• Title/Summary/Keyword: 동기유발요인

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The Effects of Value Innovation Culture on Individual Creativity : Focus on SMEs and Ventures Companies in Daejeon Region (가치혁신 문화가 개인창의성에 미치는 영향 : 대전 중소벤처기업을 중심으로)

  • Kwon, Ki-Hwan;Choi, Jong-In
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.2
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    • pp.129-146
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    • 2014
  • In order to be successful in the very changeable competitive environment, the organization has to creative not only on the research and development but also on the Value Chain. Especially for the middle and small venture companies, they have to be creative on the Value Chain to get new profit. For the value innovation, kinds of factors which initiate the value innovation such as Meaningful Work, Risk Taking, Customer Orientation, Agile Decision-Making, Business Intelligence, Open Communication, Empowerment, Business Planning, Learning Organization and other similar factors should be included in the organization culture. By focusing on the above 9 factors with value innovation culture, the study practically analysis the effect of the Value Innovation Culture on the Individual Creativity, and the followings are the result of the study. Firstly, meaningful work, empowerment and risk taking are positively associated with expert knowledge which is one component of individual creativity. Secondly, open organization is confirmed to be positively associated with creative thinking skills. Thirdly, learning organization, empowerment and innovativeness are the factors which is positively associated with Intrinsic Motivation. These results have showed the employees' individual recognized Value Innovation Culture is confirmed to be helpful on inducing Individual Creativity.

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Effect of the Dental Hygienics Students' $2{\times}2$ Achievement Target Orientation on the Self-Regulated Learning (치위생과 학생의 $2{\times}2$ 성취목표지향성이 자기조절학습에 미치는 영향)

  • Jung, Gi-Ok;Choi, Gyu-Yil
    • Journal of dental hygiene science
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    • v.12 no.4
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    • pp.375-382
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    • 2012
  • This research will target the Dental Hygienics students to identify the level and type of the $2{\times}2$ achievement target orientation, and will study how this achievement target orientation is related to the Self-Regulated Learning, as well as the effect on the each sub elements of the Self-Regulated Learning (SRL). Among the $2{\times}2$ achievement target orientation of all the female university students, the skillful approach was found to be highest. In case of the adjustment of the motivation following grade, intrinsic value of the 1st grader was higher than the intrinsic value of the 2nd and 3rd graders. As for the behavior adjustment, the 3rd grader's time and studying adjustment were found to be higher. Mean while, pursuit of the cooperation was found to be high compared to the time and studying adjustment of the1st and 2nd graders. Second, intrinsic value, overt goal orientation, and studying environment adjustment among the SRL's subelements, manifested significant correlation with all the sub elements of the $2{\times}2$ achievement target orientation. As for the elements that affected cognition adjustment, grade and skillful approach were found to exert significant effect on the performance adjustment. As for the element that affects behavior adjustment, grade and skillful approach exerted significant effect on the sub elements of the behavior adjustment. Analysis on the effect of the achievement target orientation and SRL implies that the direction of the students' learning goal can be modified and that they can learn effectively by using the SRL appropriately. When the two elements are factored in carefully, the key findings could serve as a base data that can motivate the students, inducing effective learning process.

Effects of Infulence of Working Environment and Recognition on the Exam-Promotion Stress (경찰공무원의 근무여건 인식이 시험승진 스트레스에 미치는 영향)

  • Lee, Hyo-Min;Kim, Jong-Soo
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.256-261
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    • 2009
  • This research started with the objective to clarify how policemen are affected by promotion by test among promotion system of police which is one of the very important factors deciding the efficiency of organization through morale of policemen and which is mentioned as a factor that raises morale of policeman. The job of police is the ground of life for policemen and the place of opportunity where they can find and develop the ego. Though it is difficult to perfectly realize diverse values and desires of individuals in the organizational society which is ruled by plural values, the organization is still responsible for grasping the desire and value of individual for organization and satisfying them to the minimal level. Nobody is free from stress in the past, present and future. That is, stress can be seen as a phenomenon that inevitably occurs in any occupation and environment. The stress factor of policeman in the organization that has been discussed all the time is the deficient opportunities of promotion. Thus, it is most important to manage the stress of members in the organization so as to efficiently operate police organization. If the factor of stress perceived by the members can be grasped and diminished, the efficiency of business will be increased. The objective of this research is to reduce the stress of policemen suffering in the test promotion system by analyzing the recognition of members, to find the method reducing stress by performing empirical research and to prepare alternatives in policy in the aspect of human resources in police and management of organization.

A Study on the Adoption of Characteristics of Educational Game for Edutainment Contents Development - through a Case Study of English Vocabulary Learning Came for Children (에듀테인먼트 컨텐츠 개발을 위한 게임 요인 적용에 관한 연구 - 어린이용 영어 단어 학습 게임 컨텐츠 개발을 중심으로)

  • 박수정;김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.271-280
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    • 2003
  • In digital age, multimedia technology has changed the learning method as a learner-directed way. CD-rom and internet that are major two multimedia learning way, has aimed at edutainment which combine education and entertainment. However, existing educational contents can only induce temporary learning motivation, and are in short of entertaining factors enough to induce continuous and ingenuous learning motivation. Therefore, in order to be used by users efficiently, educational software have to adapt characteristics of educational game more actively. In this paper, adoption method of characteristics of educational game in learning contents is sought and the specific example of adoption is demonstrated by a case study of developing vocabulary learning educational game.

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Impact of Response-Based Learning in Physical Education Class on Participation Attitude (체육수업에서 반응중심 학습법이 참여태도에 미치는 영향)

  • Lee, Yang-Gu
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.363-370
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    • 2018
  • This study aims to analyze the impact of motivation through Response-Based Learning (RBL) on elementary students' attitude of participation and change before and after a Physical Education class and provide a perspective on the understanding of the practice of the PE class. For this purpose, this study selected 115 students in fifth grade in N. Elementary School located in the C. region as subjects, regardless of their sex. An exploratory factorial analysis was conducted with the subjects, and they were analyzed, applying a product-moment coefficient to examine the similarity between the factors. As shown in the result of this study, it is necessary to promote student-centered education instead of one-sided cramming education. Also, it is important to consider and convergence on apply the factors of learning before and after the class to be able to contribute to students' active and positive participation in the PE class.

The Impact of Dispositional versus Situational Attributions on Consumer Responses to Noncelebrity Testimonial Advertising (기질적 귀인과 상황적 귀인이 비유명인 증언식 광고에 대한 소비자반응에 미치는 영향)

  • Han, Kyoo-Hoon;Tinkham, Spencer F.
    • Asia Marketing Journal
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    • v.9 no.2
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    • pp.1-21
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    • 2007
  • This research investigates the role of causal inferences about the endorser's motivation - specifically, dispositional versus situational attributions - and their impact on persuasion of noncelebrity testimonial advertisements. Based on the correspondent inference theory and the relevant literature, it is posited that consumers will generate predictable patterns of attributional responses to testimonial messages, which in turn will influence ad and brand evaluations. An experiment with 335 consumer panelists, after a pilot experiment with the college student sample, has been conducted. Results suggest the greater impact of dispositional attributions than situational attributions on persuasion of noncelebrity testimonial messages and general evocations of situational attributions regardless of the levels of endorser credibility and dispositional attributions. On the basis of the findings from this study, theoretical and practical implications are discussed, as are directions for future research.

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A Study on Gamepad/Gaze based Input Processing for Mobile Platform Virtual Reality Contents (모바일 플랫폼 가상현실 콘텐츠에 적합한 게임패드/시선 기반 입력 처리 기술에 관한 연구)

  • Lee, Jiwon;Kim, Mingyu;Jeon, Changyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.31-41
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    • 2016
  • This study proposes suitable input processing technique for producing the mobile platform based virtual reality contents. First of all, we produce the mobile platform based virtual reality interactive contents to be used in experiments for improve user's immersion who experience the virtual reality contents, get interests and design the input processing that easily controllable. Then design the input processing technique in two methods, with gamepad that accessibility to mobile and with directly through user's gaze to interface. Through virtual reality based input processing technique that we proposed, we analyse effect of improve user's immersion, cause of get interests and whether provide the convenience or not for controlling contents through experiments. Moreover we verify whether bring negative psychological elements like sickness, fatigue or not.

Exploratory Behavior in Early Childhood (아동의 탐색활동)

  • Suh, Young Sook
    • Korean Journal of Child Studies
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    • v.3
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    • pp.17-33
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    • 1982
  • 본 연구는 아동의 탐색활동에 관한 연구에 지침이 되고 자극을 주고자, 또한 실제 지도에 있어 시사점을 발견하고자 이 분야에 관한 주요연구문헌을 고찰하였다. 그리하여 탐색활동을 놀이와 호기심과 비교하여 그 정의를 내리고 탐색활동의 기능과 특징, 그리고 이 활동에 영향을 주는 제 요인을 살펴보았다. 그 결과 아동의 탐색활동에 관한 연구자간의 의견차이를 보이는 것이나 연구공백이 있는 것이 여러부분이 됨이 드러났다. 즉 놀이와 탐색활동과의 구별, 탐색활동과 호기심과의 관계, 탐색활동의 동기, 상황에 따른 탐색활동의 유형변화, 탐색활동을 유발시키는 자극물의 특성-특히 공간적 특성, 탐색활동과 아동의 년령, 성별, 인지적 발달단계와의 관계, 그리고 탐색활동에 있어서의 개인차 등에 관해 더 많은 연구가 요구됨을 알 수 있었다. 특히, 아동의 탐색활동과 지적발달 또는 사회성 발달과의 관계나 아동의 발달과정에 따른 훈련이나 교육을 동한 탐색활동의 증진방안 등은 시사성 있는 중요한 연구테마로 보여진다. 또한 이 탐색활동에 관한 연구에서도 실험실에서 이루어진 연구가 자연적인 상황에 얼마나 일반화 될 수 있는지, 한 번의 관찰이나 실험이 계속적인 의미를 지닐 수 있는지에 대해 연구자들이 더욱 신중해야 할 필요성이 있음이 드러났다. 물론, 한 가지 이론이나 연구로서 탐색활동의 전부를 설명할 수는 없다. 유아교육자들이나 아동학자들은 아동이 그 자신의 환경에 적응하고, 사회적 유능성을 함양시키고, 진정한 의미에서의 지능발달에 중요한 것으로 드러난 이 아동의 탐색활동에 관해 더욱 관심을 가지고 여러 가지 이론과 연구를 빌어 연구나 실제 지도에 필요한 아이디어를 삼아야 할 것이다.

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Determinants and Effects of Environmental Investments (환경투자활동의 동기와 효과)

  • Yook, Keun-Hyo
    • Journal of Environmental Policy
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    • v.12 no.2
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    • pp.33-57
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    • 2013
  • This paper test the relationship among determinants of environmental investments, level of environmental investments, eco-efficiency (carbon productivity). The results show that profitability, leverage and R&D costs have a negative impact on environmental investments, and controlling ownership have a positive impact on environmental investments as well as environmental protection costs. The analysis also show that firms increasing environmental investments are able to gain superior environmental performance ($CO_2$ emission), but are negatively relationship with financial performance. Finally, the findings prove that differences exist in the relationship between determinants and effect of environmental investments when grouped by industry characteristics.

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Relationship between ARCS (Attention, Relevance, Confidence, and Satisfaction) Learning Motivation Factors and Class Effectiveness Inherent in Problem-Based Learning Classes (문제중심학습 수업에 내재된 학습동기 유발요인과 수업효과성의 관계)

  • Lee, Mi Suk;Chae, Soo Eun
    • Korean Medical Education Review
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    • v.16 no.3
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    • pp.156-166
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    • 2014
  • The current study aimed to find the relationship between attention, relevance, confidence, and satisfaction (ARCS) learning motivation and class effectiveness inherent in problem-based learning (PBL) classes designed for dental and nursing students. Seventy-nine participants responded to survey items for motivation and class effectiveness after completion of their classes. The study findings were as follows. First, the differences among the $dental^{**}$, $clinical^{**}$, and $nursing^{**}$ PBL classes were identified in terms of class effectiveness (F=3.63, p<0.05) and academic achievement (F=13.9, p<0.01). Second, three learning motivation factors-satisfaction (t=4.07, p<0.01), confidence (t=2.84, p=0.01), and relevance (t=2.96, p<0.01)-appeared to determine class effectiveness in the abovementioned order. Only attention (t=2.02, p=0.05) was significantly related to academic achievement. Third, the relationship between hours of learner contribution to the PBL tasks and academic achievement was statistically significant. Therefore, we suggest the incorporation of ARCS motivation factors in PBL classes on the basis of the characteristics of each major and grade.