• 제목/요약/키워드: Academic Motivation

검색결과 550건 처리시간 0.036초

인터넷 쇼핑몰 유형에 따른 소비자 기대-성과에 관한 연구 (A Study on The Consumer Expectation - Performance according to the Types of Internet Shopping Malls)

  • 이인구;류학수
    • 산학경영연구
    • /
    • 제17권2호
    • /
    • pp.63-87
    • /
    • 2004
  • 인터넷 쇼핑몰의 수는 2004년 2월 현재 3,415개이며, 이는 2003년 동월대비 333개가 늘어난 것으로 10.8%의 증가를 보여주고 있다. 그러나 많은 기업들이 수익성 부족으로 어려움을 겪고 있는 실정이다. 이는 전자상거래를 이용하는 소비자들에 대한 연구와 조사 분석이 부족했음을 뜻한다. 지금과 같이 고객에 대한 체계적인 연구가 없이 개인적인 감각이나 세태의 추세에 의존하여 무분별하게 점포를 개설할 경우에 적자의 가능성은 더욱 높아질 것이다. 따라서 본 연구는 전자상거래의 한 영역인 기업-소비자간 인터넷 쇼핑몰을 중심으로 소비자의 기대-성과에 대한 차이를 보고자 하였다. 이에 따른 연구결과는 다음과 같다. 첫째, 인터넷 쇼핑몰 유형에 따른 고객만족요인의 유의적인 차이를 알아본 결과, 소비자 불안 인터넷 유용성만 쇼핑몰 유형에 따라 차이가 있는 것으로 나타났으며, 고객서비스는 인터넷 쇼핑몰 유형에 따른 기대-성과 차이가 나타나지 않았다. 소비자들은 소비자 불안에 대해 쇼핑몰의 유형에 상관없이 성과보다 기대가 높은 것으로 조사되었다. 특히, 기대-성과 차이에 있어서 종합형과 전문점에서는 개인정보유출이 가장 큰 차이를 보여주고 있는 반면에 중개형의 기능불안은 기대-성과차이가 가장 적은 것으로 조사되었다. 또한 인터넷 유용성에 있어서 기대-성과 차이를 알아본 결과, 전문형에서는 제품 정보 풍부, 정보 탐색비용 절감성이 가장 큰 차이를 나타내고 있는 반면에 중개형은 정보탐색 비용의 절감성이 가장 적은 차이를 보여주고 있다. 둘째, 고객서비스, 인터넷 유용성, 소비자 불안과 고객만족과의 관련성을 알아보기 위하여 회귀분석을 실시한 결과 고객 서비스, 인터넷 유용성, 소비자 불안은 모두 고객만족에 영향을 미치는 것으로 나타났다. 그리고 고객만족과 구전의도, 재구매 의도에 대한 관련성을 알아본 결과 고객만족은 구전의도, 재구매 의도에 모두 정(+)의 영향을 미치는 것으로 조사되었다. 3차원 영상으로 표현하여 보여주고, 환자에 관한 각종 정보와 진단정보 등을 신속하게 제공한다. 본 논문에서 제안하는 의료영상정보시스템은 초고속 정보통신 망을 통하여 원격의료시스템을 구축하는데 활용될 수 있을 것이다. 외 해수 중에서 생물입자 size 분포 보다 더 광범위한 분포와 다양한 환경(입자의 비중, 해상의 바람, 저질상태, 수심 등)에 의한 것으로 추정되었다.ents should be given this natural ground of proof.understanding with multiple, dynamic representations of the problem using visualization. The strategies used in making a plan were collecting data, using pictures, inductive, and deductive reasoning, and creative reasoning to develop abstract thinking. In carrying out the plan, students can solve the problem according to their strategies they planned in the previous phase. In looking back, the program is very useful to provide students an opportunity to reflect problem-solving process, generalize their solution and create a new in-depth problem. This program was well matched with the dynamic and oscillation Polya#s problem-solving process. Moreover, students can facilitate their motivation to

  • PDF

나주지역 중학생의 식생활 관여도와 식행동 연구 (A Study on Food Involvement and Dietary Behavior of Middle School Students in Naju Area)

  • 유선정;정난희
    • 한국가정과교육학회지
    • /
    • 제20권1호
    • /
    • pp.63-83
    • /
    • 2008
  • 본 연구는 중학생들의 영양지식, 식생활 관여도 및 식행동 실태를 파악하고 영양지식 정도에 따른 식생활 관여도와 식행동 차이를 비교 분석함으로써 남 녀 중학생들의 바람직한 식행동을 유도하여 청소년들의 건강증진에 이바지할 수 있는 식생활 교육의 기초자료를 제공하고자 하였다. 이를 위해 나주시 소재의 남 여 중학생 528명을 대상으로 구조화된 설문지를 사용하여 자료를 수집하였다. 자료의 분석은 SAS/PC 프로그램을 이용하여, 빈도, 백분율, 평균, 표준편차를 산출하였고, t-test, 일원변량분석을 수행하였으며, 사후검증으로 Duncan의 다중범위검증을 실시하였다. 주요 연구 결과를 요약하면 다음과 같다. 첫째, 중학생의 식사행동 인식은 세끼 식사 중 아침식사를 중요하게 생각하는 경우가 가장 많았으며, 음식 선택의 기준은 맛을 가장 우선시하였다. 주문 배달음식 섭취는 일주일에 1$\sim$2회가 가장 높았고 주문 배달음식 종류는 서양음식이 가장 높게 나타났다. 본인의 체중 인지는 살찐편이라고 생각하는 경우가 높게 나타났고, 체중조절 방법으로 운동을 하고 있는 경우가 가장 많았으며, 그에 따른 운동의 규칙성은 응답자의 절반 가량이 규칙적으로 하지 않았다. 실시하고 있는 운동의 종류는 걷기, 달리기, 윗몸 일으키기 등이었고 자신의 식생활에서 개선할 점에서는 편식과 불규칙한 식사시간을 고쳐야할 점이라고 높게 인식하고 있었다. 식생활 정보 수집원으로는 TV를 통해 얻는 경우가 40%임을 볼 때 영양정보 전달의 효과적인 대중매체의 책임있는 교육 프로그램이 개발, 보급되어야 하겠다. 둘째, 관련변인에 따른 식생활 관여도는 성별, 학년, 모 학력, 체중의 인지, 체중 조절 방법, 운동 형태, 개선할 식생활의 인지에 따라 유의한 차이가 나타났다. 관련변인에 따른 식행동은 학년, 식사의 우선 순위, 음식 선택 기준, 체중 조절 방법, 개선할 식생활의 인지에 따라 유의한 차이를 보였다. 셋째, 영양지식 정도에 따른 식생활 관여도의 차이는 영양지식이 '상'과 '중'인 집단에 비해 '하'인 집단이 낮게 나타났다. 영양지식 정도에 따른 식행동의 차이는 영양지식이 높은 집단이 식행동이 양호하게 나타났고, 영양지식이 낮은 집단이 식행동도 낮게 나타났다. 이는 청소년 시기에 습득한 영양지식이 실제 식생활 태도에 크게 작용하는 점으로 보아 올바른 식습관 형성에 도움을 줄 수 있는 체계적이고 지속적인 학교교육과 가정교육의 필요하다고 하겠다. 넷째, 식생활 관여도에 따른 식행동의 차이는 식생활 관여도가 높은 집단의 식행동이 식생활 관여도가 낮은 집단보다 식행동이 유의적으로 높게 나타났다.

  • PDF

웰에이징 : 노년의 삶에 대한 여헌 장현광의 성찰 (Well-Aging: the Yeoheon Jang Hyun Kwang's meditation on the old age)

  • 김경호
    • 동양고전연구
    • /
    • 제49호
    • /
    • pp.109-136
    • /
    • 2012
  • 조선시대 유학자였던 여헌 장현광은 '노인' 혹은 '노년의 삶'을 학술적 영역으로 끌어들여 '주제화'화고, 그러한 노년시기에 노인은 자신이 수행해야 할 사업이 있다고 본다. 그것이 '노인사업'이다. 노인이 삶에 대한 주체적 자각을 통해 자신의 책무를 수행해 가는 과정은 '삶으로서 자기완성의 시간'이라고 할 수 있다. 그 시기가 바로 노년의 시기이다. 필자는 장현광이 제안하고 있는 것처럼 노인이 자신의 직분을 수행해 가는 노년을 '삶으로서의 자기완성의 시기'로 보며, 이 과정적 시간을 '웰에이징'으로 파악한다. '웰에이징'은 '자기완성을 위한 존엄한 노년'인 것이다. 웰에이징은 단순히 안티웨이징(anti-aging)과 같이 육체적 노화 혹은 늙어감에 대한 거부가 아니라 늙어가는 것 그 자체를 수용하면서 노년의 시기를 긍정적인 자기 변화의 시간으로 받아들이려는 삶의 양식과 태도이다. 장현광의 물음은 한 마디로 압축된다. 곧 "노년의 시기에 인간으로서의 '노인'은 무엇을 할 수 있을 것인가?"이다. 장현광은 노년기는 생물학적으로 '황혼기'에 들어섰지만, 그러나 '의지적인 존재로서 인간의 사명'이 아직은 남아 있다고 본다. 그것을 장현광은 노인사업이라 하고, 그 사업을 통해 '도를 보존할 것(存道)'을 제안한다. 장현광이 제기하는 것처럼 노년기는 담담히 자신을 완성해가는 과정이자, '노인으로서의 개인'이 '자기 존재감'을 유지해야 한다. '활동적인 노년'(active aging)을 통해 '누적된 경험적 지혜'를 활용함으로써 '노인에 의한 사회적 기여'도 가능하게 된다. 이러할 때, '노인'은 '고령화시대의 노년기'를 보내는 존재가 아니라 '인간으로서의 노년기'를 보낼 수 있게 된다. 자신을 완성해 나아가는 존엄한 인간으로서 노인의 시간을 맞이하게 된다. 장현광이 '노인사업'이라고 하는 철학적 성찰을 통해 우리에게 제시하고 있는 것은 바로 노년이란 '존엄한 존재'로서의 자신에 대한 재발견이자 자기 실현의 시기라는 점을 재확인해주고 있다는 점이다.

한국농수산대학 신입생 자기소개서의 텍스트 마이닝과 연관규칙 분석 (2) (Text Mining and Association Rules Analysis to a Self-Introduction Letter of Freshman at Korea National College of Agricultural and Fisheries (2))

  • 주진수;이소영;김종숙;신용광;박노복
    • 현장농수산연구지
    • /
    • 제22권2호
    • /
    • pp.99-114
    • /
    • 2020
  • 본 연구는 2020년 한농대 입학생의 자소서에 서술된 학생들의 다양한 교내외 활동, 대학 지원 동기, 학업계획 및 향후 영농·영어계획 등의 텍스트 데이터를 대상으로 텍스트 마이닝에 의한 토픽 분석과 연관성 분석을 하였다. 텍스트 마이닝 결과에서 문항 3의 동아리 활동을 비롯한 다양한 활동 사례와 그 과정에서 배우고 느낀 점에 대한 키워드는 '친구' 빈도가 압도적으로 높았으며, '생각', '시간', '의견', '활동', '사람', '학교', '선생님', '학생', '동아리' 등의 키워드 순으로 많이 사용되었다. 문항 4의 대학 지원동기 및 졸업 후 진로계획에 대한 서술 데이터에는 '생각', '농업', '한농대', '농장', '지식', '공부', '사람', '관심', '전문', '아버지' 등의 키워드 빈도가 높게 나타났으며, 이 가운데 '아버지', '한농대', '전문', '농장' 등의 키워드는 다른 질문에 비하여 상위에 나타나는 특징을 보였다. 연관규칙 분석 결과에서 키워드 간 규칙의 발생 빈도이자 중요성을 나타내는 지지도는 문항 3에서 {친구} <=> {생각}, 문항 4에서 {생각} <=> {한국농수산대학} 규칙에서 가장 높게 나타났다. 두 단어 사이 연관성을 나타내는 신뢰도는 문항 3에서 {선생님} => {친구}, 문항 4에서 {농업, 한국농수산대학} => {생각}에서 높게 나타났다. 두 단어 간 밀접성을 나타내는 향상도는 문항 3에서 {친구} <=> {선생님}, 문항 4에서 {지식} <=> {전문}에서 높게 나타났다. 즉 두 단어는 우연히 함께 사용되지 않고 한 단어가 나타나면 뒤에 반드시 나머지 단어가 사용되었다는 것을 의미한다. 또한 키워드 간의 매개체 역할의 분석, 즉 키워드들 사이에 최단 경로를 파악하는 관계 중심성 분석과 연결 edge 수를 평가하는 연결 중심성 분석에서 문항 3은 '친구', '생각', '학교', '시간' 및 '사람', 문항 4는 '생각', '한국농수산대학', '지식' 및 '지원' 등의 키워드의 중심성이 매우 높은 결과를 나타냈다.

기초학력 보장을 위한 과학과 최소한의 성취기준에 대한 과학 교사들의 인식 (Science Teachers' Awareness of the Criteria for Minimum Achievement Standards in Science to Support Basic Skills)

  • 유은정;이태경
    • 한국과학교육학회지
    • /
    • 제43권3호
    • /
    • pp.265-276
    • /
    • 2023
  • 본 연구의 목적은 과학과 기초학력이 부족한 학생들이 공통 교육과정을 이수하는 동안 최소한의 과학 학습 능력을 갖출 수 있도록 기초학력 보장 방안을 마련하는데 있다. 이를 위해, 기초학력 관련 연구 및 지도 경험이 있는 초·중등 과학 교사 27명을 대상으로 설문 조사를 실시하고 합의적 질적 연구방법(Consensual Qualitative Research: CQR)과 계층화 분석법(Analytic Hierarchy Process: AHP)을 활용하여 '최소한의 성취기준'에 대한 현장 과학 교사들의 인식을 살펴보았다. 연구 결과, 초·중등 과학교사들은 과학 학습지원대상 학생들에 대해 과학 학습 역량이 부족하고, 과학 학습 결손이 누적되어 있으며, 기본적인 학습을 위한 준비도가 부족하다고 응답하였다. 그러나 과학과 기초학력 부족학생의 학습 특징에 대해 초·중등 교사들이 주목하는 특징이 다소 상이하게 나타났는데, 중등 교사들은 낮은 학습 동기와 과학적 기호 사용의 어려움에, 초등 교사들은 과학 태도나 경험부족을 더욱 민감하게 인식하고 있는 것을 확인할 수 있었다. 또한 기초학력 보장을 위한 최소한의 성취기준 준거 설정에 대한 우선순위에서도 범주별 항목의 우선순위가 학교급별로 상이함을 발견할 수 있었다. 이는 과학과 기초학력 보장을 위한 최소한의 성취기준 개발 시 고려요소에 대해 과학 교사들의 기초학력 관련 전문성에 따라 다양한 입장 차가 존재하므로, 학교급에 따른 다양한 변인을 고려한 최소한의 성취기준 개발이 필요함을 의미한다. 이상의 연구 결과를 통해 기초학력이 부족한 학생들의 개인별 맥락과 처한 상황의 다양성을 고려한 기초학력 지도 전문성 강화를 위한 정책적 지원이 전교과 영역에서 모색되어야 할 것이다. 나아가 기초학력이 부족한 학생 지원을 위해 공유된 비전을 명확히 하여 기초학력 보장을 위한 국가정책과 과학 교사들의 실행 간의 괴리를 줄이는 노력이 필요하다.

조직구성원의 정보기술 인적역량과 개인 업무만족 및 업무성과 간의 관계: 목표지향성 관점 (Relationships Among Employees' IT Personnel Competency, Personal Work Satisfaction, and Personal Work Performance: A Goal Orientation Perspective)

  • 허명숙;천면중
    • Asia pacific journal of information systems
    • /
    • 제21권4호
    • /
    • pp.63-104
    • /
    • 2011
  • The study examines the relationships among employee's goal orientation, IT personnel competency, personal effectiveness. The goal orientation includes learning goal orientation, performance approach goal orientation, and performance avoid goal orientation. Personal effectiveness consists of personal work satisfaction and personal work performance. In general, IT personnel competency refers to IT expert's skills, expertise, and knowledge required to perform IT activities in organizations. However, due to the advent of the internet and the generalization of IT, IT personnel competency turns out to be an important competency of technological experts as well as employees in organizations. While the competency of IT itself is important, the appropriate harmony between IT personnel's business capability and technological capability enhances the value of human resources and thus provides organizations with sustainable competitive advantages. The rapid pace of organization change places increased pressure on employees to continually update their skills and adapt their behavior to new organizational realities. This challenge raises a number of important questions concerning organizational behavior? Why do some employees display remarkable flexibility in their behavioral responses to changes in the organization, whereas others firmly resist change or experience great stress when faced with the need to alter behavior? Why do some employees continually strive to improve themselves over their life span, whereas others are content to forge through life using the same basic knowledge and skills? Why do some employees throw themselves enthusiastically into challenging tasks, whereas others avoid challenging tasks? The goal orientation proposed by organizational psychology provides at least a partial answer to these questions. Goal orientations refer to stable personally characteristics fostered by "self-theories" about the nature and development of attributes (such as intelligence, personality, abilities, and skills) people have. Self-theories are one's beliefs and goal orientations are achievement motivation revealed in seeking goals in accordance with one's beliefs. The goal orientations include learning goal orientation, performance approach goal orientation, and performance avoid goal orientation. Specifically, a learning goal orientation refers to a preference to develop the self by acquiring new skills, mastering new situations, and improving one's competence. A performance approach goal orientation refers to a preference to demonstrate and validate the adequacy of one's competence by seeking favorable judgments and avoiding negative judgments. A performance avoid goal orientation refers to a preference to avoid the disproving of one's competence and to avoid negative judgements about it, while focusing on performance. And the study also examines the moderating role of work career of employees to investigate the difference in the relationship between IT personnel competency and personal effectiveness. The study analyzes the collected data using PASW 18.0 and and PLS(Partial Least Square). The study also uses PLS bootstrapping algorithm (sample size: 500) to test research hypotheses. The result shows that the influences of both a learning goal orientation (${\beta}$ = 0.301, t = 3.822, P < 0.000) and a performance approach goal orientation (${\beta}$ = 0.224, t = 2.710, P < 0.01) on IT personnel competency are positively significant, while the influence of a performance avoid goal orientation(${\beta}$ = -0.142, t = 2.398, p < 0.05) on IT personnel competency is negatively significant. The result indicates that employees differ in their psychological and behavioral responses according to the goal orientation of employees. The result also shows that the impact of a IT personnel competency on both personal work satisfaction(${\beta}$ = 0.395, t = 4.897, P < 0.000) and personal work performance(${\beta}$ = 0.575, t = 12.800, P < 0.000) is positively significant. And the impact of personal work satisfaction(${\beta}$ = 0.148, t = 2.432, p < 0.05) on personal work performance is positively significant. Finally, the impacts of control variables (gender, age, type of industry, position, work career) on the relationships between IT personnel competency and personal effectiveness(personal work satisfaction work performance) are partly significant. In addition, the study uses PLS algorithm to find out a GoF(global criterion of goodness of fit) of the exploratory research model which includes a mediating variable, IT personnel competency. The result of analysis shows that the value of GoF is 0.45 above GoFlarge(0.36). Therefore, the research model turns out be good. In addition, the study performs a Sobel Test to find out the statistical significance of the mediating variable, IT personnel competency, which is already turned out to have the mediating effect in the research model using PLS. The result of a Sobel Test shows that the values of Z are all significant statistically (above 1.96 and below -1.96) and indicates that IT personnel competency plays a mediating role in the research model. At the present day, most employees are universally afraid of organizational changes and resistant to them in organizations in which the acceptance and learning of a new information technology or information system is particularly required. The problem is due' to increasing a feeling of uneasiness and uncertainty in improving past practices in accordance with new organizational changes. It is not always possible for employees with positive attitudes to perform their works suitable to organizational goals. Therefore, organizations need to identify what kinds of goal-oriented minds employees have, motivate them to do self-directed learning, and provide them with organizational environment to enhance positive aspects in their works. Thus, the study provides researchers and practitioners with a matter of primary interest in goal orientation and IT personnel competency, of which they have been unaware until very recently. Some academic and practical implications and limitations arisen in the course of the research, and suggestions for future research directions are also discussed.

B2C허의사구중적전자구비(B2C虚拟社区中的电子口碑): 관우휴정려유망적실증연구(关于携程旅游网的实证研究) (Electronic Word-of-Mouth in B2C Virtual Communities: An Empirical Study from CTrip.com)

  • Li, Guoxin;Elliot, Statia;Choi, Chris
    • 마케팅과학연구
    • /
    • 제20권3호
    • /
    • pp.262-268
    • /
    • 2010
  • 虚拟社区(virtual community, VC)今年来发展迅速, 越来越多的人参与到虚拟社区中交换信息和分享观点. 虚拟社区是通过计算机布告板和网络进行非面对面的知识和语言交流的一种大众集合体. B2C电子商务网站虚拟社区则是商业性的虚拟社区, 通过培养信任环境来促进消费者在该网站的购买行为. B2CVC通过信息交流, 如推荐, 评论, 买者与卖者评级等, 来建立社会性的氛围. 目前, 虽然学术界已经认识到B2CVC的重要性, 但是关于社区成员的口碑传播行为的研究还不充分. 本研究提出了一个理论模型, 探讨在B2C网站社区中参与度, 满意度, 信任度, 粘度和口碑传播之间的关系. 本研究的目的有三个: 1, 通过整合信念, 态度和行为的测量来实证检验B2C网站社区模型; 2, 更好地理解各因素对口碑传播的影响关系; 3, 更好地理解B2C网站社区黏度在CRM营销中的作用. 研究模型包含以下要素: 1, 社区成员的信念变量, 通过参与度来测量; 2, 社区成员的态度变量, 通过满意度和信任度来测量; 以及3, 社区成员的行为变量, 通过网站黏度和口播传播意愿来测量. 参与度是消费者在虚拟社区的参与动机. 对于社区成员来说, 信息的查找和发布是他们参与到社区的主要目的. 满意度是成员对社区整体评价的重要指标, 反映了成员与社区的交互程度. 虚拟社区的形成与发展依靠成员分享信息和服务的自愿程度. 研究者已经发现信任是促进匿名交互的关键, 因此构建信任被看作是虚拟社区的重要研究课题. 此外, 虚拟社区的成功依靠成员的粘度来提高购买潜力. 社区成员间的观点交流和信息交换代表一种 "写作式" 的口碑传播. 因此口碑传播是推动B2C虚拟社区在互联网上扩散的主要因素之一. 研究模型及假设如图一所示. 本研究通过实证调查中国携程旅游网虚拟社区成员来验证模型. 数据收集过程中共发放243份问卷, 其中有效问卷204份. 通过实证数据验证了参与度, 满意度和信任度影响粘度和口碑传播之间的假设关系. 结构方程模型(SEM)方法用来进行数据分析. 模型的拟合指数结果为χ2/df 是2.76, NFI是 .904, IFI是 .931, CFI是 .930, 以及RMSEA是 .017. 结果表明, 参与度对满意度具有显著的影响(p<0.001, ${\beta}$=0.809). 参与度可以解释满意度的方差比例超过50%, 调整R2为0.654. 参与度对信任度具有显著影响(p<0.001, ${\beta}$=0.751), 解释率为57%, 调整R2为0.563. 此外, 满意度对黏度的影响显著(${\beta}$=0.514), 但是信任度对黏度的影响并不显著(p=0.231, t=1.197). 黏度对口碑传播的影响显著, 且解释率超过80%, 调整R2为 0.846. 总之, 研究结果支持了大部分的研究假设, 但是信任度显著影响粘度的假设没有得到支持. 本研究丰富了电子商务网站虚拟社区的学术研究成果, 深入探讨了在B2C电子商务环境下的用户信念, 态度和行为等因素. 研究成果有助于实践者进行更有针对性的资源开发和市场开拓. 网络营销人员可以针对B2C网站社区来有针对性地制定营销策略, 如对于国际旅游业务, 营销人员可以针对中国的B2C网站社区用户开展营销活动, 如为活跃的用户提供特殊折扣以及为早期参与者提高社区黏度定制营销计划等. 未来的研究应该拓展社区成员行为的研究, 并在不同的行业, 社区和文化背景下开展研究.

산업간호현장의 보건업무 전산화시스템 활용현황과 산업간호사의 전산화 직무만족도 연구 (A Study of the Health Service Computerization State and the Occupational Nurses's Satisfaction Level on Computerization)

  • 정희영;박형숙
    • 한국직업건강간호학회지
    • /
    • 제13권1호
    • /
    • pp.5-18
    • /
    • 2004
  • This study aims to investigate the use state of the health service computerization system in the occupational nursing field and the occupational nursers' satisfaction level, and provide basic data to promote the development of the health service computerization system for the nursing field. For this study, a questionnaire was provided to 118 occupational nurses who belong to Busan and Gyeongnam branches of KAOHN(Korean Association of Occupational Health Nurses) for 2 months (from Dec. 1, 2002 to Jan. 31, 2003). A tool of Choi Yong-Heui(2000) was used to investigate the satisfaction level of using the health service computerization system. The collected materials were analyzed in real number and percentage, average and standard deviation, t-test and ANOVA by using the SPSS WIN 10.0 program. This study is summarized as follows: 1. The average age was $31.99{\pm}5.58$ old in this study. The married were 54.2%. Participants who graduated from a junior college was 76.9%. The average service period was $4.48{\pm}4.68$ years. In service types, 79.7% of participants served in a health care center. The average service period was $3.22{\pm}2.89$ years. The service place which had 1000 workers or more was 35.6%. 2. Only 20.3% of participants in this study had a computer use education. 3. The field who participants used mostly was communication/internet, $3.29{\pm}.85$ hours in average. 4. 97.1% of occupational fields had computers and peripheral devices: 71.4% in pentium computer, 42.8% in the hard disk capacity of 20-29GB, 60.0% in 15 inch monitors, 86.2% in printers, 18.1% in digital cameras, 12.4% in LAN, and 9.5% in scanners. 80.1% of the occupational fields which were objects of study could use communication. 5. The occupational fields which did not introduced the health service computerization system were 62.8%. The main cause was attributable to entrepreneurs' insufficient recognition 66.6%. 51.5% of the entrepreneurs did not have an introduction plan. 37.2% of participating companies had the health service computerization system. 56.4% of them introduced it since the year 2000. 81.6% of the introduction motivation aimed to the efficiency of health service. The most issue upon introduction was insufficient understanding of a person in charge - 25.6%. The in-house development of the system covered 56.4%. 61.5% of the participants accepted their demands from the first stage of development. The direct effect of computerization showed the increase of 25.9% in the quickness and continuity of service treatment, and 25.9% in the serviceability of statistical treatment. 6. 22.0% of the participants had a computerization system use education. 69.2% of them had a in-house education. An educational method by nurses who used the computerization system was 76.9%. 92.3% of the education was helpful for practical duties. 7. An analysis of the computer use by health service fields showed that the medicine management in a health management field was 15.9%. the work environment measuring management in a work environment filed was 32.9%. the employment. general and special examination management in a heal th management field was 61.1 %. the various reports management in an administrative field was 64%. the health education data preparation management in an educational field was 58.0%. and the medicine and expendables management in an equipment management field was 51.6%. An analysis of the computerization system use showed that the various statistical data manage in a health management field was 13.0%. the work environment measuring management in a health management field was 34.8%. the personal disease management in a health management field was 51.9%. the heal education data preparation management in an educational field was 54.5%. and the equipment management of health care centers in an equipment management field was 52.6%. 8. 31.6% of the participants wanted that health service computerization system would include the generals of health services. 42.4% of the participants thought that first of all. the aggressive interest and investment of employers were required to build the health service computerization system. 9. The participants' satisfaction level on the computerization system use was $3.51{\pm}.57$ points. An analysis by each factor showed $3.62{\pm}.68$ points in a service change factor. $3.15{\pm}.63$ points in a computer program use factor, and $3.45{\pm}.71$ points in a continuous computerization use factor. 10. An analysis of the computerization system use by general characteristics of participants showed that the married (p = .022) had the satisfaction level higher than the unmarried. 11. The satisfaction level of the computerization system use by participants' computer use ability tended to be higher in proportion to the increase of computer use abilities in spreadsheet (F=2.606. p=.048). presentation (F=3.62. p=.012) and communication/internet(F=2.885. p=.0321. Based on the study results mentioned above. I will suggest as follows : The nationwide enlargement and repetition study is required for occupational nurses who serve in occupational nursing fields. The computerization system in a health service field is inferior comparing with other fields. The computerization system standard by business types and characteristics should be prepared through employers's aggressive participation and national support. Therefore various statistical data which occurs in occupational fields will be managed systematically and efficiently. A regular and systematic computer education plan for occupational nurses in charge of health services in the filed is urgently required to efficiently manage and improve the health of on-site workers.

  • PDF

Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로 (Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions)

  • 김형진;송세민;이호근
    • Asia pacific journal of information systems
    • /
    • 제19권4호
    • /
    • pp.125-148
    • /
    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

품패개격촉소신식대소비자질량인지적영향(品牌价格促销信息对消费者质量认知的影响) (The Effect of Price Promotional Information about Brand on Consumer's Quality Perception: Conditioning on Pretrial Brand)

  • Lee, Min-Hoon;Lim, Hang-Seop
    • 마케팅과학연구
    • /
    • 제19권3호
    • /
    • pp.17-27
    • /
    • 2009
  • 典型的价格促销是指降低一定数量产品的价格或以相同的价 格获得更多数量的产品, 从而增加价值和创造经济的激励购买. 价格促销经常用来鼓励没有消费过产品或服务的用户试用产品或服务. 因此, 理解价格促销对那些从来没有使用过促销品牌的消费者的此品牌质量认知的影响是很重要的. 然而, 如果消费者通过价格促销获得的产品的质量不好, 促销可能达不到用经济的刺激方法来增加销售的效果. 相反则有可能发生. 具体来说, 通过价格促销消费者产生低的质量的认知会削弱经济的和心理上的激励, 减少购买的可能性. 因此, 对市场营销人员来说理解品牌的价格促销信息如何影响消费者对此品牌的质量的不良认知是非常重要的. 先前的有关价格促销对质量认知的影响的研究有不一致的解释. 一些是关注价格促销对消费者认知的不利影响. 但是其他的研究显示价格促销并没有提高消费者对品牌的不良认知. 之前的研究发现这些不一致的结果和价格促销曝光的时机以及相关的试验得出的质量评估有关. 而且, 消费者是否经历过产品促销都可能会调节这些影响. 一些研究把产品类别的不同作为基本的因素. 本研究的目的是探讨在不同的情况下, 价格促销信息对消费者的不良的质量认知产生的影响. 作者控制了促销曝光的时机, 过去的各种促销形式以及信息发布的方式. 与以往的研究不同, 作者通过控制以前个人使用此产品的经验的潜在调节作用来测试事先设定限制的价格促销的影响. 这样的操作可以解决相关的有可能产生的争议. 这种方法对实际工作方面也是有意义的. 价格促销不仅适用于已存在的目标消费者, 而且可以鼓励没有使用过产品和服务的消费者尝试此产品或服务. 因此, 对市场营销人员来说理解品牌的价格促销信息如何影响消费者对此品牌的质量的不良认知是非常重要的. 如果没有使用过这个品牌的消费者通过价格促销获得的产品的质量不好, 促销可能达不到用经济的刺激方法来增加销售的效果. 相反则有可能发生. 另外, 如果价格促销结束, 购买了这个产品的消费者可能会出现明显的减少再购买行为. 通过文献回顾, 假设1用来探讨消费者通过过去的价格促销获得的质量认知的调节作用. 消费者对没有使用过的品牌的价格促销而产生的质量认知的影响会被此品牌过去的价格促销活动所调节. 换句话说, 消费者会对没有进行过价格促销的没有使用过的品牌产生不良的质量认知. 假设2-1:未使用过的品牌进行首次价格促销的时候, 价格促销的信息发布的方式将影响价格促销的成败. 假设2-2:消费者越不在意价格促销的原因, 越容易对产品的质量产生不良的认知. 通过测试1, 简要地解释了产品和品牌在提供四种价格促销形式之前并解释说明了每种价格促销形式. WAVEX这个虚拟品牌的质量的认知被评估为7. 网球拍被选中的原因是由于选定的产品组必须过去几乎没有价格促销活动来消除促销的平均次数对价格促销信息的影响, 正如Raghubir和Corfman(1999)所提出的. 测试2也用网球拍作为产品组, 主持测试2的管理者与测试1相同. 随着测试1, 选择了对产品组熟悉而对产品不熟悉的受访者. 每个受访者被分配到代表WAVEX价格促销的两种不同信息发布方式的两组中的一组. 在评估WAVEX的质量认知为7以前, 受访者看了每个促销信息. 不熟悉的实验品牌的价格促销对消费者的质量认知的影响被证明为会被以前有过或没有价格促销活动所调节. 与过去的促销行为一致是使品牌评估变得更糟的不良影响的重要变量. 如果此品牌从未进行过价格促销, 价格促销活动会对消费者的质量认知产生不良的影响. 第二, 不熟悉的品牌进行首次价格促销时, 促销信息的发布方式会影响公司促销的成败. 当消费者进行性格归因和情境归因的比较时, 质量认知的不良影响会更大. 与先前主要关注具有或不具有情境/性格归因中良好或不良的动机的研究不同, 本研究的焦点是检验如果公司提出了具有说服性的理由, 即使消费者在价格促销行为中有性格归因, 情境归因也可以被推断出的事实. 这种方法, 在学术方面取得了很大的成果, 意义在于它运用非数学的问题来解释固定和调整过程而不像以前的研究大部分是把它用于数学问题来解释. 换句话说, 根据基本属性错误, 有很大的倾向去性格地归因其他的行为. 当这种情况出现在价格促销时, 我们可以推断出消费者很有可能性格地归因公司的价格促销行为. 反而, 即使在这种情况下, 公司可以调整消费者的锚定性来降低性格归因的可能性. 另外, 不像多数对价格促销的长/短期影响的以往的研究, 只考虑价格促销对消费者的购买行为影响, 本 研究测试对质量认知的影响, 一个影响消费者购买行为的因素. 这些结果在实际工作方面有重要启示. 本研究的结果可以作为新产品有效的提供促销信息的指南. 如果品牌要避免错误的暗示, 比如在施行价格促销战略时被认为是产品的质量不好, 一定要为促销提供清晰合理的理由. 尤其是对那些以前没有进行过价格促销活动的公司来说, 提供明确的理由尤其重要. 不一致的行为可以导致消费者的不信任和焦虑. 这也是无止境的价格战的风险的重要因素之一. 没有事先通知的价格促销会使消费者怀疑, 但不会影响市场份额.

  • PDF