• Title/Summary/Keyword: 통제된 집단

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Analysis of the Re-Employment Education For Retirees' (은퇴자를 위한 재취업교육의 효과분석)

  • Kim, Seo-Ho;Byun, Sang-Hae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.4
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    • pp.2548-2555
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    • 2015
  • The purpose of this study was to examine the impact of a re-employment education to job-seeking anxiety, job-seeking stress and Career belief in an effort to prove the effectiveness of re-employment education. The subjects in this study were 67 believer who were users of G church in the city of K. A re-employment education was conducted in fourteen sessions, once a week. The major findings of the study were as follows: First, the experimental group who participated in the re-employment education felt less job-seeking anxiety. Second, the experimental group who participated in the re-employment education felt less job-seeking stress. Third, the experimental group who participated in the re-employment education showed improvement in Career belief.

The Effects of Tetris Game on the Cognitive Abilities of Students with Mental Retardation (테트리스 게임이 정신지체를 가진 학생의 인지능력에 미치는 효과)

  • Lee, Tae-Su;Yi, Seung-Hoon
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.77-85
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    • 2012
  • The purpose of this study was to investigate the effects of Tetris game on the cognitive abilities of students with mental retardation. Especially, this study focused on the arrangement of figures and the task attention. To do this, 33 students with mental retardation in a middle school participated and were assigned to the two treatment group. The experimental group did the Tetris game three times a week for 4 weeks, but the control group didn't the Tetris game. The experimental group revealed more higher improvement than the control group in the arrangement of figures and the task attention. The Tetris game can be used as an educational program to improve the cognitive abilities of students with mental retardation.

The Effects of Lesson Using Video UCC on Understanding an American Culture and Interesting English Lessons (UCC 동영상을 활용한 수업이 미국문화 이해도와 영어수업 흥미도에 미치는 영향)

  • Yu, Jeong-Su;Lee, Ji-Young
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.45-52
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    • 2010
  • This paper is a research to know how to influence english lessons in a elementary school, when the class uses both video UCC and PPT to understand for an american culture and english lessons. We study 68 students in the 5th grader for 5 months. The results of the experiment research are as follows. Students of an experiment group show the advanced increase than a control group in understanding. We measure the degree of interesting about English lesson. The motive and interest in english lessons of an experiment group show the developed result. We put a question the experiment group on their opinion in video UCC utility. The experimental group answer the ratio of very positive opinion in usefulness and interest.

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The Effects of Change Control, Management Review and Flexibility on the Performance of Software Company: Focused on the Innovativeness (변화통제, 관리검토가 유연성과 소프트웨어 기업의 성과에 영향을 미치는 요인: 혁신성의 조절효과를 중심으로)

  • Jang, Sung-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.273-283
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    • 2011
  • The purpose of this study is to examine the factors influencing performance of change control, management review and flexibility in the software company with innovativeness. This model tests various theoretical research hypotheses relating to performance of software company, change control, management review, flexibility and innovativeness. Valid 100 questionnaires have been collected within two months of 2010. EXCEL, Smart PLS(Partial Least Square) 2.0 and SPSS 15.0 have been utilized for deriving the study results. The results of hypothesis testing are as follows. First, change control and management review positively influences flexibility. Second, flexibility positively influence performance of software company. Finally, change control to flexibility for low group of innovativeness is significantly larger than those for high group of innovativeness. But management review to flexibility for high group of innovativeness is significantly larger than those for low group of innovativeness. The results of this study will provide various implications on performance of software company.

The Effects of an Emotional Intelligence Development Program on the Stress Recognition and the Stress Coping of Elementary School Children (정서지능 향상 프로그램이 아동의 스트레스 인식과 스트레스 대처에 미치는 영향)

  • Kim, Kwang-Soo;Kim, Mi-Seon
    • The Korean Journal of Elementary Counseling
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    • v.7 no.2
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    • pp.141-158
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    • 2008
  • The purpose of study was to examine the effects of an emotional intelligence development program on the stress recognition and stress coping of elementary school children. The subjects of this study are 24 fourth grade students who were selected based on the level of their emotional intelligence and stress recognition(level under the mean). They were divided into an experimental group and a control group, and each group had 12 students. The quantitative results of this study are as follows: First, the experimental-group increased in the level of emotional intelligence and showed a significant increase in the sub-areas of emotional intelligence(emotional recognition and expression, thought promotion) than the control group. Second, the experimental group decreased in the level of stress recognition and showed a significant decrease in the sub-areas of stress recognition(parents, family environment, friends, schoolworks) than the control group. Third, the experimental group improved in stress coping and showed a significant improvement in the sub-areas of stress coping(active coping, passive/avoidant coping, and social support seeking coping) than the control group. This study shows that emotional intelligence development program can be an effective tool for the change of stress recognition and stress coping of elementary school children.

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An Effect of the Valence of Best Reply on the Conformity of General Reply (베스트 댓글의 방향성이 일반댓글의 동조효과에 미치는 영향)

  • Moon, Kwangsu;Kim, Seul;Oah, Shezeen
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.201-211
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    • 2013
  • This study examined the effect of valence for best reply on the conformity of general reply in online environment. A total of 194 participants participated in this study, each participant assigned randomly in three experimental groups(positive, negative, and control). Participants were asked to read online news article, best reply and general 6 replies, and then, to write their own opinions in the reply section. In addition, the level of self-expression and issue commitment were measured. The contents of reply participants written was categorized three valence(positive, negative, and neutral) by the four experimenters' judgment. The mean of inter-rater reliability was 84.9%. The results indicated that the level of self-expression and issue commitment were comparable across experimental conditions. However, the result of cross-table analysis showed that there is a significant difference in the valence of general reply across experimental conditions. Specifically, there were significant difference in the valence of general reply between positive and negative experimental group and positive and control group, but there is no significant difference between negative and control group.

The Effect of Teacher-led Group Theraplay on Ego Resilence, Peer Competence and Teacher-child Relationships Among Full-day Kindergarteners (교사의 집단치료놀이가 유치원 종일반 유아의 자아탄력성, 또래유능감 및 교사-유아 관계에 미치는 영향)

  • Kim, Kyung Eun;Han, You Jin
    • Korean Journal of Childcare and Education
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    • v.9 no.5
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    • pp.299-320
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    • 2013
  • This research aims to develop and evaulate the effectiveness a group theraplay program for teachers than can boost full-day kindergarteners' ego resilence, peer competence and teacher-child relationships. A total of 14 children attending a full-day kindergarten located in Seoul were the subjects of this study. The experimental group consisted of 7 children exposed to 10 sessions of group theraplay for 50 minutes per session, held twice a week. The control group consisted of 7 children who did not receive any treatment. The teacher evaluated ego resilience, children's peer competence and student-teacher relationships to investigate two group's behavioral changes. Data analysis was done by performing the non-parametric Mann-Whitney test and Wilcoxon test after classifying and evaluating pre- and post-examinations of each group. The results of this research are as follows : The group theraplay program was found to be effective based on the study results of improving ego resilience and peer competence among full-day kindergartners and strengthening teacher-child relationships.

Effects of Regular Physical Activities on Young Children's Basic Motor Skills and Daily Stress (규칙적인 신체활동이 유아의 기본운동능력과 일상적 스트레스에 미치는 영향)

  • Park, Joo-Sung;Kim, Won-Jun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.11
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    • pp.4197-4206
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    • 2010
  • The purpose of this study was to examine the effects of regular physical activity program on young children's basic motor skills and daily stress. The outdoor physical activity program was conducted with 40 participants who were divided into two groups(experimental group and control group) for 10 weeks twice a week. Results of the study were as following. The outdoor physical activity program improved young children's basic motor skills in the experiment group compared to the control group. Also it had positive effects on the reduction of daily stress in the experimental group compared to the control group. This result suggests that the physical activity program have positive effects on the development of young children's basic motor skills and the reduction of daily stress.

Effects of Neurofeedback Training on EEG, Impulsivity, Sensation Seeking, Game Addiction Symptoms, and Game Craving in University Students with Game Addiction (뉴로피드백 훈련이 게임 중독 대학생의 뇌파, 충동성, 감각추구, 게임 중독 증상 및 게임 갈망에 미치는 효과)

  • Joo, MyungWoo;Son, ChongNak
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.479-486
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    • 2019
  • This study explored the effects of neurofeedback on electroencephalogram, impulsivity, sensation seeking, game addiction symptoms and game craving of university students with game addiction symptoms. Twelve university students participated in this study, six were assigned to the experimental group, and the rest were assigned to the control group. The experiment group received 20 sessions of neurofeedback, but the control group received any treatment. The neurofeedback group showed more significant improvement in EEG, game addiction symptom severity and impulsivity than control group, and the improvements were maintained at follow up.

Development and Applied Effects of VR-based Cooking Serious Game for Students with Intellectual Disabilities (지적장애 학생을 위한 VR 기반 요리하기 기능성 게임 개발 및 적용 효과)

  • Lee, Tae-Su
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.67-80
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    • 2021
  • The purpose of this study were to develop VR-based cooking serious game(VR-Cook) for students with intellectual disabilities and to validate effectiveness. The VR-Cook was developed using the ASSURE model. Twenty students with intellectual disabilities were participated to verify effectiveness. Ten students were assigned to the experimental group and the others to the control group. The control group received traditional interventions, and the experimental group participated in the intervention combining traditional intervention with VR-Cook. Evaluations were made at three times, and evaluation data were analyzed with repeated two-way ANOVA. The experimental group has improved more than control group in cooking activities and class attitudes.