• Title/Summary/Keyword: 동기조절능력

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Intraorganizational diffusion and innovation resistance of high technology products (기술 제품의 조직내 확산과 혁신저항)

  • Dae-Ryun Chang;Seong-Do Cho
    • Asia Marketing Journal
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    • v.1 no.2
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    • pp.100-115
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    • 1999
  • 본 연구는 기업이 기술제품을 도입한 후에 내부에 확산시키려고 하는 실행단계에서 직면하는 혁신저항에 영향을 미치는 요인과 혁신저항을 줄이고 확산을 증진시키는 확산촉진활동을 설명하여 2B 마케팅 상황에서 기술제품의 조직내 혁신저항-확산모델을 도출하였다. 기업에서 기술제품을 조직내에 확산시킬 때는 구성원들의 혁신저항을 접하게 된다. 소비자 행동에서는 혁신저항에 영향을 주는 변수로 개인변수와 제품변수를 제시하고 있지만 2B 마케팅에서는 조직구조변수와 구매센터변수가 추가적으로 영향을 주게 된다. 중앙집권화, 공식화정도가 높은 기업에서는 구성원들이 혁신저항을 가지면서도 사용할 수 있다. 이러한 경우에는 판매기업과 구매기업의 관계가 단기적인 관계로만 그칠 수 있다. 또한 구매센터 참여정도가 적고 구매센터가 집중화되어 있으면 혁신저항이 커지고 단기적인 관계만 형성될 가능성이 커진다. 그리고 제품의 지각된 위험, 적합성에 따라 혁신저항의 정도가 달라질 것이다. 그리고 사용자 개인의 지각된 자기능력, 현 제품의 만족도 등이 의미있는 조절 변수 역할을 할 것이다. 그러므로 장기적인 관계로 이어지기 위해서는 혁신저항을 줄이는 교육훈련, 제품개선, 부서간 조정, 개인적 동기 부여와 같은 확산촉진활동이 있어야 한다. 따라서 본 연구를 통해 판매기업과 경영자들은 기술제품에 대한 혁신저항을 극복하고 제품을 확산시킬 수 있는 학문적, 관리적 시사점을 얻을 수 있을 것이다.

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A Study on the Influence of Job-Embeddedness to Job Involvement in the convergence age (융·복합 시대의 직무임베디드니스가 직무몰입에 미치는 영향에 관한 연구)

  • Lee, Sun-Kyu;Kang, Eun-Gu;Kim, Eun-Kyeong
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.215-227
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    • 2016
  • This paper aims to examine the relationships between job embeddedness, Job Involvement in the convergence age. In addition, this study examined the moderating effects of Job Meaning. To accomplish these purposes, the main factors of the job embeddedness such as fit, link and sacrifice were found from the previous studies. Also, 306 questionnaires were used in the analysis. The following are the summary of hypothesis test: First, Job Embeddedness are positively related to Job Involvement. Second, the moderating effects of Skill Variety and Task Identity is a significant partial moderating effect on the relationship between job embeddedness and Job Involvement, but about Task Significance are significant full moderating effect.

Development of RPG-based Cognitive Behavioral Group Therapy for Reducing Delinquency in Adolescents (청소년의 비행 문제 감소를 위한 롤플레잉게임형식 인지행동 집단치료 프로그램의 개발)

  • Bae, Seonghoon;You, Sungeun
    • Korean Journal of School Psychology
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    • v.16 no.3
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    • pp.471-499
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    • 2019
  • The purpose of this study was to develop a program that reduces adolescent delinquency and enhances adolescents' social problem-solving, emotional regulation, and self-control skills and to assess the effectiveness of the program. The program was administered in the form of a role-playing game ("RPG") to increase the participants' motivation to participate in and the effectiveness of the therapy. The subjects in this study were 36 adolescents who engaged in delinquent behavior and their 18 homeroom teachers in middle schools located in Seoul and Gyeonggi Province. The subjects were randomly assigned to the experimental group or the comparison group. The experimental group received the proposed RPG-based cognitive behavioral group therapy while comparison group received problem-solving group therapy. Teachers in the experimental group were educated about how to guide their students following each therapy session while teachers in the comparison group did not receive any education. The dependent variables in this study were incidences of delinquent behavior and social problem-solving, emotional regulation, and self-control skill level. Each variable was assessed before treatment, immediately after the end of the full treatment program, and two months after the end of the full treatment program. At the end of the full treatment program, the experimental group engaged statistically significantly in fewer delinquent behaviors and displayed statistically significantly higher levels of social problem-solving, emotional regulation, and self-control skills than the comparison group. These differences persisted until the assessment two months after the end of the full treatment program. Moreover, the experimental group reported higher levels of satisfaction with the treatment program than the comparison group. The findings of this study suggest that this RPG-based cognitive behavioral group therapy program is effective at reducing adolescent delinquency, improving adolescents' social and emotional management techniques and strategies for avoiding delinquency, and in motivating delinquent adolescents to engage more actively in treatment.

The Relationships among Depression, Anxiety, Impulsivity and Aggression and Internet Addiction of College Students - Moderating Effect of Resilience (대학생의 우울, 불안, 충동성, 공격성과 인터넷 중독과의 관계 - 자아탄력성의 조절효과)

  • Choi, Eun-Mi;Shin, Jeom-Ran;Bae, Jae-Hong;Kim, Myung-Shig
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.329-341
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    • 2014
  • This study investigated the differences of internet addiction by gender and the psychological states(depression, anxiety, impulislvity and aggression) by internet addiction groups and the relationship of depression, anxiety, impulsivity and aggression with internet addiction by resilience as moderator. The 529 college students (male: 212, female: 317) of 5 universities of Jeonbuk Province participated in this study. Main results are as follows; First, the intenet addiction level of male college students was higher than female students, and the higher internet addiction was, the higher depression and impulsivity were. Second, depression. anxiety, impulsivity and resilience were correlated with internet addiction. But aggression was not correlated with it. Third, anxiety and implusivity(male college students), depression and impulsivity(female college students) were correlated with internet addiction or overuse. Fourth, resilience was proved to function as moderator in the prediction of depression on internet addiction of only female college students. The limitation and future tasks were discussed.

The Relationships among Anger Expression, Interpersonal Relationship, and Depression in Nursing Students (간호대학생의 분노표현 대인관계 및 우울 간의 관계)

  • Byun, Hye-Sun;Kim, Kyung-Hae;Lee, Da-Gyeom
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.91-99
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    • 2020
  • This study investigated the relationships of anger expression, interpersonal relationship, and depression in nursing students. The study participants were 209 nursing students recruited from two colleges. The data were collected from questionnaires gathered between December 1st and December 20th, 2016. Data were analyzed by applying descriptive analysis, t-test, ANOVA, Pearson correlation coefficients, and multiple regression analysis, using the SPSS/WIN 19.0 program. Significant correlations were observed for anger expression, interpersonal relationship, and depression in the nursing students. The total explanation of depression was determined to be 39.0%. The anger-in explaining (β=0.506, p=0.000), anger-control explaining (β= -0.342, p=0.000), and interpersonal relationship (β= -0.286, p=0.000) were significant factors of depression. The results of this study indicate a requirement for strategies to decrease trait anger-in, and promote anger-control and interpersonal relationship among nursing students.

Comparisons between envy and admiration in motivational and attentional benefits: Emotion regulation of working memory capacity (질투와 존경의 이득 비교: 작업기억용량의 정서조절효과)

  • Hong Im Shin;Juyoung Kim
    • Korean Journal of Culture and Social Issue
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    • v.22 no.1
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    • pp.41-64
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    • 2016
  • In two experiments, we compared envy with admiration in attentional and motivational benefits. In addition, we tested whether individual differences in working memory capacity (WMC) have consequences for emotion regulation. In Study 1, following WMC tasks, the participants were primed either with envy or with admiration through a recall task, in which they had to recall their own experiences about envy or admiration. The participants in the envy condition considered it more undeserved that another person had an advantage over them, than in the admiration condition. Additionally, in the envy condition, WMC was related to happiness, and anxiety was related to the motivation to study more. In contrast, there were no significant relationships between WMC, emotion and study hours in the admiration condition. Study 2 (N=43) found greater memory for the envy scenario in the envy condition than in the admiration and in the control condition. Additionally, there were significant relationships between WMC, anxiety and recall accuracy in the envy condition. However, these relations were not found in the admiration and in the control condition. Findings implicate that envy may play an important role in memory systems and that WMC is related to emotion regulation abilities.

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The Effect of Digital Divide on the Use of Online Services in the Severely Disabled People: Focusing on Online Accessibility (중증장애인의 온라인 서비스 이용에 대한 디지털 정보격차의 영향: 온라인 접근성을 중심으로)

  • Jang, Changki;Sung, WookJoon
    • Informatization Policy
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    • v.27 no.3
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    • pp.56-81
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    • 2020
  • The purpose of this research is to empirically examine the effects of motivation and skill for digital devices and the Internet on the use of online services in the severely disabled people. In addition to the general effect of digital divide, particularly for the case of severely disabled people, the effects of physical and mental inconvenience of individuals were taken into account and the moderating effect was confirmed by classifying the groups that need help with online activities and those that do not. The 2018 Digital Divide Survey data of the National Information Society Agency was used for the study. As a research method, path analysis and multi-group analysis using a sequence access model to Internet use were performed. As a result, it was confirmed that even in the case of the disabled, the motivational factor affects the skill for digital device operation and Internet use, and this access skill sequentially affects the use of online services. In particular, it was found that the effect of strategic and technical skill for internet use is the most important for the use of online services for the disabled rather than the motivation or a simple operational skill for digital devices. In addition, it was found that even in the disabled group, those requiring help in using the Internet was more passive in using the online service than the rest in the group. The results of this study suggest the need for stronger capacity for physical access as well as support in building strategic and technical skills that enhance responsibilities and protect from risks in using the Internet among the people with disabilities.

Design of Convergence Contents information quality of u-convergence tourist information3.0 using flow Theory (플로우 이론을 이용한 u-융복합 관광정보3.0 의 융복합 콘텐츠 정보품질 설계)

  • Sun, Su-Kyun;Lee, Seung-woo
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.191-199
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    • 2015
  • The Journal of Digital Policy & Management. This space is for the abstract of your study in English. In this paper, we propose a u-convergence Tourist Information 3.0 System using Flow Theory. It generates a sense of u-challenge and u-skills to maximize the enjoyment of tourists is u-convergence Tourist Information 3.0. This is a challenge to good sense and adjust the rating of the Convergence Contents information quality(CCIQ) analysis to maximize the enjoyment of tourists. Convergence Contents information quality(CCIQ) of the conductive continuity of the content closed antecedents u-conductive sense, the tourist synchronization adequacy may generate data that can be analyzed. Content Information Quality of rating is the leading factor in the ability of the u-skill mastery of tourists, can generate data availability. The result is to create a meta-model is referred to as content information to reach the best quality maximize enjoyment. Design a sense of u-challenge the skill of the information quality of the tourist information content has the advantage of being able to identify the data formation has the pleasure of tourists. By applying to future national competent standard it is expected to maximize the enjoyment of the job.

Real-time Interactive Control of Magnetic Resonance Imaging System Using High-speed Digital Signal Processors (고속 DSP를 이용한 실시간 자기공명영상시스템 제어)

  • 안창범;김휴정;이흥규
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.40 no.5
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    • pp.341-349
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    • 2003
  • A real time interactive controller (spectrometer) for magnetic resonance imaging (MRI) system has been developed using high speed digital signal processors (DSP). The controller generates radio frequency (rf) waveforms and audio frequency gradient waveforms and controls multiple receivers for data acquisition. By employing DSPs having high computational power (e.g., TMS320C670l) real time generation of complicated gradient waveforms and interactive control of selection planes are possible, which are important features in real-time imaging of moving organs, e.g., cardiac imaging. The spectrometer was successfully implemented at a 1.5 Tesla whole body MRI system for clinical application. Performance of the spectrometer is verified by various experiments including high- speed imaging such as fast spin echo (FSE) and echo planar imaging (EPI). These high-speed imaging techniques reduce measurement time, however, usually intensify artifact if there is any systematic phase error or jitter in the synchronization between the transmitter, receiver, and gradients.

A Comparative Study on Game-Score Prediction Models Using Compuational Thinking Education Game Data (컴퓨팅 사고 교육 게임 데이터를 사용한 게임 점수 예측 모델 성능 비교 연구)

  • Yang, Yeongwook
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.11
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    • pp.529-534
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    • 2021
  • Computing thinking is regarded as one of the important skills required in the 21st century, and many countries have introduced and implemented computing thinking training courses. Among computational thinking education methods, educational game-based methods increase student participation and motivation, and increase access to computational thinking. Autothinking is an educational game developed for the purpose of providing computational thinking education to learners. It is an adaptive system that dynamically provides feedback to learners and automatically adjusts the difficulty according to the learner's computational thinking ability. However, because the game was designed based on rules, it cannot intelligently consider the computational thinking of learners or give feedback. In this study, game data collected through Autothikning is introduced, and game score prediction that reflects computational thinking is performed in order to increase the adaptability of the game by using it. To solve this problem, a comparative study was conducted on linear regression, decision tree, random forest, and support vector machine algorithms, which are most commonly used in regression problems. As a result of the study, the linear regression method showed the best performance in predicting game scores.