• Title/Summary/Keyword: 동기강화

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The Effect of Bibliotherapy Courses on the Competency of College Students (독서치료가 대학생의 역량에 미치는 영향)

  • Lee, Yeon-Ok
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.561-580
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    • 2019
  • The purpose of this study is to examine the effect of bibliotherapy on college students' competency. For this purpose, data were collected from the students who participated in bibliotherapy class. As a result, it was found that bibliotherapy strengthened college students' competency. Specifically, it was found that bibliotherapy has a positive effect on enhancing self-identity and interpersonal relationships in college students. In addition, it has a positive effect on problem solving, and motivation for achievement. These results may be a rationale for the need of bibliotherapy course to strengthen students' competency at college.

Social function of game as a leisure activity (여가 문화 활동으로서 게임의 사회적 기능)

  • Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.245-251
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    • 2012
  • The significance of this study lies in the fact that it looks into the function of games as one of the important leisure activities at the moment when negative perception on overall game industry is becoming an obstacle in settlement of sound game culture. Game is one of the activities enjoyed in leisure time. The main positive effects of game were analyzed classifying them into 10 types including the stress relief and alleviation of tension, diverse identity experience and positive socialization experience, strengthening of self-respect and ideal self-realization, strengthening of independent thinking and problem-solving capacity, motivation for learning, enhancement in physical capacity, decrease in aggressive tendencies, cultivation of awareness on equality, increase in familiarity with the civilization of technology, and strengthening of individuality based on diversity.

interview - '2004 신지식인상'을 수상한 송경태 관장을 만나다

  • Park, Gyeong-A
    • KLA journal
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    • v.46 no.2 s.357
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    • pp.40-45
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    • 2005
  • 지난해 연말 행정자치부는 사회 각 분야에서 창의적 사고와 발상으로 일하는 방식 등을 혁신하고 부가가치를 창출하여 국가경쟁력 강화에 크게 기여하고 있는 93명을 2004년도 신지식으로 선정하여 인증서를 수여하였다. 이날, 수상을 하게된 신지식인 중에는 정보화 시대의 소외계층으로 선락하고 있는 시각장애인을 위하여, 문자정보로만 제공되던 인터넷도서관에 문자를 음성으로 동시에 합성하고 마우스 없이 자판으로만 웹서핑이 가능한 시스템을 개발하여 시각장애인들에게 정보화교육에 대한 동기부여와 삶의 질 향상에 기여한 송경태 전라북도시각장애인도서관 관장이 대통령 표창을 수상하였다.

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직류송전의 현황과 전망

  • 유인근;이형권
    • 전기의세계
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    • v.35 no.11
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    • pp.710-715
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    • 1986
  • 직류송전은 선로의 건설비가 저렴하고 안정도의 문제가 없어 대전력 장거리송전이 가능하며, 비동기 연계를 할 수 있고, 조류제어가 신속.용이할 뿐만 아니라 단락용량을 증가시키지 않고도 계통의 연계강화가 가능한 점등의 잇점이 있으며, 특히 케이블 송전에 매우 유리한 송전방식이다. 그러나 선로의 건설비는 교류송전방식에 비해 저렴한 반면, 교직변환소의 건설비가 고가이므로 소용량 근거리 송전에는 경제성이 없으며, 고조파 및 고주파 장해대책이 필요하고, 전력계통 구성의 자유도가 떨어지는 점등의 문제가 있다. 본고에서는 직류송전의 역사적 배경과 설비의 현황, 운전실적 및 연구추진현황, 금후의 전망등에 관해서 기술하였다.

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Design and Implementation of the Multimedia Courseware for Children with Learning Disabilities (학습 장애아를 위한 멀티미디어 코스웨어의 설계 및 구현)

  • 김명기;양단희;정혜정
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.400-402
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    • 2002
  • 지금까지의 코스웨어는 주로 우수아와 일반아를 대상으로 제작되어 왔다. 그러나 본 연구는 초등학교 학습 장애아들을 대상으로 개별화 학습 ICT 활용을 위한 멀티미디어 코스웨어를 제작하였다. 특히 학습 동기와 흥미도를 강화하여 학습 부진 요소를 제거할 수 있는 방안을 모색하였다. 그리고 다양한 교육정보화 매체를 활용하여 자기 주도의 학습을 할 수 있도록 멀티미디어 저작도구를 사용하여 단계별 개별화 학습자료를 설계하고 개발하였다. 이를 통해 학습 장애아들이 정확한 지식을 습득할 수 있고, 사물에 대한 정확한 개념과 관심을 가질 수 있도록 하였다.

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중소기업 마케터를 위한 e-CRM

  • 김재경
    • Proceedings of the CALSEC Conference
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    • 2001.02a
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    • pp.107-128
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    • 2001
  • 잠재고객 및 가격 ㆍ 닷컴 사이트들의 eCRM에 대한 관심은 매우 높음 ▷ 88% 개념 이해, 53%는 이해도 높음 ㆍ eCRM의 도입동기는 마케팅/고객지원이 주된 이유 ▷ 87% 마케팅 효율화, 76% 고객지원 강화 ㆍ eCRM도입시기는 2001년에 집중 ▷ 75% 2001년경으로 예상 ㆍ eCRM도입비용은 저 예산 선호추세 ▷ 58% 1억 이하 예상 ▷ 78% 3억원 이하 예상 (H/W, S/W 및 구축비 포함) ㆍ외산제품은 고가의 부담과 장기간의 구축시간 필요(중략)

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A Digital Identity Interchange Framework for User-Centric ID Management (사용자 중심의 ID 관리를 위한 디지털 ID 공유 프레임워크)

  • Cho, S.R.;Jin, S.H.
    • Electronics and Telecommunications Trends
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    • v.23 no.6
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    • pp.102-111
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    • 2008
  • 본 고에서는 사용자가 자신의 ID 정보를 효율적으로 공유하기 위한 프레임워크를 정의하고 있다. 프레임워크에는 또한 ID 정보 공유시 문제가 될 수 있는 프라이버시 보호를 강화하기 위한 자기통제 권한을 사용자에게 부여하고 있다. 프레임워크가 제공하는 기능에는 ID 및 크리덴셜 관리, ID 공유 및 동기화, 인증, 인가, 그리고 프라이버시 보호 기능 등이 있다.

How Gamification Moves Students: A Study on Psychic Anti-entropy and Meme through Analysis of Study Time Management Services (게이미피게이션은 어떻게 학생들을 움직이는가: 학습시간 관리서비스 분석을 통한 심리적 반엔트로피와 밈에 관한 연구)

  • Shin, Jongcheon;Yoon, Joonsung
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.27-40
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    • 2017
  • This study explores the concept of Study Time Management Service(STMS) and the characteristics of gamification elements in STMS, in order to propose the meaning of psychic anti-entropy and the role of a meme as a new gamification element. The goal of gamification in education is to enhance study motivation and lead to flow by integrating similarities between game and study into the study environment. STMS also aims at such a goal. However, it differs in that the external anti-entropy environment, such as blocking apps, is connected with game mechanics or game thinking to give extrinsic motivation. It is also unique in that it uses a meme as a new gamification element to induce intrinsic motivation. In particular, a meme as a kind of guideline for performing study activities induces intrinsic motivation to imitate good study patterns and offers the driving force to sustain psychic anti-entropy state. Therefore, gamification in STMS is to strengthen the external anti-entropy environment by utilizing game mechanics or game thinking, and to maintain the psychic anti-entropy state by utilizing a meme of study patterns.

The Effect of Motivation on Cyber Plagiarism in Using Social Media: The Focus of Subjective Norm's moderating Effect (소셜 미디어 사용에서 동기부여가 사이버 표절에 미치는 영향: 주관적 규범의 조절효과를 중심으로)

  • Kang, Sora;Han, Su Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.6
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    • pp.300-307
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    • 2016
  • The development of computer-based information technology has led to the quantitative and qualitative growth of social media which have two sides; a positive one such as the generation and sharing of information and a negative one which includes cyber plagiarism and cyber bullying. This study seeks to understand which factors can lead to cyber plagiarism, which is the most prevalent form of unethical cyber behavior. We expected that the intrinsic and extrinsic motivations for using social media would have different effects on unethical cyber intention and that this relation between motivation and cyber unethical behavior would be moderated by the subjective norm. In order to obtain a better understanding of the relationships among the individual motivation, unethical cyber intention, and cyber plagiarism, information was obtained from 564 social media users. The respondents provided details of their experiences and attitudes regarding social media usage behavior and unethical cyber behavior. The results confirmed that extrinsic motivation significantly increases unethical intention and further leads to high levels of cyber plagiarism. The subjective norm plays a moderating role in the relationships between extrinsic motivation and unethical cyber intention. Based on the results, the theoretical and practical implications of the research findings are discussed, and recommendations for future research are provided.

Structural relationship among Self-efficacy, Entrepreneurial Motivation and Entrepreneurial Intention in the Public sector (공기업 직원의 자기효능감, 창업동기, 창업의지 간의 구조 관계 분석)

  • Kim, Sung Hwan;Lee, Jong Hun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.6
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    • pp.91-99
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    • 2014
  • The purpose of this study is to analyze the structural relationship among such variables as self-efficacy, entrepreneurial motivation and entrepreneurial intention in the public sector. In order to achieve the purpose, this study had specifically questions as follows: The first was to examine the effect of the self-efficacy on the entrepreneurial motivation in the public sector. The second was to examine the effect of the self-efficacy on the entrepreneurial intention in the public sector. The third was to examine the effect of the self-efficacy on the entrepreneurial intention according to the entrepreneurial motivation in the public sector. The fourth was to examine the effect of entrepreneurial motivation on the entrepreneurial intention in the public sector. A questionnaire was used as the research instrument. A total number of 257 employees in the public sector responded to questionnaire. In order to estimate the hypothesized structural equation model, the collected data were analyzed by AMOS 17.0, a statistical program for structural equation modeling. The major findings of this study were as follows; First, the self-efficacy was found to have a direct effect on the entrepreneurial motivation in the public sector. Second, the self-efficacy was not found to have a direct effect on the entrepreneurial intention in the public sector. Third, the indirect effect of the entrepreneurial motivation between the self-efficacy and the entrepreneurial intention proved positive in the public sector. Fourth, the entrepreneurial motivation was found to have a direct effect on the entrepreneurial intention in the public sector.

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