of the program analysis showed a significant decrease in depressive symptoms and loneliness scores, and an increased quality of life scores. Conclusion : The findings suggest that the ICT-based non-face-to-face lifestyle program developed in this study can motivate older adults to better understand their lifestyles for successful aging, while helping senior citizen centers resume stagnant projects.
The purpose of this study is to conduct an exploratory investigation into Korean psychopathy by synthesizing the results of prior domestic research on the validation of psychopathy assessment tools. Domestic research on the validation of psychopathy scales has been constrained by limited research methodologies, bias toward male subjects, and the application of inappropriate factor structures. Furthermore, although discrepancies between the original scale and the Korean scale were identified regarding the factor structures through in construct validity research, discussion on the concept of Korean psychopathy has been limited. As a result, this study compared 16 domestic papers on the validation of psychopathy assessment tools along with 9 international foreign papers that addressed the factor structure of each original scale. By comparing the derived factor structures, items assigned to each factor, and omitted items from each study, the characteristics of Korean psychopathy were explored. The findings revealed that Korean psychopathy is recognizable from materialism, machiavellianism, and antisocial behavior and impulsivity. This study holds significance in synthesizing the outcomes of current domestic psychopathy validation research and offers a conceptual foundation to help understand Korean psychopathy.
Journal of the Korea Society of Computer and Information
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v.29
no.5
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pp.111-121
/
2024
With strength training comes the risk of injury and the benefits of exercise. Lack of knowledge and experience or repetitions at excessive intensity can lead to injury. Adequate feedback on an exercise's progress can increase the exercise's effectiveness and reduce injuries by providing scientific data and psychological motivation. This study aimed to validate EMG equipment and examine the effects of 8 weeks of biofeedback training with wireless electromyography. A correlation analysis between the Noraxon device and Fitsig®(EMG Prototype), a well-known instrument in the field of research, showed a moderate correlation. Statistically significant differences in humeral circumference, humeral muscle mass, and biceps and triceps strength were found between the left and right sides of the body over time, with no differences in the type of exercise. Feedback training with real-time EMG was found to be favorable for hypertrophic growth and strength improvement. Future studies should be conducted to investigate its application in sports activities further.
Journal of The Korean Association For Science Education
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v.36
no.6
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pp.959-968
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2016
In this study, the Delphi Method was conducted to extract variables as effects of integrated education. Forty-six experts engaged in both the integrated education and research fields participated in this study. The Delphi survey was conducted for three rounds. In the first round, an open questionnaire was given asking variables possibly considered as effects of integrated education. In the second round, variables induced from analysis of the first survey results were given and the degree of agreement for each variable was determined according to the Likert scale. In the third round of the survey, mean, standard deviation, and the first and third quartile calculated using the results of the second survey were given to experts to determine their degree of assent. In addition, categories for variables were suggested. The degree of agreement for appropriateness of categorization and relative importance were determined As a result, a total of 18 variables were chosen except for career awareness. They were categorized according to their definition and properties into five categories: 'creativity' (flexible thinking, associative thinking, intuitive thinking, creative thinking), 'problem solving' (meta-cognition, problem recognition and solving, critical thinking, decision making ability, ability of knowledge application, knowledge and information processing skills), 'integrative perception and sensitivity' (concern and interest in various disciplines, understanding and acceptance of difference, integrative thinking), 'interpersonal relations' (communication skills, cooperation), and 'disciplinary literacy' (humanistic imagination, basic knowledge and literacy of each discipline, academic motivation). The degree of agreement was high in variables included in 'creativity' and 'problem solving' categories and the frequency of choosing the importance was high in variables included in 'integrative perception and sensitivity'. The educational implication related to implementation and practice of integrated education were discussed on the basis of results.
Journal of the Institute of Convergence Signal Processing
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v.14
no.3
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pp.147-153
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2013
Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.
Journal of The Korean Association For Science Education
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v.33
no.5
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pp.1055-1086
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2013
The purpose of this study is to identify the formation and evolution patterns of a trading zone and to explore the difficulties teachers experience in the trading zone and their perceptions of the experience. Seven teachers involved in the 'STEAM Teacher Community' in a middle school located in the southern part of South Korea participated in this study. Participant observation and in-depth interviews were carried out, and reflective essays were collected for analysis. The results show that teachers successfully formed a trading zone to share their expertise when they developed teaching materials for the convergence of different subject matters. Moreover, such a trading zone evolved in the order of pre-trading zone, trading zone under elite control, trading zone with boundary object, and trading zone of shared mental model. The difficulties teachers experienced in the trading zone were categorized under the difference of culture and opinion across subject matters, the lack of motivation for convergence, the hegemony of convergence and far-fetched factors for convergence, and difficulty of communication due to jargons. Also teachers in this study experienced perceptual changes in the trading zone. The trading zone model drawn from the results of this study bring forth implications for voluntary teachers' learning community activity for the convergence of different subject matters.
Journal of the Korea Academia-Industrial cooperation Society
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v.11
no.7
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pp.2358-2370
/
2010
This research aims to empirically analyze the factors that affect the success of technology marketing by Korean universities. The total of 207 universities which successfully made technology transfers from 2006 to 2008 was examined to test the nine hypotheses. For the purpose of testing the hypotheses, technology infrastructure (research costs and the number of SCIE papers), the compensation system for the patents (application and registration), the number of patents (application and registration), TLO staff (the number of people in charge of technology transfer and the job experience in industries), the compensation system for technology transfers (researchers and contributors), and attitudes of university management and industries were analyzed with structural equation methods to figure out their effects on the revenues of technology transfer. The results of this research are summarized as follows. First, technology infrastructures of universities were found to have positive effects on securing patents. As the university research costs in the field of science and technology are increases, the research capabilities are enhanced and this a larger number of researchers are conducted. Second, this research shows that compensation systems for patent application and registration in universities have motivated researchers to take out patents for the outputs of their research. Third, the number of patents universities possess was found to have a positive effect on technology transfer. An increase in the number of patents universities possess implies an increase in the diversity and excellence of the target technologies for transfer. Fourth, the number of patents universities possess turned out to have a positive effect on TLO staff. The number of experts in charge of technology transfer including technology dealers, valuation analysis and patent attorneys should be increased as target technologies for transfer increase according to the increase of patents possessed. Because the technologies are transferee from universities to businesses, businesses (job) experience of TLO staff in industries are also important. This research is meaningful because it has identified the factors affecting the results of technology transfer by employing structural equation methods. In particular, an official governmental survey data for the academic-industrial cooperation were analyzed systematically in terms of technology infrastructure, compensation systems related to patents, the number of patents, TLO staff, compensation systems for technology transfer, and attitudes of university management and industries. All these facts might could differentiate this study from the previous studies.
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