• Title/Summary/Keyword: Active Motivation

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A Study on environmental elements in positive place according to the behavioral characteristics by users -focusing on circulation in environmental space by physically handicapped in Korea- (사용자 특성에 적합한 적극적 장소의 물리적 환경요소분석에 관한 연구 -우리나라 지체 장애자의 이동환경실태를 중심으로-)

  • 김혜원
    • Korean Institute of Interior Design Journal
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    • no.9
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    • pp.108-115
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    • 1996
  • The relationship between users and physical elements of environmental gives a space special characteristics. The Environment Probabilitism by Altman shows that behavior and environment, both response, effect each other construct their characteristics. People can choose their response consciously or unconsciously during their walking , sitting, standing, talking in their environment. Designing a good place can lead people to the goal that they want and designer intend to get, A good place well designed as an positive place is organised with 3 points(1) User's behavior (2) physical elements in environment (3) meanings produced between behavior and physical elements. In this study the importance of physical elements are focused on. In the place where we can have permeability, variety , legibility, robutness, visual appropriateness, richness, personalisation physically , these characteristics will encourage people to have strong motivation and to choose the most active way . From this perspective the circulation of physically handicapped persons is analyzed into their behavioral environment and their behavioral response. The analysis shows the handicapped in our situation has no environmental right for a man itself ,even they have no street to walk safely. And their response to the environment was very negative. Basically the elements from exterior space to interior space should be guaranteed for everyday according to their behavioral characteristics include handicapped. From this study the result shows that the needs of a person should be considered and accepted as an important design problem for improvement our environment.

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Comparisons of Quality of Life and Asymmetric Atrophy in Regularly Walking Elderly Female Stroke Survivors

  • Jee, Hea Mi
    • Journal of International Academy of Physical Therapy Research
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    • v.9 no.4
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    • pp.1576-1585
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    • 2018
  • Regularly participating in physical activity is known to improve quality of life and body composition in elderly with stroke. However, comparatively less physical activity is performed by the stroke survivors. The factors related to inactivity in elderly female stroke survivors have not been elucidated. Therefore, this study aims to compare the quality of life factors and limb compositions between the active and inactive elderly female stroke survivors. Forty nine subjects between the ages of 65 to 75 years were selected from the KNHANES data between the years 2009 to 2011. In addition, 186 agematched healthy peers were also selected for limb composition comparisons. The subjects were groups based on walking days per week: walkers; 3 days or more, non-walkers; less than 3 days per week. BMI and waist circumference were within the obesity ranges for both the non-walkers and walkers. As results, the trend for greater fat (${\pm}10%$) and lean mass (${\pm}30%$) differences were observed for non-walker and walkers, respectively. Significantly greater reasons for function limitation by stroke and hypertension were reported with significantly greater self-care difficulty was shown by the walkers. In conclusion, elderly female stroke survivals may require customized motivation and continuous support to participate in physical activity regularly.

Risk Assessment in Finland: Theory and Practice

  • Anttonen, Hannu;Paakkonen, Rauno
    • Safety and Health at Work
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    • v.1 no.1
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    • pp.1-10
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    • 2010
  • The Finnish risk assessment practice is based on the Occupational Safety and Health (OSH) Act aiming to improve working conditions in order maintain the employees' work ability, and to prevent occupational accidents and diseases. In practice there are hundreds of risk assessment methods in use. A simple method is used in small and medium sized enterprises and more complex risk evaluation methods in larger work places. Does the risk management function in the work places in Finland? According to our experience something more is needed. That is, understanding of common and company related benefits of risk management. The wider conclusion is that commitment for risk assessment in Finland is high enough. However, in those enterprises where OSH management was at an acceptable level or above it, there were also more varied and more successfully accomplished actions to remove or reduce the risks than in enterprises, where OSH management was in lower level. In risk assessment it is important to process active technical prevention and exact communication, increase work place attraction and increase job satisfaction and motivation. Investments in OSH are also good business. Low absenteeism due to illness or accidents increases directly the production results by improved quality and quantity of the product. In general Finnish studies have consistently shown that the return of an invested euro is three to seven-old. In national level, according to our calculations the savings could be even 20% of our gross national product.

Correction of Class III malocclusion with alternate rapid maxillary expansions and constrictions using a hybrid hyrax-mandibular miniplate combination and simultaneous orthodontic treatment: A case report

  • Martinez-Smit, Rosana;Aristizabal, Juan Fernando;Filho, Valfrido Antonio Pereira
    • The korean journal of orthodontics
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    • v.49 no.5
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    • pp.338-346
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    • 2019
  • In this report, we describe the successful use of alternate rapid maxillary expansions and constrictions with a hybrid hyrax-mandibular miniplate combination and simultaneous orthodontic treatment for the management of severe Class III malocclusion due to maxillary hypoplasia in an 11-year-old girl. The devices were removed after 20 months of treatment, and the family was instructed about a careful control and retention program that should be followed in accordance with the patient's growth. The final result included the correction of Class III malocclusion with adequate function and excellent facial esthetics, which restored the patient's self-esteem and provided personal motivation. The outcomes showed good stability after 24 months of retention. The decrease in the duration of active treatment is the most important finding from the present case. Considering that facial esthetics in adolescence is a determining factor for the development of a personality and interpersonal relationships, we recommend the use of this protocol for growing patients, who will exhibit not only an improved physical appearance but also a better quality of life.

Information Behavior in COVID-19 Prevention: Does Anxiety among Indonesian Mothers Have an Effect?

  • Zahara, Nadia;Hidayat, Z.
    • Journal of Information Science Theory and Practice
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    • v.10 no.4
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    • pp.23-37
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    • 2022
  • The pandemic of Coronavirus disease (COVID-19) has contributed more challenges for mothers as the family's primary caregiver in overcoming the widespread infection. Pandemic-related information is essential for mothers to reduce uncertainty as well as to maintain the health of family members during this unprecedented situation. Adopting the framework of the Situational Theory of Problem Solving, this study extends the theory by, first, testing the mediating role of COVID-19 anxiety on mothers' information seeking and information forwarding, referred to as active communication action of problem solving, as well as preventive behavior; and second, by predicting the effect of information seeking on preventive behavior. Referring to an online survey from 371 Indonesian mothers, the findings suggest that in terms of direct effect, only problem recognition was found to have no significant effect on situational motivation. The results suggest that Indonesian mothers perceive COVID-19 as personally relevant so that they are motivated to solve the problem by seeking and forwarding related information. In addition, COVID-19 anxiety was found to play a significant role in predicting information seeking, information forwarding, and preventive behavior. The result of this study is expected to give insights for risk communicators and health professionals in Indonesia in communicating COVID-19, particularly to mothers.

Investigation of frequency and fidelity of the participants affecting the study of exercise therapy (운동 치료 연구에 영향을 주는 연구대상자의 참여도와 충실도 조사)

  • Choi, Bo ram
    • Journal of Korean Physical Therapy Science
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    • v.28 no.1
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    • pp.54-61
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    • 2021
  • Background: The present study was performed to examine the factors required for active engagement of participants in exercise therapy by surveying the frequency of participation, fidelity of performance, and supporting materials and rewards provided to encourage participation in the study. Design: Cross-sectional study. Methods: The survey was conducted in a population of 103 participants in at least one exercise treatment study. A 12-item questionnaire was designed to determine the frequency of exercise participation and fidelity of participant performance. Results: The results were subjected to frequency analysis and Pearson's correlation analysis. The subjects were less likely to exercise with the therapist and less likely to exercise at home. In addition, the provision of supplementary materials, to be considered when exercising at home, was insufficient. A strong positive correlation was found between the frequency of exercise in the presence of a therapist and the fidelity of participant performance (r=0.812, p=0.001), whereas a weak negative correlation was found between the frequency of unperformed exercises and the fidelity of participant performance (r=-0.523, p=0.023). Conclusion: The results of the present study suggested that it is necessary to increase the number of times that exercises are performed with the therapist to motivate increased frequency of exercise participation and fidelity of participant performance. In addition, appropriate rewards and periodic management are required.

Factors Influencing Learning Immersion in College Remote Classes (대학생의 원격수업에서 학습몰입도에 미치는 영향요인)

  • Heeyoung Woo;Minkyung Gu
    • Journal of the Korean Society of School Health
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    • v.36 no.2
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    • pp.21-30
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    • 2023
  • Purpose: The study aimed to identify factors that affect college students' learning immersion in non-face-to-face remote classes. Methods: During COVID-19, a survey was conducted on 140 college students who were taking non-face-to-face remote courses at universities located in Seoul, Gyeonggi-do, and Chungcheong-do, Korea. Data were analyzed using the Pearson correlation coefficients, Independent t-test, ANOVA, and Hierarchial stepwise multiple regression with SPSS (Windows version 27.0). Results: In the study, the most important variable influencing learning immersion was the student's self-efficacy, followed by instructor presence, class participation, lecture satisfaction, and credits. Conclusion: Instructors who teach major courses at college need to develop and apply ways to enhance learners' self-efficacy and class content that can boost learners' motivation in order to maximize learners' learning immersion. In order to facilitate learners' access to online media and maintain their interest in remote classes, passionate efforts need to be made by active instructors.

The Effect of Gamification on Employee Behavior: The Mediating Effects of Culture and Engagement

  • HAMZA, Ibrahim;SAROLTA, Tovolgyi;SHATILA, Khodor
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.5
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    • pp.213-224
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    • 2022
  • In recent years, gamification has been a hot issue due to its positive impact on organizational success. The proper application of game elements in an organizational context is required for gamification implementations. Gamification remains an area of active research for its behavior molding potential. Employee engagement is a critical component in assessing employee behavior and is considered crucial for organizational success. Research questionnaires were completed online between March 2021 and February 2022. Our targeted sample encompassed low and mid-level personnel of Asian and Middle eastern employees working in Hungary. The questionnaire was introduced using google forms. Our sample size consisted of 203 respondents (N = 203). Research results indicated gamification's significance in increasing employees' intrinsic motivation and therefore boosting organizational engagement levels. Gamification improved employees' task performance and the overall quality of work. Organizational culture had a mediating role between gamification and employees' behavior. Organizational culture and employee behavior are in close correlation. Research findings also proved engagements' mediating effect on employees' behavior. The results of the research showed that gamification in human resources has risen in popularity, especially in terms of its impact on employee behavior and performance. The study's findings demonstrated that gamification has a positive impact on organizational performance and collaboration.

Development of Shoulder Wheel with Adjustable Rotating Speed and Rotating Angle and Application Contents

  • Lee, Jae-Heui;Kim, Jae-Hoon;Chung, Sung-Taek
    • International journal of advanced smart convergence
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    • v.11 no.4
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    • pp.129-140
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    • 2022
  • The purpose of this study to improve the shoulder wheel that is used frequently during shoulder circumduction exercise in a park, to link the shoulder wheel to a game application comprising various shoulder circumduction exercise and shoulder ROM exercise, and to enjoy the game during the exercises. A step motor was added to the shoulder wheel, and the rotating speed and rotating angle, and rotating direction can be controlled. The shoulder height, different for different people, can be controlled as well, so that any user can use this device. The developed application content includes the game elements, to enjoy the repetitive and boring exercise with fun and interest, and the control to adjust the degree of difficulty. This was to help users heighten their desire to rehabilitate by inducing active participation during repetitive shoulder rehabilitation exercise because the game vests users with intrinsic motivation and immersion. If the shoulder wheel and application contents proposed in this study are used, shoulder diseases can be prevented in advance by performing muscle strengthening exercises required in an aging society. This study is expected to contribute to the field of research related to serious games and rehabilitation.

Using Gamification Development of Sex Education Program (Ethical Perspective) for Youth

  • BonJin KOO;HoSung WOO
    • Journal of Research and Publication Ethics
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    • v.5 no.1
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    • pp.19-27
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    • 2024
  • Purpose: To prevent and respond to youth sexual problems that are becoming more serious with digital development, this study sought to develop a sex education program that applies gamification as an effective method for youth who are digital natives. Research design, data and methodology: To develop a sex education program for teenagers, elements of gamification were considered based on Dick and Kerry's teaching system design model. The learning content reflected UNESCO's 'Comprehensive Sex Education Guidelines'. In addition, it was designed to enable students to learn about ethics and morals from a social and emotional aspect. Results: A four-session distance learning sex education program was developed for first-year high school students. To learn about gender sensitivity, sexual relationships, sexuality, and healthy sexual behavior, we developed a story that reflects the mission and quest for sex education. It included leaderboards, time limits, and levels, and also utilized mechanics such as points and items. Edutech tools include video content, Google Sheets, Zoom, Padlet, and Mentimeter. Conclusions: This study aims to improve learning effectiveness, satisfaction, and immersion by developing a sex education program for youth using gamification that promotes active learner participation and motivation.