• Title/Summary/Keyword: 몰입 경험

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The Effects of Flow Experience and Learning Competency on Learning Satisfaction in Gerontological Nursing Virtual Simulation Education (노인간호 가상 시뮬레이션 교육에서 몰입경험, 학습역량이 학습만족도에 미치는 영향)

  • Kwon, Young-Sook
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.2
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    • pp.182-192
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    • 2022
  • The purpose of this study was to investigate the effects of flow experience and learning competency on learning satisfaction after virtual simulation-based nursing practice education for the elderly. The subjects of this study were 72 nursing students and data were collected through online surveys from April 2 to May 7, 2021. Data were analyzed using the SPSS/WIN 24.0 program by descriptive statistics, Pearson's correlation, multiple regression analysis. As a result of the study, the learning satisfaction of nursing students after virtual simulation education showed a significant positive correlation with flow experience (r=.656, p<.001) and learning competency (r=.672, p<.001). The most influential factors on learning satisfaction were learning competency (𝛽=.459, p<.001) and flow experience (𝛽=.413, p<.001), and the explanatory power of the model was 60.9%. Therefore, in order to improve learning satisfaction after virtual simulation education, it is suggested to develop ways to promote flow experience in practice and improve individual learning capabilities.

Relationship of Goal Orientation, Flow Experience and Self-Accomplishment among College Students Receiving Lifeguard Education (수상인명구조 교육 참여 대학생들의 목표지향, 몰입경험 및 자아성취감에 관계된 요인)

  • Kim, Yun-Won;Moon, Tae-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.5
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    • pp.2214-2221
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    • 2011
  • The purpose of this study was to examine the relationship of goal orientation, flow experience and self-accomplishment among students who received lifeguard education. The findings of the study were as follows: First, the task-involvement of the college students receiving lifeguard education, which was one of the sub-variables of goal orientation, had an impact on cognitive flow and behavioral flow, and ego-involvement affected cognitive flow. Second, the task-involvement of the college students receiving lifeguard education, which was one of the sub-variables of goal orientation, exercised an influence on their self-realization, display of ability and development of ability, which were the task-involvement of self-accomplishment. Besides, ego-involvement impacted on self-realization. Third, the cognitive flow and behavioral flow of the college students receiving lifeguard education, which were the sub-variables of flow experience, exerted an influence on self-realization, display of ability and development of display, which were the sub-variables of self-accomplishment. Fourth, the goal orientation of the college students receiving lifeguard education had a firsthand relationship to flow experience and self-accomplishment, and that had a secondhand causal relationship to self-accomplishment through flow experience as well.

The Analysis of Influence Factor on the Organization1 Commitment of Librarian`s of Public Libraries at Pusan (사서들의 조직몰입에 미치는 영향요인 분석-부산지역 공공도서관을 중심으로-)

  • 유길호;한계문
    • Journal of Korean Library and Information Science Society
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    • v.32 no.2
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    • pp.1-20
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    • 2001
  • The aim of this study is to) represent the relationship of organizational commitment and its antecedent variable and show the influence of them in the libraries. For this, We selected librarian\`s personal characteristics, job characteristics, organizational characteristics and work experiences as an independent variables and value commitment, commitment to stay as a dependent variables. Collected data was derived from questionnaire of the 128 librarians of 17 public libraries at susan. 1)The women\`s level of commitment was higher than man. 2)Centralization was negative to the organizational commitment. 7)The rank that influence on the organizational commitment was work experience first, and then organizational characteristics, and job characteristics was the last.

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The Effect of Group Success on Organizational Commitment: Collective Efficacy and Group Cohesiveness of Naval Officials (집단의 성공 경험이 조직몰입에 미치는 영향: 해군 간부들의 집단효능감과 집단응집성을 중심으로)

  • Gil-Hwan Kim ;Ju-Hyun Kim ;Dong-Gun Park
    • Korean Journal of Culture and Social Issue
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    • v.23 no.4
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    • pp.527-556
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    • 2017
  • The purpose of this study was to examine the effect of group success on organizational commitment in organizational situations. It also aimed to investigate the dynamics in the relevance of motivational attitudes to the individual and group level variables(collective efficacy, group cohesiveness). This study used a multi-level model and tested a series of hypotheses through meso-mediation procedure. The results from 613 naval officials in 36 groups provided evidence that; (1) collective efficacy mediated the relationship between group success and group cohesiveness, (2) the cross-level main effects of group success and collective efficacy were shown on vocationa[l self-efficacy, (3) group cohesiveness exerted positive influence on organizational commitment and (4) the meso-mediation effects among the variables at the multi-level were revealed. It was found that the degree of work motivation and motivational attitudes depended on the group's contextual factors, and that each group's shared perceptions on group performance outcomes could be an important motivational source and cornerstone leading to group cohesiveness. The implications and limitations of these study as well as the direction for future study were discussed.

A Study on the Improving Commitment toward Store through Customer Experience Management in Retail Stores (소매점포의 고객경험관리를 통한 점포몰입 증대 방안에 대한 연구)

  • Shin, Jong-Kuk;Oh, Mi-Ok
    • Management & Information Systems Review
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    • v.34 no.1
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    • pp.103-120
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    • 2015
  • This study tries to explain customer experience in retail stores from a holistic perspective including hedonic, economic, symbolic, and relational dimensions. We also attempt to empirically investigate the effect of each dimension of customer experience on the store attitude and store attachment and the differential influence of the store attitude and attachment on the commitment toward store. The major findings from empirical analysis are as follows. First, all four dimensions of customer experience positively impact on the store attitude. Second, symbolic and relational dimensions of customer experience have a positive effect on the store attachment while hedonic and economic dimensions don't. Third, the store attachment more positively influence the commitment toward store than the store attitude do. This paper extends the scope of the study on consumer experience in retail setting by broadening the dimensions of it and testing the differential effect of each dimensions empirically. The results of this research can provide useful implications for practitioners to build successful strategies on customer experience management in retail stores.

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A Study on Teaching-Learning Strategies for Flow Experience in e-Learning Environment (e-Learning 환경에서의 몰입(Flow) 경험을 위한 교수 학습 전략 연구)

  • Lee, EunKyoung;Han, Keun-Woo;Kim, SeongSik;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.1
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    • pp.21-30
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    • 2007
  • It is necessary to design a careful teaching-learning plan for motivating learners as well as helping them to maintain the learning process so that the advantages and effects of e-Learning system are fully exploited. In order to solve the problems in motivation and maintaining learning, we reviewed the Flow Theory and its relevant previous research materials, analyzed the technological and environmental characteristics of e-Learning, and developed the teaching-learning strategies to promote flow experiences fit for the characteristics of e-Learning. Additionally, to verify the effectiveness of these strategies, we have implemented an e-Learning system based on the strategies and applied it in the actual teaching-learning field. As a result, it has been proved that the teaching-leaning strategies developed for flow experiences in this study were helpful in improving learners' flow level and, consequently, contributed to the enhancement of their academic achievements.

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Effect of Dental Hygiene Students' Major Flow Experience on Career Attitude Maturity (치위생과 학생의 전공 몰입 경험이 진로태도 성숙에 미치는 영향)

  • Jung, Gi-Ok;Choi, Gyu-Yil
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.281-287
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    • 2014
  • This study dental hygiene and immersive experience of students affects the career attitude maturity by looking at how dental hygienists and students about careers and further rational attitude equip career decisions and that can be used in career counseling was to establish baseline data. As a result, the area of academic experience and commitment to a career attitude maturity was found to be adequate to explain, immersive experience in the dental hygiene students and career attitude maturity was affected. Career attitude maturity of the readiness of the underlying factors, certainty, determinism, finality, independence was affected by the order. Thus, major classes of students in dental hygiene and can facilitate an immersive experience and take advantage of this by taking steps reasonably career exploration and career attitudes-will need to make groups.

The Correlation between Participating in the Extreme Sports, and the Flow Experience and the Satisfaction of Life (익스트림 스포츠 참가의 몰입경험 및 생활만족의 관계)

  • Hwang, Yu-Rhee;Seok, Kang-Hoon;Lee, Jae-Hyung
    • Journal of Navigation and Port Research
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    • v.38 no.2
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    • pp.147-154
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    • 2014
  • The purpose of this study was to identify the correlation among participating in the extreme sports, the flow experience and the satisfaction of life. 420 participants of the extreme sports were selected by the Judgement Sampling Method. Factor analysis and multi-regression analysis have been conducted. The conclusion is as follows. First, the participants' life satisfaction is partially affected by the duration period and term. Second, period, frequency, duration partially effect to life satisfaction. Third, flow experience partially effect to life satisfaction.

Study on the Effect of the Cognitive Performance, Self-Efficacy and Self-Esteem on the Players' Flow Experience during Playing Online Games (온라인 게임 플레이 과정에서 인지적 성과, 자아효능감, 자아존중감이 플레이어의 몰입 경험에 미치는 영향)

  • Choi, Dongseong;Kim, Jinwoo
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.5-14
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    • 2013
  • This study has focused to identify what kinds of psychological state are most closely related in players experiencing flow while playing game. This study constructs a conceptual model of flow for game players by conducting a survey to 303 online game players. The results indicate that the state of flow was reached when players may gain opportunities for having high self-efficacy as they accomplished tasks. At the same time, it indicate that the higher cognitive performance and self-esteem was able to enhance the higher flow experience while playing a game. This study provides both practical and theoretical implications on how to increase players' flow by providing critical psychological states in the game.

Effects of AR Tourguide Application on Tourist Flow, Experiences, and Usage Intention (증강현실 관광 가이드 앱의 속성이 관광객의 몰입, 경험, 이용의도에 미치는 영향)

  • Kim, Eun-Joung;Song, Ni-Eun
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.487-500
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    • 2022
  • This study aims to examine visitors' usage intention of the mobile AR(Augmented reality) application for tourism in Korea. For this purpose, the study analyzed how three attributes of AR tourguide app such as interactivity, vividness, and novelty have influenced on the tourist in terms of three realms of their flow, their experience (education, entertainment, esthetics, and escapism), and their usage intention for the future. It conducted an online survey from 20 to 30 year-old 291 participants and used a structural equation modeling. Survey findings show that first, novelty has a positive influence on the state of flow in AR application after vividness; Interactivity does not any significant effect on the tourists' flow. Second, when tourists explore the flow in the AR tourguide app, it affects all realms of experience economy of education, entertainment, esthetics, and escapism. Third, when using AR tour guide app in the context of historical heritage site, the two dimensions of entertainment and education influence the usage intention but the other two of esthetics and escapism does not. This study has presented a theoretical contribution that it focuses on historical sites as one type of tourist attractions and suggests a new modeling integrating AR attributes, flow, experience, and usage intention. In addition, it can be used to become a practical reference for revising an user-oriented AR application and customer-tailored AR tourism.