• Title/Summary/Keyword: 참여여부

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Effects of Anonymity and Morality to the Patterns of Learner Participation in the Real-Time Online Discussion (실시간 온라인 토론에서 도덕성과 익명성이 참여자의 참여 형태에 미치는 영향 탐구)

  • Kim, Tae-Woong
    • Journal of Engineering Education Research
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    • v.12 no.3
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    • pp.107-117
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    • 2009
  • This research deals with the effects of anonymity and morality to the patterns of learner participation in the real-time online discussion. Based on these research results, it was suggested that the anonymity mode and morality levels subject should be utilized in order to enhance the participation quality of online discussion

The regular physical activity impact on the individuals involved euphoria and determinants of engagement (규칙적 체육활동 참여가 개인의 행복감에 미치는 영향과 참여유도 결정요인)

  • Kim, Mi-Ok;Huh, Ji-Jung
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.667-675
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    • 2016
  • This study aims to investigate the effects of regular participation in physical activity on personal happiness by analyzing the "2014 National Leisure Sports Participation Survey". By using cross-tabulation and the binary logit model, it is found that there is a positive correlation between those two variables. The effect of positive affect on happiness index was found to be influenced by age, education level, occupation, income, marital status, appear. The results of the analysis of the relationship between the presence of sports facilities and the participation of regular physical activity using crosstab analysis and the analysis of physical activity showed positive relationship between two variables. Hence, it is expected that providing more opportunities to participate in sports programs can lead the public to more regular participation in physical activity.

The Effects of Capital and Ecological Variables on Volunteering Among Older Adults (자본 및 생태환경 요인이 노인자원봉사활동에 미치는 영향)

  • Kim, Myeong-Suk;Ko, Jong-Wook
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.236-248
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    • 2014
  • The purpose of this study was to investigate the effects of human, social and cultural capital and ecological variables on volunteering among older adults. In this study, three variables of education, income and physical health were examined as human capital factors, two variables of formal and informal interaction as social capital factors, three variables of religion, cultural organization participation and quality of life as cultural capital factors, and three variables of existence of spouse, housing tenure and residence area as ecological factors. In addition, two variables of volunteering participation and continuous volunteering participation intention were considered as dependent variables. For this study, "Senior Job Replacement Project Participants" data collected by the Korea Labor Force Development Institute for the Aged were used and analyzed employing logistic regression analysis technique. This study found that three human capital variables(education, income, physical health) had positive effects on volunteering participation and continuous participation intention among older adults; of the two social capital variables, informal interaction had a positive effect on both volunteering participation and continuous participation intention, whereas formal interaction had a positive effect only on continuous participation intention; three cultural capital variables(religion, cultural organization participation, quality of life) had positive effects on both volunteering participation and continuous participation intention; and of three ecological variables, housing tenure and residence area had positive effects on volunteering participation and continuous participation intention, whereas existence of spouse had no significant effects on dependent variables.

Analysis on the Hanbok Image, Perception and Preference Type of High School Students: Focused on Participation in Hanbok Classes and Gender (고등학생의 한복 이미지, 선호 유형, 전통한복 인식 분석: 한복수업 참여 여부 및 성별을 중심으로)

  • Kim, Sangmi
    • Journal of Korean Home Economics Education Association
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    • v.33 no.2
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    • pp.81-93
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    • 2021
  • The purpose of this study was to analyze the image, perception, and preference type of high school students of Hanbok and examine the differences according to gender and participation in Hanbok classes. For this purpose, a survey was conducted with 438 high school students in Busan. Frequency analysis, chi-square test, t-test, and F-test were performed using the SPSS and the results were as follows. Firstly, for most high school students, Hanbok has an elegant image, but it was also confirmed that they perceive Hanbok to have a splendid image due to its exposure in mass media and SNS. The image of Hanbok differed by gender and participation in Hanbok classes. A higher percentage of male students than female students perceived Hanbok to have rustic image. Secondly, the type of hanbok that high school students prefer was traditional Hanbok, followed by fusion Hanbok, casual Hanbok, and fashion Hanbok. Hanbok preference type differed by gender and participation in classes. Group participating in hanbok classes showed a higher preference for fashion Hanbok than those who did not. Thirdly, high school students' perception of traditional Hanbok was above average. By subcomponents, it was shown in the order of 'esthetics', 'sustainability', and 'practicality'. It was found that there were statistically significant differences in traditional Hanbok perception according to gender and participation in Hanbok classes. Female students evaluated more positively for traditional Hanbok than male students and students who participate in Hanbok classes evaluated traditional Hanbok more positively than non-participating students.

Analysis of Prework Trip-Making and Modal Choice (통근통행 이전의 비통근통행 발생여부와 교통수단 선택행태 분석)

  • 윤대식
    • Journal of Korean Society of Transportation
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    • v.17 no.5
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    • pp.57-65
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    • 1999
  • 본 연구에서는 지금가지 통근통행자의 활동참여 분석(activity Participation analysis)이 주로 일과후 활동참여(postwork activity participation)에 초점이 주어졌다는 점을 감안하여 일과전 활동참여(preworkactivity Participation)를 분석하고자 하였다. 이러한 연구배경하에서 본 연구는 통근통행자의 통근통행 이전의 비 통근통행 발생여부와 교통수단 선택의 행태를 네스티드 로짓모형을 이용하여 분석하였다. 본 연구는 모형의 경험적 추정을 위해 1995년 미국 Nationwide Personal Transportation Survey (NPTS)의 일부분으로 수집된 뉴욕 대도시지역의 설문조사자료를 이용하였으며, 추정된 경험적 모형을 바탕으로 의미 있는 결과를 논의하였다. 본 연구에서 추정된 통근통행 이전의 비 통근통행 발생여부와 교통수단 선택의 네스티드 로짓모형은 통계적 측면이나 행태적 측면에서 볼 때 대체로 타당한 분석결과를 보여준다. 교통수단 선택모형(조건부 모형)의 추정결과를 보면 나이, 운전면허 소지여부, 가구내 차량보유대수, 가구내 직장인수, 연간 가구소득, 교통수단의 통행시간이 통근통행자의 교통수단 선택에 의미 있는 영향을 미치는 것으로 확인되었다. 한편 통근통행 이전의 비통근통행 발생여부 선택모형(한계모형)의 추정결과를 보면 나이 성별, 가구내 차량보유대수, 가구의 생애주기가 통근통행자의 비 통근통행 발생여부에 의미 있는 영향을 미치는 것으로 확인되었다. 본 연구로부터의 중요한 발견은 추정된 네스티드 로짓모형의 inclusive value의 추정계수값을 살펴봄으로써 가능한데, 모형의 경험적 추정결과는 본 연구에서 가설화된 네스티드 로짓모형구조의 타당성을 입증시켜 준다. 아울러 직장인의 교통수단 선택은 통근통행 이전의 비 통근통행 발생여부의 선택과 밀접한 관련을 가지면서 이루어진다는 사실을 확인할 수 있었다.

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Effects of Work Participation on the Self-esteem of the Elderly (일자리 참여가 노인의 자아존중감에 미치는 영향에 관한 연구)

  • Kweon, Chi-young;Kim, Sun-woong;Lim, Joong-cheol;Lee, Hong-jik
    • 한국노년학
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    • v.27 no.2
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    • pp.427-443
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    • 2007
  • The purpose of this study is to find out how work participation of the elderly and their general characteristics - socio-demographic, economic, and health traits - influence on their self-esteem. The data was collected through one on one interviews of 295 elderly. Data on general attributes and the discrepancies in the level of self-esteem between work participants and non-participants were analyzed by using t-test and ANOVA, while the effects of work participation on their self-esteem were analyzed by multiple regression analysis. Results of this study shows us that work participation is the strongest predictor that determine the level of self-esteem for the elderly. In other words, work participation can make the aged better off and give them a sense of security and satisfaction. Finally, these findings may be used for realizing us the importance of the work participation program and developing and designing new promising approaches of work participation program, which meet psychological needs of the elderly as well as their economic needs.

A Study on Participatory Digital Archives (참여형 디지털 아카이브 활성화 방안 연구)

  • Park, Jinkyung;Kim, You-seung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.2
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    • pp.219-243
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    • 2017
  • This study aims to provide alternative strategies for promoting active engagement of users in participatory archives. It focuses on users and their active participation in digital archives beyond providing simple participation opportunities. In doing so, the study reviewed relevant literature that analyzes interpretation and development of participatory digital archives. Moreover, it examined several cases of participatory digital archives as to how they apply for user participation, policy, and service. As a general property, main participants, duration, and technology were examined. Technology was further subdivided into open source software, availability of Open API, availability of mobile web, and offline archives. Participation method was divided into active participation, hub participation, and passive participation according to degree of user participation, and the participation functions provided by each archive were compared and analyzed. In policy area, terms of use, personal information processing policy, copyright policy, collection policy, major collections, scope of collections, classification methods, and descriptive elements of each archive were discussed. Services were divided into content, search, and communication area. Based on such analysis, this study proposed ways for promoting active engagement of users in participatory digital archives in terms of participation, policy, content service, and communication service.

Factors Associated with Active Participation in Health Promotion Programs at a Public Health Center (보건소 건강증진 프로그램 신청자의 참여 상태와 관련 요인)

  • Park, Yeun-Ju;Park, Hyun-Hee;Ryu, So-Yeon
    • Journal of agricultural medicine and community health
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    • v.35 no.3
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    • pp.287-300
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    • 2010
  • Objectives: We identified factors associated with any participation and with "good participation" (as assessed by frequency of attendance) in health promotion programs at a public health center in Korea. Methods: The subjects included 199 women who attended a baseline examination of health promotion programs during the first half of 2009. We collected data by structured interviews and physical examinations. Participation status was quantified by the frequency of attendance to the program. We classified the subjects as non-participants (0) and participants (1+ times), and as poor participants (0-29 times) and good participants (30+ times). Results: Of the 199 subjects, there were 57 (28.6%) non-participants, while 56 (28.1%) were classified as good participants. The factors that significantly affected participation status, as identified by univariate analysis, were personal factors (age, educational level, marital status, religion, living with someone, monthly income), environmental factors (method of access, accessibility of other facilities), body mass index, hypertension, perceived barriers to health, emotional salience, affectionate domain of social support, and depression. Multiple logistic regression analyses indicated that method of access was the most significant factor affecting participation in the health promotion program, and that the factors most highly associated with good participation were emotional salience, hypertension and body mass index. Conclusions: Our findings suggest that specific factors determine and enhance participation in health promotion programs offered by public health centers. These factors should be considered during the design and evaluation of health promotion programs that are offered by public health centers.

eSports Perception and Analysis of Differences among Deaf (청각 장애인이 지각하는 e스포츠 인식 및 차이분석)

  • Choi, Kyung-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.245-252
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    • 2022
  • This study is significant in explaining the eSports awareness survey and future development direction of deaf people. Therefore, 189 deaf people were selected as the population, and the following conclusions were drawn by frequency analysis and t-test using SPSS 21.0 and Excel 2016. First, 67.7 percent of the 189 deaf people recognized eSports, 61.4 percent recognized it as a new sports system, and 65.6 percent participated directly or indirectly in eSports. Second, smartphones are the most common e-sports participating devices, and most of the participating events are Kartrider, which is recommended by friends. Third, the most inconvenient part of participating in eSports was the lack of eSports programs for deaf people, and the survey on whether to recommend eSports was the most likely. Fourth, the most common reason for not recognizing eSports as a new sport is that they are not actually sports, so they are not interested in participating. Fifth, there are statistically significant differences in eSports awareness, recognition and participation of deaf people by gender.

Analysis on the Influence of Player's Social Factors on Game Play (개인의 사회적 요소들이 게임 수행에 미치는 영향 분석)

  • Choi, Seong-Rak;Park, Junhwi
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.613-621
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    • 2018
  • This study analyzes the influence of player's social factors on their game play. By conducting a survey of 1,000 general public in Korea, this study aims to understand how game player's social factors influence on their game play behavior: whether they play a game or not, how long they play, and how frequent they play. The survey result suggests that there are some relations between player's social factors and their game play behaviour. The personal factors such as sex, age, monthly income level are seen to have influence on the length and frequency of their game play. Players' the social factors such as social status, social activity participation level and confidence level also have influence over their game play behaviours as well. And the influences are seen to be different depending on whether it's on online game or mobile game.