• Title/Summary/Keyword: 효과성

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Efficiency and Effectiveness of Government R&D Projects for SMEs (중소기업 R&D지원사업의 효율성과 효과성 분석)

  • Bae, Young Im
    • Journal of Technology Innovation
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    • v.22 no.2
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    • pp.77-104
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    • 2014
  • Government R&D support for SMEs is very important and the R&D budget is also increasing. This study suggests a new method for analyzing a performance of R&D programs and analyzes the performance of R&D programs funded by small & medium business administration using the method. We discuss new measures "efficiency" that means short-term performance and "effectiveness" that means long-term performance. Weights based on the R&D programs' characteristics among the various sub-indicators of two measures were derived, and then the final scores were calculated by combining the weights with the responses on the indicators. Finally, this study tests the mean differences between R&D programs statistically. As a results, efficiency of R&D programs shows a significant difference between the R&D programs, while effectiveness does not. Most of the efficiency scores are low, whereas the effectiveness scores are high. The results explain that the R&D programs are managed inefficiently. However, most SMEs predict a positive impact of government R&D supports on effectiveness in the long term. Government needs to try to improve the efficiency of R&D supports because SMEs cannot expect sustainable performance with no improvement in efficiency.

A Study on the Analysis of Effectiveness of 4-H Seoul Field-Experiential Learning Program (『4-H청소년 서울현장체험학습』 프로그램의 효과 분석 -청소년인증수련활동 효과성 측정도구를 중심으로-)

  • Kim, Jin Ho
    • Journal of Agricultural Extension & Community Development
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    • v.20 no.3
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    • pp.729-753
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    • 2013
  • The purpose of this study was to analyze effectiveness of 4-H Seoul Field-Experiential Learning Program(4-H SFELP). The effectiveness scale of youth accredited activity was applied to analyze the effectiveness and satisfaction of the program. After screening the data, 155 responses were used to analyze the data for this study. The major findings of this study were as follows. First, 4-H SFELP has positive effects on the level of global leadership, initiative in exchange, and understanding other cultures which are related with effectiveness of youth exchange activity. Second, 4-H SFELP has positive effects on the level of confidence, challenge spirit, achievement motivation, and collective leadership which are related with effectiveness of youth adventure and challenge activity. Third, 4-H SFELP has positive effects on the level of problem-solving skills, morality, other-respect, and self-respect which are related with effectiveness of youth self-improvement activity. Fourth, 4-H SFELP has positive effects on the level of self-efficacy and autonomy but has not effects on the level of inquiring mind of participants. All these findings were discussed for youth workers and researchers.

An Exploratory Study on Outcome Variable for Educational Serious Game (교육기능성게임의 효과성 측정에 대한 연구)

  • Yoon, Clara;Choi, Hun
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.546-552
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    • 2016
  • With the increasing popularity of computer games as a leisure activity, there has been a rise in the interest in the effectiveness of serious games. Many of the earlier researches are focused on evaluation of effects, types, developments of serious games, whereas little is known about the after effects of serious games. The aim of this paper is to examine the previous literatures on serious games in regard to their impacts and outcomes of gaming for the purpose of empirical evidence as impacts and outcomes are needed for exploratory study of variable outcomes of educational serious games. It is worth noting that current review would be used as an outcome indicator for verifying the after effects of both cognitive and educational after the usage of these educational serious games.

정보시스템의 효과성 평가를 위한 개념적 틀

  • 한영춘;임성택
    • Journal of Korea Society of Industrial Information Systems
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    • v.1 no.1
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    • pp.267-300
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    • 1996
  • 정보기술에 대한 투자가 증대되고 그 전략적 중요성이 높아짐에 따라 정보시스템의 효과성 평가문제는 실무적으로나 학문적으로나 중요한 이슈중의 하나가 되었다. 정보시스템의 효과성은 보는 관점에 따라 여러 가지의 개념을 내포하고 있어 단일의 기준으로는 평가될 수 없다. 본 연구에서는 정보시스템의 효과성을 종합적으로 평가할 수 있을 뿐만 아니라 평가의 목적에 따라 적절한 기준을 선택할 수 있도록 하는 개념적 틀을 구축하였다. 조직이론에서 제시하고 있는 효과성 평가의 세가지 접근방법인 자원획득 접근법, 내부과정 접근법, 목표달성 접근법을 정보시스템의 기능인 정보기술의 가치부가 활동에 적용하여 정보기술의 획득, 정보기술의 전환, 정보기술의 활용이라는 세가지 평가영역을 도출하였다. 또한 평가기준의 완전성 정도에 따라 각 영역별 세부 평가기준과 대표적인 측정치를 제시하였다.

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청소년 기업가정신교육 프로그램의 효과성 측정: 2개의 실험연구를 중심으로

  • Kim, Ga-Yeong;Kim, Do-Hyeon
    • 한국벤처창업학회:학술대회논문집
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    • 2019.04a
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    • pp.109-118
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    • 2019
  • 기업가정신이 기업의 혁신 및 국가 경제발전에 중요한 역할을 한다는 인식이 높아지면서 기업가정신교육도 전 세계적으로 확산되고 있는 추세이다(Katz, 2003; Kurako, 2005). 한국 정부는 '창의인재양성'이라는 교육정책 목표로 기업가정신교육 예산이 증가시키고 있으며, 교육 대상자도 대학생 및 성인 대상을 중심에서 중 고등학생으로까지 확장하고 있는 실정이다. 기업가정신교육은 창업가적 스킬을 발전시키고 진로선택에 있어서 도움을 주는 것을 목적으로 하고 있으나(Linan, 2004), 다수의 기관에서는 저마다의 기업가정신에 대한 정의 및 운영방식을 적용되고 있는 것이 현실이다. 일반적으로 대학수준의 프로그램에서는 교육의 효과성을 창업의도(Entrepreneurial Intention)로 측정하고 있지만, 사회에 진출하기에 이른 시기인 청소년에게 그 지표를 그대로 적용하는 것은 적절하지 않다는 비판이 제기되고 있다. 이에 따라, 본 연구에서는 한국에서 운영되고 있는 대표적인 2개의 청소년 기업가정신교육기관의 커리큘럼을 분석하여 청소년에게 적합한 효과성 지표를 제시하고, 두 프로그램의 효과성 결과를 비교분석하여 향후 청소년 기업가정신교육의 발전방안에 대해 제시하였다.

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Effectiveness of Gifted Education in Non-cognitive Areas using Meta-analysis (비인지적 영역 영재교육 효과성에 관한 메타분석)

  • Jo, Sonmi;Han, Ki-Soon
    • Journal of Gifted/Talented Education
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    • v.24 no.1
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    • pp.45-61
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    • 2014
  • In this study, the meta-analysis technique was applied to investigate the effectiveness of gifted education in non-cognitive areas. Studies conducted during the years from 2002 to 2012 were searched and then the outcomes from the 18 studies were used for meta-analysis. The statistically positive effects were in the leadership programs (the combined effect size=1.226, p<.001), in the career programs (the combined effect size=1.103, p<.001), in the programs related to social skills (the combined effect size=1.684, p<.001), in the programs for gifted students who show underachievement (the combined effect size=1.486, p<.001), and in the bibliotherapy programs (the combined effect size=0.613, p<.001) for the gifted. Implications of the study were discussed in depth based on the results.

Meta- Analysis on the Effectiveness Research of Drama Program for Early Children (유아를 위한 연극프로그램의 효과성에 관한 메타분석연구)

  • Shin, Dong-In
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.551-560
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    • 2018
  • The purpose of this study was to examine the effectiveness of drama program for early children by using method of meta-analysis. For the purpose of the study, master's theses, doctoral dissertations, and journal articles published in Korea up to April, 2017 were systematically reviewed. As a result, a total of 39 studies were eligible for the inclusion criteria. The mean effect sizes and test for homogeneity of effect size(Q-statistic) were analyzed by using Comprehensive Meta-Analysis software 2.0. The main findings of the study were as follows. First, the average effect sizes for drama program were ES=1.922 of verbal expression, ES=1.898 of emotional intelligence, ES=1.558 of creativity, ES= 1.292 of sociability. Second, by analysing the moderate variables of the effect size for drama program, 'age' of verbal expression, creativity and sociability, 'sessions' of verbal expression were statistically significant. Based on the study results, the research and practice implications were discussed.

A case study of model for playability and effectiveness analysis of serious games (기능성게임의 게임성과 효과성 분석 모델 사례 연구)

  • Yoon, Taebok;Kim, Min Chul
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.111-120
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    • 2018
  • Serious games are developed not only as a means of enjoying fun, but also as a special purpose in various fields such as education, medicine, public relations, and management. Such a serious game should have the effect of meeting the specific purpose with the game of the general game. However, it is difficult to show both game performance and effectiveness. This study examines game performance and effectiveness of serious game, and suggests a method of finding model of superior serious game. In the experiment, we examined the game performance of some commercial and general games using the proposed method and confirmed the meaningful results.

서비스모호성이 소비자만족의 형성과정에 미치는 영향에 관한 연구

  • 구순이
    • Asia Marketing Journal
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    • v.1 no.4
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    • pp.76-104
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    • 1999
  • 본 연구에서는 서비스에 대한 평가의 모호성의 정도, 즉 서비스 모호성은 소비자 만족의 형성과정에서 만족에 영향을 미치는 선행변수들의 효과에 어떤 영향을 미칠 수 있을 것인지를 불일치 패러다임하에서 검토해보았다. 본 연구의 수행 결과 서비스 모호성이 높으면 기대나 성과는 만족에 직접효과를 가지지 못하고 불일치를 통한 간접효과를 가진 반면, 서비스 모호성이 낮으면 성과가 불일치를 통해 간접효과를 가질 뿐만 아니라 만족에 직접효과를 가지고 있음이 밝혀졌다. 불일치는 두 경우 모두에서 매개변수로서의 역할을 수행하고 있었다. 조사결과의 시사점을 이론적 측면과 전략적 측면에서 논의하고 연구의 한계 및 미래의 연구방향을 제시하였다.

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The Effects of Power-of-Speech and Sex of Source on Persuasion, in Radio CM (라디오 광고에서 언어 힘의 설득 효과와 정보원 성(性)의 영향)

  • Chun, Hyun-Suk;Lyi, De-Ryoung
    • Journal of Global Scholars of Marketing Science
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    • v.16 no.1
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    • pp.93-116
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    • 2006
  • The main purpose of this study is to examine whether power-of-speech have an impact on persuasion in radio CM and to determine what is stronger variable either power-of-speech or sex of source. Previous research showed confused result about this issue. Some research supposed the effect of power-of-speech depend on sex of source/Carli, 1990) but the others supposed it is not(Holtgraves & Lasky, 1999; Erickson, Lind, Johnson, & O'Barr, 1978). So present research is designed to show empirical evidence about this issue examining the interaction between effect of power-of-speech and sex of source. Result revealed that power-of-speech affects strongly on persuasion and that effect have no interaction with sex of source. This result means that the effect of power-of-speech is stronger than the effect of sex of source. But in attitude toward product exceptionally, female source using powerful speech induce more favorable attitude toward product than female source using powerless speech whereas male source using powerful and powerless speech induce same attitude toward product.

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