• Title/Summary/Keyword: 자기 수용감

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The Effects of Learning Transfer on Perceived Usefulness and Perceived Ease of Use in Enterprise e-Learning - Focused on Mediating Effects of Self-Efficacy and Work Environment - (지각된 유용성과 사용용이성이 기업 이러닝 교육의 학습전이에 미치는 영향에 관한 연구 -자기효능감과 업무환경의 매개효과를 중심으로-)

  • Park, Dae-Bum;Gu, Ja-Won
    • Management & Information Systems Review
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    • v.37 no.3
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    • pp.1-25
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    • 2018
  • This research performed the empirical test for the effects of learning transfer on perceived usefulness, perceived ease of use, self-efficacy and work environment using 390 employees who have experienced e-learning in domestic and foreign companies. Analyzed the mediating effects of self-efficacy and work environment in addition to direct effect of each factor on learning transfer. The results showed that perceived usefulness and perceived ease-of-use of e-learning learner had a positive(+) effect on self-efficacy and a positive influence on supervisor and peer support and organizational climate. Self-efficacy showed a positive effect on learning transfer, and supervisor support, peer support and organizational climate had a positive influence on learning transfer as well. Perceived usefulness also had a positive effect on learning transfer. However, perceived ease-of-use had no significant effect on learning transfer. As a result of the mediating effect analysis, self-efficacy and work environment were analyzed to have mediating effects between perceived usefulness, perceived ease of use, and learning transfer. The implications of this study are as follows. First, this study designed a new research model that reflects factors influencing the effect of learning transfer on acceptance of e-learning that is common in corporate education. It has derived a research model of perceived usefulness and perceived ease-of-use, which were used as mediating variables for external characteristics factors, as independent variables, using self-efficacy and work environment as mediating variables, which were studied as external factors. Second, most of the studies on technology acceptance model and learning transfer are conducted in a single country. The reliability was enhanced by testing the study models using different samples from 26 countries. Third, perceived usefulness and ease-of-use in existing studies have been considered as key determinants of acceptance intention and learning transfer. This study explored the mediating effects of learner and environmental factors on the accepted information technology and strengthened and supplemented the path of learning transfer of perceived usefulness and ease-of-use. In addition, based on the sample analysis of various countries used in this study, it is expected that future international comparative studies will be possible.

Effects of Self-identity by Adolescents on Types of Career Decision-making (청소년의 자아정체감이 진로의사결정 유형에 미치는 영향)

  • Heo, Jeong-Cheol
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.433-441
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    • 2009
  • This paper searches for programs for creating increased employment in local society in important occupation sectors such as education and training services, insurance and social welfare services, culture and arts, housing and environmental service fields. As part of an improvement plan, while strengthening investment in education training infrastructure for the suppliers of social services, cooperation and coordination by the public and private sectors is necessary. Also necessary are identifying model social enterprises that are based upon joint efforts for success of social enterprises and publicity efforts necessary.

The Effect of Airport Security Screeners' New Technology Acceptance to the Innovation and Job Satisfaction of Airport Security (공항보안검색요원의 신기술 수용성이 공항보안업무의 직무만족도와 업무혁신성에 미치는 영향)

  • Jeon, Jong-Duk;Yoon, Han-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.394-403
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    • 2019
  • This research focuses on the perception of security screeners using a full body scanner at airport which had been newly introduced to terminal 2 of Incheon Int'l airport. To accomplish the purpose of research, this paper used UTAUT (Unified Theory of Acceptance and Use of Technology) model. Through an empirical analysis, it was proven the factors consisting of technological acceptance and how those factors affect both organizational innovation at airport and job satisfaction of security screeners. According to an empirical analysis, it was found out all the factors of technological acceptance have a significant effect on both organizational innovation and job satisfaction. However, only the effort expectation was shown to have a significant negative effect on the two dependant variables contrary to the other variables (performance expectation, behavioral intention and self efficacy. It was also proven organizational innovation had a moderating effect between technological acceptance and job satisfaction. Such results suggested organizational innovation at airport security division is necessary to enhance job satisfaction using a newly introduced full body scanner.

Path analysis for academic self-efficacy, the motivation and learning attitude on the learning through game making activity (게임 제작을 통한 학습에서 학업적 자기효능감, 학습동기 및 학습태도에 대한 경로분석)

  • Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.33-40
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    • 2012
  • The purpose of this study is to find the relationship of academic self-efficacy, motivation, computer learning attitudes on the learning through game making activity. Through this study, it was confirmed structural relationship of the variables for learner's participant and academic goal achievement in learning with digital games. The structural equating model in this study, also indicates that academic self-efficacy, which was consisting of assignment level, self-efficacy, confidence affects meaningfully on motivation and computer learning attitudes. It is important factor that Learner's attitudes for the task and regulate of learning process in learning with digital games, which was focused on learning by doing.

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Comprehensive Senior Technology Acceptance Model for Digital Health Devices (디지털 헬스기기의 통합적 고령자 기술수용도 모델)

  • Shin, Hye-Ri;Yoon, Hee-Jeong;Kim, Su-Kyoung;Kim, Young-Sun
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.201-215
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    • 2020
  • We conducted the analysis using the data of the '2019 Korean Middle and Elderly Technology Acceptance Survey' to verify the comprehensive senior technology acceptance model. In this study, we examined the significant effect the relationship between behavioral intention to use the diital health devices and perceived usefulness, perceived ease of use, gerontechnology self-efficacy, gerontechnology anxiety, facilitating conditions, attitude to life and satisfaction through the structural equation. The results of the research model are as follows. First, the usefulness and ease of use had significant effects on intention to use. Second, the self-efficacy had significant effects on the intention to use. But they had negative effect. Third, perceived usefulness, self-efficacy and anxiety had significant effects on ease of use. Lastly, self-efficacy, facilitating conditions, attitude to life and satisfaction had significant effects on perceived usefulness. These findings highlight that verified the comprehensive senior technology acceptance model in Korea.

Factors of the Acceptance Affecting the e-Payment System : Focusing on service quality and social influence (전자결제시스템의 수용에 미치는 영향요인 : 서비스품질.사회적 영향요인을 중심으로)

  • Jeon, Soo-Yong;Ha, Kyu-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3239-3248
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    • 2010
  • A number of people using e-payment system has been increasing drastically during the recent period and the trend still continues. The purpose of this article was to investigate the effect of service quality and social factors on the e-payment system acceptance and the moderating effects of self-efficacy in the perspective of the interactional approach. In this research, data were collected from 2331 e-payment system users with structured questionnaires and analyzed using regression analysis method. This research found that security, responsiveness, mass media, word of mouth, security and self-efficacy of interaction effect have significant positive effects on acceptance intension. The result of this research showed that the social influence and self-efficacy interactional approach are more adequate than only service quality in accounting for the e-payment system acceptance.

A Meta-analysis and Review of External Factors based on the Technology Acceptance Model : Focusing on the Journals Related to Smartphone in Korea (기술수용모델 선행요인에 관한 문헌적 고찰 및 메타분석)

  • Nam, Soo-Tai;Shin, Seong-Yoon;Jin, Chan-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.4
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    • pp.848-854
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    • 2014
  • A Meta-analysis refers to a statistical literature synthesis method from the quantitative results of many known empirical studies. We conducted a meta-analysis and review of external factors based on the technology acceptance model for Smartphone-related researches. This study surveyed 106 research papers that established causal relationships in the technology acceptance model published in Korean academic journals during 2008 and 2013. The result of the meta-analysis might be summarized that the playfulness has the highest effect size in the path from external factors to the perceived usefulness, with the effect size(0.536). Also the self efficacy showed the highest effect size(0.626) in the path from external factors to the perceived ease of use. Based on these findings, several theoretical and practical implications were suggested and discussed with the difference from previous researches.

Impact of self image and self-esteem on job satisfaction of 119 Rescue workers (119구급대원의 자기이미지와 자아존중감이 직무만족도에 미치는 영향)

  • Uhm, Dong-Choon;Hwang, Seong-Hak
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3786-3793
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    • 2013
  • This study aimed to investigate the influence of self-image, and self-esteem of 119 Rescue workers in D city on job satisfaction. This research design was a descriptive study. Data were collected from November 19, 2012 to December 08, 2012, analyzed by SPSS 20.0 program. There were statistical difference between age, period of employment, position, and license and self-image. There were statistical difference between age, position, license and self-esteem. There were statistical differences between age, period of employment, position and job satisfaction. Job satisfaction was positively related to self-image and self-esteem. In the multivariate regression analysis, adjusted R2 value was 0.268. It is necessary to enhance the career and awareness of job satisfaction of 119 rescue workers.

A Meta-analysis and Review of External Factors the Perceived Usefulness and Ease of Use on Smartphone (스마트폰의 인지된 유용성과 사용 용이성에 미치는 선행요인 문헌적 고찰 및 메타분석)

  • Nam, Soo-tai;Jin, Chan-yong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.113-116
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    • 2014
  • 기술수용모델은 지난 20년 동안 많은 주제로 다루어지고 있으며 지금도 여전히 계속 연구되어 오고 있다. 메타분석은 여러 실증연구의 정량적인 결과를 통합과 분석을 통해 전체 결과를 조망할 기회를 제공하는 통계적 통합 방법이다. 최근 스마트폰 관련 연구가 활발하게 이루어지고 있다. 이러한 시점에 기술수용모델을 기반으로 선행 요인에 관한 문헌적 고찰과 메타분석을 실시하였다. 본 연구는 2013년 이전 국내 학술지에 게재된 연구 중 기술수용모델의 인과관계를 설정한 총 106편의 연구논문을 대상으로 하였다. 메타분석의 결과, 선행 요인과 인지된 유용성의 경로에 가장 큰 효과 크기는 유희성으로 나타났다. 인지된 유용성과 유희성의 경로에 효과 크기는 0.536이었다. 그리고 선행 요인과 인지된 사용 용이성의 경로에 가장 큰 효과 크기는 자기 효능감으로 나타났다. 인지된 사용 용이성과 자기 효능감 경로에 효과 크기는 0.626이었다. 분석결과를 통해 이론적 실무적 시사점을 논의 하고자 한다.

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Intention to Use Mobile Delivery Application Services, Depending on Personal Innovativeness and Self-Efficacy (개인혁신성과 자기효능감이 모바일 배달 어플리케이션 서비스 이용의도에 미치는 영향)

  • Park, Min-Hee;Kwon, Mahnwoo
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.440-448
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    • 2017
  • This study aims to determine the factors affecting people's intention to use mobile delivery application services. The technology acceptance model (TAM) was employed and a survey was conducted on 300 delivery application users. As a result, personal innovativeness was found to have a positive effect on perceived ease of use and perceived playfulness. Self-efficacy turned out to have a positive influence on perceived ease of use and perceived playfulness. Next, perceived ease of use was found to positively affect both perceived usefulness and perceived playfulness, and perceived usefulness and playfulness had a positive effect on the intention to use the service as well. Lastly, personal innovativeness and self-efficacy were found to have a significant indirect influence on the intention to use the service. This study suggests users can be induced to voluntarily and continuously use the service, if their personal characteristics and perception of the service are considered in the future development of the service.