• Title/Summary/Keyword: A Sense of Achievement

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The Longitudinal Relationship between Korean Youth's Social Withdrawal, Depression and Community Sense Using Latent Growth Model : A Mediating Effect of Achievement Values (잠재성장모형을 활용한 중학생의 사회적 위축 및 우울과 공동체 의식 간의 종단적 관계 연구 : 성취가치의 매개효과)

  • Oh, Min-Ah;Jo, Hye-Young
    • Journal of Families and Better Life
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    • v.35 no.1
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    • pp.125-137
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    • 2017
  • The purpose of this study was to investigate the longitudinal relationship between Korean youth's social withdrawal, depression and community sense mediated by achievement values. For this purpose, we analyzed three years of the longitudinal panel data (2011-2013) of the Korean Children and Youth Panel Survey (KCYPS). Data were collected from 2,351 first year middle school students using the latent growth model using SPSS 18.0 and AMOS 22.0. The main analysis results were as follows. First, social withdrawal and depression decreased and community sense increased as time passed. These results supported the linear change model. Second, the initial status of social withdrawal and depression had effects on the initial status and change rates of community sense. Achievement values, the partial mediator, had a positive influence on initial community sense but had a negative influence on change rates of community sense. We discussed how to improve Korean youth's community sense based on these results.

The Relationship between Parents' Neglect and Children's Academic Achievement : Focusing on the Mediating Effects of Self-Regulated Learning Ability and Sense of Community (부모의 방임과 아동의 학업성취의 관계 : 자기조절학습능력과 공동체의식의 매개효과)

  • Park, Eun Jung;Lee, Yu Ri;Lee, Sung Hoon
    • Korean Journal of Human Ecology
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    • v.24 no.6
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    • pp.755-768
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    • 2015
  • The purpose of this study was to verify the mediating effects on self-regulated learning ability and sense of community in the relationship between parents' neglect and children's academic achievement. The subjects used in this study were 2,218 6th grade elementary school students from the third wave sample of the 2012 Korean Children and Youth Panel Survey (KCYPS). For data analysis, the three-step mediated regression analysis by Baron and Kenny (1986) was performed and the Sobel test was carried out in order to verify the effectiveness of mediation effects. The main results of the present study were as follows. First, the self-regulated learning ability and sub-component factors of achievement value, mastery goal orientation, behavioral control, academic time-management revealed to have a partial mediation effect in the relationship between parents' neglect and children's academic achievement. Second, the sense of community also showed to have a partial mediation effect on the relationship between parents' neglect and children's academic achievement. The findings of this study provide a viewpoint to deeply observe the problem of parents' neglect in connection with children's self-regulated learning ability and sense of community, and can be used as practical data to develop various programs for the benefit of improving children's academic achievement.

The effect of Virtual CSR Co-Create on Users' Gameful Pleasure

  • Fei Zhou;Songling Xu;Yuanxi Ding
    • Journal of East Asia Management
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    • v.4 no.2
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    • pp.19-38
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    • 2023
  • With the progress of information technology and the rapid development of the gamification marketing, corporate marketing through virtual CSR co-create as customer acquisition, customer retention strategy has become the hot topic, but the reality results show that the effect of virtual CSR co-create fails to reach an enterprise's marketing purposes. Based on the success model of D&M information system, from the perspective of customer engagement, this study analyzes how enterprises achieve customer engagement and bring gameful experience to customers through gamification marketing in the context of virtual CSR co-create. The empirical results show that the quality of game information -- social interaction and sense of achievement in the context of virtual CSR co-create have a significant positive impact on consumers' gameful experience, and customer engagement plays a partial mediating role between social interaction, sense of achievement and consumers' gameful experience.

Potential Effects of Nature-friendly Hill Climb Sportsmen's Participatory Motivation and Commitment Experience upon Their Sense of Self-achievement and Living Satisfaction (자연친화적 힐클라임 스포츠 참가자의 참가동기가 몰입경험, 자아성취감, 생활만족에 미치는 영향)

  • Moon, Tae-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.1
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    • pp.352-360
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    • 2010
  • The purpose of this study was to examine potential effects of nature- friendly hill climb sportsmen's participatory motivation and commitment experience on their sense of self-achievement and living satisfaction. To meet the goal, this study surveyed total 206 participants (male and female) in hill climb tournaments held at Daegwallyeong and Misiryeong, Gangwon province. For data processing, this study used SPSS 14.0 and amos 7.0 to conduct frequency analysis, reliability analysis, correlation analysis, descriptive statistic analysis and structural equation model analysis respectively. As a result, this study could come to the following conclusions: First, according to descriptive statistic analysis, it was found that our respondents who participated in nature-friendly hill climb sports scored relatively high points in their participatory motivation, commitment experience, sense of self-achievement and living satisfaction. Secondly, this study adopted Pearson's moment correlation analysis in order to determine potential associations among our respondents' participatory motivation, commitment experience, sense of self-achievement and living satisfaction. As a result, it was found that their participatory motivation was positively correlated with their living satisfaction, while their commitment experience was positively correlated with their sense of self-achievement. Thirdly, it was found that there were certain causalities among our respondents' participatory motivation, living satisfaction, commitment experience and sense of self-achievement.

Promoting Word-of-Mouth communication: The moderating role of leisure sport social media

  • KIM, Min-Soo;Kim, Miok;HUR, Seung-Eun;SEO, Myung-Seok;SEO, Won-Jae
    • Journal of Distribution Science
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    • v.18 no.4
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    • pp.61-72
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    • 2020
  • Purpose: Usage of leisure-sport social media would lengthen and strengthen the effects of positive event experiences on WOM behavior. This study is to examine the extent to which leisure sport social media use has the moderating potential to enhance the direction of the relationship between post-event emotions and event WOM behavior. Research design, data and methodology: A running event located in a major metropolitan area in the southeastern United States was selected. Participants of the running events completed the survey. Descriptive analysis and correlations between primary variables of interest were conducted. To examine interactions within the context of moderated regression, a hierarchical regression analysis was employed. Results: The results confirmed direct effects of a sense of achievement and event satisfaction on event WOM intention, supporting H 1 and H2. In specific, result revealed that the amount of time spending on social media for running content moderated the effect of a sense of achievement on event WOM intention, supporting H3, however, H4 was rejected. Conclusions: There are managerial implications of these results, particularly which pertain to how organizers may be able to use perceived benefits (i.e., a sense of achievement and satisfaction) and social media to increase positive WOM intention.

The Impact of Nurse Manager's Empowerment and the Affecting Factors on a Sense of Self-Perfection - Moderating Effect of Work Period on Empowerment - (간호 관리자의 임파워먼트 효과와 자아성취감 영향요인 - 근무기간의 임파워먼트 조절효과-)

  • Gu, Jasung;Seo, Sangyun
    • Korea Journal of Hospital Management
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    • v.22 no.1
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    • pp.21-39
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    • 2017
  • Purpose : This study was intended to investigate the structural relationship among empowerment, self-efficacy, job motivation, autonomy, critical thinking, job-satisfaction, burnout, and self-achievement. In addition, we tested the moderating effect of the career period on the influence of empowerment. Methodology : The structural equation model was used to test the causal relationship between factors, and t-test, ANOVA, descriptive statistics are applied to analyze the research data. Findings : The result of this study shows that the structural model that is the empowerment encourages the self-efficacy, job motivation, autonomy, and critical thinking, also these factors affect the self-achievement through both the job-satisfaction and burnout is acceptable according to the goodness of fitness indices. In addition, we show that the career period moderates the influence of empowerment on the self-efficacy, job-motivation, and autonomy, but not critical thinking. Usually, the shorter the career period is the higher the influence of empowerment is. This moderating effect means that to give proper empowerment to lower position nurses encourage them, and prevent from burnout. Therefore, they feel job-satisfaction and finally self-achievement. Practical Implications : The empowerment helps the nurse to activate self-efficacy, job motivation, autonomy, critical thinking. Hence, these factors decrease burn-out but increase job satisfaction. Finally a sense of self-perfection increase.

Perceived Intrinsic and Extrinsic Rewards on Nurses' Job Enthusiasm (인지된 내적 외적 보상이 간호사의 직무 열정에 미치는 영향)

  • Kim, Jae-Hee
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.6
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    • pp.1423-1432
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    • 2021
  • This study aimed to understand the relationship between nurses' rewards and job enthusiasm, using the data from the 5th Korean Working Conditions Survey(2017). The subjects of this study consist of 359 nurses randomly sampled nationwide(218 from youth group, 141 from midddle age group). The effects of intrinsic and extrinsic rewards on job enthusiasm was indentified through GLM analysis. The results reveal that, for the entire group, participation in decision making, sense of achievement, self esteem, career prospects, recognition at work, work-life balance influence job enthusiasm. For the youth group, participation in decision making, sense of achievement, self esteem, career prospects, and work-life balance are the influencing factors; while for the middle age group, sense of achievement, self-esteem, and recognition at work are the influencing factors. In conclusion, we suggest establishing a reward system that incorporates participation in decision making, sense of achievement, self esteem, career prospects, recognition at work, and work-life balance, in order to boost nurses' job enthusiasm. Also, taking age groups into account when establishing such system may improve efficiency.

A Review of the Neurocognitive Mechanisms of Number Sense (수 감각의 인지신경학적 기반에 관한 연구 개관)

  • Cho, Soohyun
    • Korean Journal of Cognitive Science
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    • v.24 no.3
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    • pp.271-300
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    • 2013
  • Human and animals are born with an intuitive ability to determine approximate numerosity. This ability is termed approximate number sense (hereafter, number sense). Evolutionarily, number sense is thought to be an essential ability for hunting, gathering and survival. According to previous research, children with mathematical learning disability have impaired number sense. On the other hand, individuals with more accurate number sense have higher mathematical achievement. These results support the hypothesis that number sense provides a basis for the development of mathematical cognition. Recently, researchers have been examining whether number sense training can lead to enhancement in mathematical achievement and changes in brain activity in relation to mathematical problem solving. Numerosity which basically represents discontinuous quantity is expected to be closely related to continuous quantity such as representations of space and time. A theory of magnitude (ATOM) states that processing of number, space and time is based on a common magnitude system in the posterior parietal cortex, especially the intraparietal sulcus. The present paper introduces current literature and future directions for the study of the common magnitude system.

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Impact of Self-confidence in Elementary School Students related to Sense of Humor and Music (초등학생의 유머감각과 음악성이 자신감에 미치는 영향)

  • Sim, In Ok
    • Journal of the Korean Society of School Health
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    • v.27 no.3
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    • pp.148-158
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    • 2014
  • Purpose: This study investigated the impact of sense of humor and music on the self-confidence of elementary students with general characteristics. The research found differences between the impact of each participants' sense of humor and sense of music on self-confidence. Methods: The participants of this study comprised 265 children who were 3rd to 6th grade elementary students who lived in Seoul, Gyeonggi-do and Gangwon-do. The participants reported their sense of humor sense, sense of music and self-confidence on three separate questionnaires. The data were analyzed by means of descriptive statistics and t-test, ANOVA and Kruskal-Wallis test. Results: The results showed an increase in self-confidence related to the higher income status, young aged mothers and birth order. Moreover, academic achievement was shown to relate to a high sense of humor and music, and self-confidence. The elementary students with a sense of humor and music and self-confidence showed a significant positive correlation with each other. Conclusion: The above results of this study can be utilized as a source in the development of programs applying sense of humor and music to improve the self-confidence of elementary school students.

Development of 2D Platformer Game with an Emphasis on Achievement Systems (업적 시스템을 강조한 2D 플랫포머 게임 개발)

  • Jeong-Won Nam;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.207-213
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    • 2023
  • Achievement systems have proliferated so quickly in gaming that it's hard to find a game that doesn't have them. However, their introduction has come with a number of drawbacks, including a lack of sense of accomplishment and immersion, and a lack of difficulty setting. There is a genre of achievement games that have managed to turn the downsides of achievement systems into unique features of their games, but they are dwindling in number. In this situation, we developed 'Achievement Run', an achievement game that can meet the needs of achievement enthusiasts by fixing the shortcomings of existing games. This paper introduces the development process of a new achievement game called 'Achievement Run' and conducts in-depth interviews with gamers to find out what kind of experience it provides, and concludes that the game's achievement system provides a generally positive player experience. Therefore, this paper will provide useful guidance not only for achievement-oriented game enthusiasts, but also for game development in general.