• Title/Summary/Keyword: 목표 몰입

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A Study on the Influencing Factors of Forest Trail Guide's Organizational Commitment: Focused on the Job Motivation (숲길체험지도사의 조직몰입 영향 요인에 관한 연구: 직무동기를 중심으로)

  • Ha, Siyeon;Lee, Yeonhee;Eom, Munseol;Jang, Jin
    • Journal of Korean Society of Forest Science
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    • v.105 no.4
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    • pp.496-504
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    • 2016
  • As people's interest in forest trail increases, it has reached a critical time to extend forest trail program. This study clarifies correlation between two variables, organizational commitment and job motivation and identifies the variations in organizational commitment level for job motivation so that the forest trail programs attain its object and meet users' satisfaction. As a result, first, job motivation can be divided into 'personal satisfaction', 'work value', and 'external reward and recognition'; the biggest motivation is 'personal satisfaction', followed by 'work value' and 'external reward and recognition'. Second, job motivation has a positive correlation with organizational commitment. Especially 'personal satisfaction' and 'external reward and recognition' have a positive impact on the organizational commitment. To sum up, the personal satisfaction has a greater impact on organizational commitment than other factors. Therefore, it is needed to draw up measures to increase their personal satisfaction like making them have self esteem from forest trail guide.

The Influence of Employees' Perceived CSR on Job Attitude - Focusing on the Mediating Effect of Organizational Identity - (조직구성원의 지각된 CSR이 직무태도에 미치는 영향 - 조직정체성의 매개효과를 중심으로 -)

  • Jee, Yong-Ik;Kim, Chan-Jung;Kim, Hong-Gu
    • Management & Information Systems Review
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    • v.36 no.4
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    • pp.167-185
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    • 2017
  • With the expansion of corporate influence on civil society, companies are facing various demands and expectations on higher social responsibilities. This study discusses the influence of corporate social responsibility(CSR) on job attitude of employees when they recognize their company's CSR efforts. In this regard, it focuses on mediator effect of organizational identity by examining job satisfaction, organizational commitment, and turnover intention. Based on empirical investigation, positive influence was confirmed, stemming from recognized CSR. It influenced organizational identity, and it changed job attitudes including job satisfaction, organizational commitment, and decline of turnover intention. This result shows that if employees recognize company's sincere CSR activities and organizational values and culture are desirable, they tend to more strongly identify themselves with their organization. In sum, this paper found that organizational identity can be applied as a mediator which enhances the influence of CSR on job attitude. Lastly, it analyzed applicable implications to business management and suggestions for future research.

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A Study of The Determinants of Turnover Intention and Organizational Commitment by Data Mining (데이터마이닝을 활용한 이직의도와 조직몰입의 결정요인에 대한 연구)

  • Choi, Young Joon;Shim, Won Shul;Baek, Seung Hyun
    • Journal of the Korea Society for Simulation
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    • v.23 no.1
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    • pp.21-31
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    • 2014
  • In this article, data mining simulation is applied to find a proper approach and results of analysis for study of variables related to organization. Also, turnover intention and organizational commitment are used as target (dependent) variables in this simulation. Classification and regression tree (CART) with ensemble methods are used in this study for simulation. Human capital corporate panel data of Korea Research Institute for Vocation Education & Training (KRIVET) is used. The panel data is collected in 2005, 2007, and 2009. Organizational commitment variables are analyzed with combined measure variables which are created after investigation of reliability and single dimensionality for multiple-item measurement details. The results of this study are as follows. First, major determinants of turnover intention are trust, communication, and talent management-oriented trend. Second, the main determining factors for organizational commitment are trust, the number of years worked, innovation, communication. CART with ensemble methods has two ensemble CART methods which are CART with Bagging and CART with Arcing. Comparing two methods, CART with Arcing (Arc-x4) extracted scenarios with very high coefficients of determination. In this study, a scenario with maximum coefficient of determinant and minimum error is obtained and practical implications are presented. Using one of data mining methods, CART with ensemble method. Also, the limitation and future research are discussed.

The Effect of Process Oriented Guided Inquiry Learning Using Mobile Augmented Reality on Science Achievement, Science Learning Motivation, and Learning Flow in Chemical bond (화학 결합에서 모바일 증강현실을 이용한 과정기반 안내탐구학습이 과학 학업 성취도, 과학 학습 동기, 학습 몰입감에 미치는 영향)

  • Jeon, Young-Eun;Ji, Joon-Yong;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.42 no.3
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    • pp.357-370
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    • 2022
  • In this paper, we developed an augmented reality learning tool suitable for chemical bond learning and proposed a process-oriented guided inquiry learning using mobile augmented reality (POGIL-MAR) to find out how it affects science achievement, science learning motivation and learning flow. Participants were 139 10th-grade students from a coeducational high school in Gyeonggi-do, and they were randomly assigned to the control group (TL), the treatment group 1 (POGIL), and the treatment group 2 (POGIL-MAR). They learned the concept of the chemical bond from the Integrated Science subject for four class periods. Results of two-way ANCOVA revealed that the POGIL-MAR group scored significantly higher than the other groups in a science achievement test, science learning motivation test, and learning flow test, regardless of their prior science achievement. In addition, in the case of the low-level group, the POGIL-MAR group showed a statistically significant improvement in achievement compared to the TL and POGIL groups. The MANCOVA analysis for sub-factors of science learning motivation show that the POGIL-MAR group had significantly higher scores in intrinsic motivation, career motivation, self-determination, self-efficacy, and grade motivation. In particular, the interaction effect between the teaching and learning method and the level of prior achievement was significant in the intrinsic motivation. Meanwhile, the MANCOVA analysis for sub-factors of learning flow show that the POGIL-MAR group had significantly higher scores in clear goals, unambiguous feedback, action-awareness merging, sense of control, and autotelic experience. Based on the results, educational implications for effective teaching and learning strategy using mobile augmented reality are discussed.

A Study on the Effects of Leadership Styles on Organizational Effectiveness - Focusing on Small and Medium Enterprises - (리더십 유형이 조직 유효성에 미치는 영향에 관한 연구 - 중소기업을 중심으로 -)

  • Yoo, Ji-Chul;Lee, Young-Wha
    • Journal of the Korea Safety Management & Science
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    • v.14 no.3
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    • pp.259-268
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    • 2012
  • 조직에는 조직의 목적을 효율적으로 달성할 수 있도록 조직구성원들을 움직이게 하는 리더가 존재하게 된다. 조직 내에 달성해야 할 비전과 목표가 있고 그것을 수행해야 할 과업에 있어서 가장 필요한 것은 구성원들의 비전과 목표를 달성하기 위한 리더십이 중요한 요인이다. 리더십은 비전과 목표달성을 위해 다른 사람들의 행동에 영향을 미치는 과정이기 때문이다. 따라서 모든 유형의 집단이나 조직, 그리고 지역사회나 국가에는 효과적인 리더십이 필요하고 그 같은 효과적인 리더십을 발휘할 유능한 리더가 요구된다. 따라서 리더십은 모든 집단이나 조직의 중요한 자산이며 성공요인이 아닐 수 없다. 특히 중소기업의 경우 기업경영전반에 걸쳐 경영자의 기호나 의도에 따라 수시로 변하는 경우가 많고, 최고 경영자의 개인적 속성이 조직구조나 전략에 적지 않은 영향을 미치기 때문에 최고경영자의 리더십이 중소기업의 조직문화 형성에 대기업보다 훨씬 많은 영향을 미치고 있다. 변혁적 리더십은 사장이 카리스마, 지적자극, 개별적 배려 등을 통해 종업원들에게 기대를 능가하는 최고의 노력을 발휘하도록 동기부여 시키는 것이다. 변혁적 리더십을 발휘하는 사장은 종업원들의 욕구수준을 높여 주고 자신감을 심어줌으로써 성공에 대한 확신을 높여준다면 종업원들로 하여금 조직에 대한 몰입을 이끌어 낼 수 있고, 보통이상의 추가노력과 낮은 이직의도를 거둘 수 있다는 것이다. 따라서 본 연구는 연구의 목적을 달성하기 위해 연구와 관련된 선행연구자들을 분석하고, 이를 토대로 연구모형을 설계하여 중소제조업체의 CEO들에게 요구하는 리더십모형을 제시하였다. 중소기업의 리더십 유형을 카리스마적, 전략적, 거래적, 변혁적 이론 등을 기본으로 하여 기업에 어떠한 영향을 주는지를 이론을 통해 제시하였다. 이러한 리더십 유형들이 기업의 목표에 영향을 주는지를 분석한 후 여기에서 중소기업의 CEO에게 필요로 하는 리더십 유형을 제시하였다.

Perception of Management by Objectives and Organizational Effectiveness among Clinical Nurses (간호사의 목표관리(MBO)에 대한 인식과 간호조직의 유효성)

  • Shin, Eul-Sook;Ahn, Sung-Hee
    • Journal of Korean Academy of Nursing Administration
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    • v.14 no.3
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    • pp.278-286
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    • 2008
  • Purpose: It is a descriptive study to analyze correlation between the perception of management by objectives(MBO) and organizational effectiveness among clinical nurses. Methods: The subjects were 315 nurses at two hospitals (A and B) of C university, who have had more than 3.5 years of nursing experience. The survey instrument included two major concepts, perception of MBO (29 items) and organizational effectiveness, which has three sub-concepts, job satisfaction (18 items), organizational commitment (12 items), and motivation (20 items). The data analyses included t-test, ANOVA, Scheffe test, Pearson's correlation coefficients, and Stepwise multiple regression. Result: The mean score of the perception of MBO was 3.13 out of 5. In organizational effectiveness, job satisfaction was 3.09, organizational commitment 3.25, and motivation 3.38. The perception of MBO had significantly positive correlation with job satisfaction(r=.71), organizational commitment(r=.65) and motivation (r=.61). The perception of MBO explained 50.4%, 42.4%, and 37.1% for job satisfaction, organizational commitment, and motivation respectively. Conclusions: The results show that the MBO affected the organizational effectiveness, and the MBO serves as a useful system to improve the organizational effectiveness in a nursing department.

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A Study on Problem Based Storytelling of Digital Game Modification (디지털 게임 모드의 문제 기반 스토리텔링 연구)

  • Yun, Hye-Young
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.65-76
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    • 2016
  • The paradigm of the human experience through computer as a medium is moving from cultural interface to cultural software. Mod represents this paradigm shift in digital game culture. Until now, Digital game play focused on the immersive agency in the process of achieving the goals of the game. On the other hand, In Mod, play focus on generative agency in the process of creating and solving problems in game world. Through Mod, original game perceived as transformable data and creative material. Transformation and generation of such a game content through the user's Mod presents a sustainable model of the digital game.

A Study on Presence of Collaboration based Multi-user Interaction in Immersive Virtual Reality (몰입형 가상현실에서의 협업 기반 다수 사용자 상호작용의 현존감에 관한 연구)

  • Park, Seongjun;Park, Wonjun;Heo, Hayoung;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.11-20
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    • 2018
  • This study proposes collaboration based multi-user interaction to provide improved presence and satisfying experience to multiple HMD users in immersive virtual reality. The core of the proposed multi-user interaction is to present the direction in which HMD users in virtual reality environment can interact through communication and collaboration with each other based on their separate roles and behaviors. Each user in the virtual collaborative environment uses a hand to interact with a virtual environment or virtual objects. Based on the basic structure, this study designs methods (synchronization and communication) that can be achieved a common goal together through communication and collaboration. Then, this study creates a virtual reality application of arcade genre that considers communication and collaboration in order to verify whether the proposed multi-user interaction provides improved presence and satisfaction experience. And, the survey experiments are conducted for participants. Through these processes, it is confirmed that the interaction in the proposed immersive virtual collaborative environments provide the presence and experience that is satisfactory to all users.

A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

Relationship Analysis between Factors on Smartphone Usage of Tourists (관광객의 스마트폰 사용 요인 간 관계 분석)

  • Oh, Tae-Heon;Kim, Min-Cheol
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.99-106
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    • 2017
  • The purpose of this study is to analyze the relationship between tourist 's intention to use smartphone and the preceding factors through the questionnaire. For achieving this research purpose, this study surveyed the tourists who use smartphone to investigate the influence of interactivity such as two-way communication and synchronicity as hypotheses on the influence of flow, and the effect of attitude factors on continuous intention to use was analyzed by research model. In this study, a partial least squares based structural equation (PLS-SEM) method was applied to verify the hypothesis of the proposed research model. Finally, the validity of the proposed research model was confirmed through confirmatory factor analysis and hypothesis testing. Therefore, the results of this study show that interactivity and flow are influential for the reuse of users in utilizing information by using smartphone, and it affects the attitude of users in developing smart tourism system in the future. The results of this study can be utilized as basic data related to the acquisition of information by smartphone of tourists in the future development of smart tourism system.