• Title/Summary/Keyword: 이성적 경험

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Factors that Influence Tobacco Use in Middle School Student and The Rate of Future Tobacco use (중학생들의 흡연 경험과 미래의 흡연의도에 영향을 미치는 요인)

  • Hwang, Seong-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.573-583
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    • 2016
  • This descriptive investigative study was conducted to evaluate middle school students in the city to understand their experience with tobacco use and the factors that affect the intention for tobacco use in the future, as well as to investigate the relevance between student attitudes towards tobacco use and their understanding of the toxicity of its use. A total of 1,044 middle school students located in C city were surveyed from October 13 to November 27, 2015. The results showed significant differences in age, grade, amount of allowance, absence/presence of friends of the opposite sex, and first experience with tobacco use. Moreover, intentions of tobacco use in the future showed significant differences in age, religion, allowance, rate of satisfaction of the school environment, absence/presence of friends of the opposite sex, and academic grade (p<0.05). Based on the above results, it is necessary to implement a consistent anti-smoking education in the home and school starting in elementary school to reduce the rate of tobacco use in middle school students.

Study on Effects of Radio Pager Demonstration Project on School Violence Prevention (학교폭력예방을 위한 무선호출기 시범사업 효과성에 관한연구)

  • Lee, S.D.;Park, J.O.;Yeum, D.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.8 no.2
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    • pp.101-107
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    • 2014
  • In order to understand people's ideas about radio pagers and effects of the radio pagers on school violence prevention, the study analyzed a radio pager demonstration which was being participated by a total of 606 students. According to the findings from the analysis, first, when it comes to statistical differences between the two groups with the experience of school violence as either a victim or a assailant, both the victims and the assailants believed that the radio pagers is useful to prevent school violence. Both the groups were observed to be willing to use the radio pagers constantly. Second, regarding effects of the radio pagers on the school violence prevention, they were understood to have even a more positive influence both on the school violence prevention and the students' satisfaction with their school lives as a more number of the students possess the radio pagers, as the more the students need the radio pagers and lastly as the more the students feel content with the radio pagers. Based on the results of the analysis, implications and limits of the study were proposed.

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The Effects of National Science Leading School Programs on Students' Positive Experiences about Science and Teachers' Perceptions of Curriculum Implementation Factors Affecting PES (과학선도학교 사업이 학생의 과학긍정경험에 미치는 영향 및 관련 교육과정 요소에 대한 교사의 인식)

  • Kang, Hunsik;Lee, Soo-Young;Kim, Heekyong;Lee, Sunghee;Kwak, Youngsun;Shin, Youngjoon
    • Journal of The Korean Association For Science Education
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    • v.39 no.2
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    • pp.279-293
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    • 2019
  • This study investigated the effects of national science leading school programs on students' positive experiences about science (PES) and teachers' perceptions of curriculum implementation factors affecting students' PES. For this study, Test for Indicators of Positive Experiences about Science (TIPES) was administered to a total of 11,488 students from 117 national science leading schools and 1,315 students from 50 normal counterpart schools. In addition, a total of 105 teachers were given a survey asking their curriculum implementation levels and perceptions on importance and performance levels of each identified factor that was known to influence students' PES. Students' total PES scores and scores in five sub-components of PES were widely varied across science leading school program types. In general, participating teachers reported common curriculum implementation factors that most positively affected students' PES including 'science-related activities out of school,' 'student-centered research projects,' 'ICT-related materials' and 'performance assessment.' Based on these results, implications for science education were discussed.

The Effect of Consumer Knowledge and Involvement of Apparel Products on Information Processing Style (의류 상품에 대한 소비자 지식과 관여가 정보처리양식에 미치는 영향)

  • Lee Ji-Yeon;Park Jae-Ok
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.9_10 s.146
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    • pp.1329-1339
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    • 2005
  • The purpose of this study was to investigate the effect of consumer knowledge and involvement of apparel products on information processing style. The subjects of this study were female adults who lived in Seoul, Kyunggi or Incheon areas and Quota sampling using age and residential areas was employed. The data were obtained from 603 questionnaires. Data were statistically analyzed using SPSS 10 and LISREL 7.0. Major statistical methods were factor analysis, Cronbach's a coefficient, multiple regression analysis, and structural equation model analysis. The results were as follows: 1. Consumer knowledge significantly influenced information processing styles. Rational processing style was significantly influenced by objective knowledge, while experiential processing style was significantly influenced by subjective knowledge. 2. Involvement was related to the subjective knowledge more than objective knowledge. Consumers who had higher interest, social importance and followed latest fashion trends tended to process information more experientially.

An Evaluation of Users' Experiences with Gustave Klimpt VR Application Using the Technology Acceptance Model(TAM) (기술수용모델을 기반으로 구스타프 클림트의 <스토클렛 저택의 장식벽화(Stoclet Frieze)> VR 애플리케이션에 대한 사용자 경험 평가)

  • Rhee, Bo-A;Choi, Yeo-rim;Jeong, Do-Young;Park, Seong-Hun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.297-300
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    • 2017
  • 본 연구는 기술수용모델(Technology Acceptance Model)을 기반으로 <클림트 인사이드(2017)>전시에서 사용된 <스토클렛 저택의 장식벽화(Stoclet Frieze)> VR 앱에 대한 인지된 유용성(이하 PU)과 인지된 이용용이성(이하 PEOU)의 평가에 초점을 맞추었다. VR 앱의 학습적합성(SFL)이 감상적합성(SFA)보다 높게 평가된 PU의 경우, 학습유용성(UFL)과 감상유용성(UFA)의 모든 요인이 만족도(DOS)에 긍정적인 영향을 미침으로써, 전시환경에서의 VR 앱의 학습에 대한 내적 동기 부여 및 감상 지원에 대한 잠재력이 확인되었다. 또한 PEOU의 모든 요인들은 DOS뿐만 아니라 DOI와도 유의미한 상관관계를 가졌다. 본 연구를 통해 TAM의 PU와 PEOU의 ATUA(DOS 및 DOI) 및 BITUA(ITRA(1) 및 ITRA(2))에 대한 영향력이 검증됨에 따라, 두 변수는 사용자의 VR 앱에 대한 기술 수용에 대한 예측을 가능케 했으며, 결론적으로 예술작품 원작을 재매개한 VR 앱에 대한 평가모델로써 TAM의 적합성이 입증되었다.

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A Study on the Impact of Volunteering Experience in a Small Library Within an Apartment Complex on the Sense of Community: A Case of Apartment Small Libraries in D Metropolitan City (아파트 단지 내 작은도서관 자원봉사 경험이 지역공동체 의식형성에 미치는 영향: D 광역시 아파트 작은도서관 사례를 중심으로)

  • Ayoung Lee;Seongsin Lee
    • Journal of the Korean Society for information Management
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    • v.40 no.4
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    • pp.53-71
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    • 2023
  • The purpose of this study is to analyze the effect of volunteering experience at a small library in an apartment complex on the formation of a sense of community through a qualitative method. To achieve the study purpose, thirty-three volunteers from five small libraries in an apartment complex in DS-gu at D Metropolitan City were interviewed. According to the study results, they started volunteering at the libraries as a main user of the libraries. Through the volunteering experience, they had positive feelings about the libraries and were aware of the problems with the libraries. Furthermore, the volunteering experience facilitated communication among the residents of the apartment and they recognized the libraries as a shared community space. Finally, through the above processes, the volunteering experience contributes to formimg a sense of community.

An Analysis of Team Performance based on Member Formation: Approached by the Three Triads of Enneagram (팀원 구성에 따른 팀 프로젝트의 성과 분석: 에니어그램의 3 중심 성격유형을 통한 접근)

  • Yee, Soung Ryong
    • Journal of Engineering Education Research
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    • v.16 no.1
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    • pp.75-83
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    • 2013
  • In engineering education, team projects play an important role to increase students' capability of solving problems and teamworking. Student achieves a success experience, which in turn provides self-efficacy, through successfully performed project. This paper deals with an analysis of team performance variation in accordance with the team member formation. Team members are categorized into three different charater types based on the three triads of Enneagram. The analysis result shows that the team performance varies with the member formation pattern.

The Problem of Freedom: Merleau-Ponty and Sartre (자유의 문제: 메를로-퐁티와 사르트르)

  • Sim, Gui-yeon
    • Journal of Korean Philosophical Society
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    • v.123
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    • pp.165-187
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    • 2012
  • Our freedom is natural, however we are amazed at the fact that we don't sometimes have the freedom. we have to have a freedom and must be a freedom. But we think our life is restrained. Why do we think that? This is due to epistemological thinking. Also critic of Sartre' freedom is due to that. Especially Merleau-Ponty's researchers say that Sartre is an epistemologist on the problem of the freedom and his freedom is an absolute freedom. Aim of this paper is to find out problem of the critic. To achieve this, first we need to exmaine what absoulte freedom is. It is abstract and ideological. According to Merleau-Ponty, it dosen't exist. This paper argues that Sartre's freedom is not epistemoligical but ontological. It is going to come out in relation between '$l^{\prime}{\hat{e}}tre-en-soi$' and '$l^{\prime}{\hat{e}}tre-en-soi$'. Then, on the problem of the freedom, we can discover that Sartre and Merleau-Ponty are no different from each other. Finally, As I argue about Merleau-Ponty's freedom, I will show that it is 'a freedom of situation' and 'a freedom of choice'. Also, This freedom is Sartre's freedom. Sartre showes a situation is my freedom.

A Study of Nonlinear Structure in Visual Design (시각디자인에 있어서 비선형적 구조에 관한 연구)

  • 정원일
    • Archives of design research
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    • v.11 no.2
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    • pp.167-176
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    • 1998
  • The modern contains many problems that cannot be solved by the reductionism based on western natual science. Up until now, it has been formed determinism over the basis of empiricism or rationalism, this can be called a mechanical view of the world. In the field of natural science since 20C, however, raised the standard of revolt in traditional determinism, plural theory headed up. Consequently, in the name of post modernity, western reason became to deconstruct, further, new theory came to need. This new paradigm also affected design, and was studied to overcome the limitation of modern design.

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A Study on Contents Analysis of MMORPG (엠엠오알피지 콘텐츠 분석에 관한 연구)

  • Kim, Seo-Young;Park, tae-Soon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.167-171
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    • 2006
  • This essay suggests frame of analysis about MMORPG and analyzes 3 representative games. That frame has 7 categories and more divisional analysing ietms. The 7 categories are community orientation, PK orientation, convenient usability of item, variety of character, balance, convenience of interface, aesthetics of graphic and sound. The result of analysis is quite correspond with empirical and general information. That is, Foreign games have multiple game factor and high asthetics of graphic and sound, Domestic games have good convenience of interface and well adapted balance.

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