• Title/Summary/Keyword: Career decision self efficacy

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Development and Effectiveness of a University Student Coaching Program Using Metaverse Space (메타버스 공간을 활용한 대학생 코칭 프로그램 개발과 효과)

  • Kyoung A Kim;Hui-Jeong Yun;Jieun Kim
    • Human Ecology Research
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    • v.61 no.3
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    • pp.445-458
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    • 2023
  • This study aims to develop and implement a coaching program in the metaverse space to address issues faced by university students during their life stage and verify their effectiveness. The overall program consists of four sessions: "Opening," "Metaverse-based Coaching Clinic (2 sessions)," and "Coaching Clinic Reflection and Feedback." A total of 20 participants were selected through S University's extracurricular program system. To assess the effectiveness of the program, surveys, as well as focus group interviews (FGIs) were conducted. Using SPSS 26.0, significant differences were observed in the participants' career decision self-efficacy and resilience. The FGIs were conducted with a total of four participants divided into two groups, with each group lasting for one hour. The analysis revealed key phases, including the introductory phase comprising participants' motivation and expectations, the main phases consisting of program operation, coaching perception and outcomes, metaverse environment, and metaverse coaching perception and outcomes, as well as the concluding phase in which recommendations are suggested for subsequent programs. The study confirmed the significant impact of coaching in the metaverse space and highlighted the maximization of coaching effectiveness through mutual anonymity facilitated by avatars. This research holds significance as an exploratory study that practically verifies the potential expansion of the metaverse environment in the coaching field.

Moderating Effects of 3 years over Startup QFD Training Participants' Characteristics on Transfer Intension (창업기업 QFD 교육 훈련 학습자 특성이 학습 전이의도에 미치는 조절 효과에 관한 연구)

  • Hwang, Bo-Yun;Yang, Young-Seok;Kim, Myung-Seuk
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.4
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    • pp.35-48
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    • 2018
  • This study aims to assess the training effect of QFD(Quality Functional Deployment) program for 3 years over startups, adopted from the conventional QFD widely used in the large companies to break up to a sluggish sales and growth, for employees working in startup whether the participants in startup and venture company taking this lessons into their real tasks or not. In particular, the focus of this study falls on figuring out whether individual characteristics of the participants play a role in moderating effect over transfer intension factors and its link path structure. The research results drive out two significant findings. First, in terms of relationship between the influence of transfer intension by self-efficacy and the validity of training content with the learner's readiness, the moderating effect of demographic features of the participants is effective partially by the sex and fully by their working position, but not statistically significant by age, education, and the prior startup career. This research deliver the following significant implication that the active participation of CEO level, decision-maker guarantee the higher performance of the training program like QFD program, more stresses falling on practical implementation in real business rather than just ending up with career training. This study gives significant policy implication to quasi-government organization running all public startup training projects.

Study on Service Internship Participation Determinant Contents of Undergraduate Students to Influence Their Career (대학생 진로에 영향을 미치는 서비스 인턴십 참여결정 콘텐츠 요인 분석)

  • Park, Hye-Young;Hur, Sun-Joo
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.595-604
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    • 2015
  • This study aimed to analyze service internship participation determinant contents of undergraduate students who major in airline service to influence their career. To accomplish this purpose, data collected from 211 students were analysed using logistic regression analysis. Personal characteristic, big 5character factors, social support were analysed as service internship determinant contents. The research results showed grade, GPA, broad experience, flight experience among personal characteristics and extraversion among big 5factors personality as significant service internship determinant contents of students. Also, the research results showed career preparation, career decision making self-efficacy and social support as non-significant service internship determinants of students. It was concluded that active participation with service internship is imperative for undergraduate students in airline service major to enhance career competence upon graduation.

Effects of Utilization of Social Network Service on Collaborative Learning (소셜 네트워크 서비스 활용이 협력 학습에 미치는 효과)

  • Shin, Jin;Chon, Eunhwa
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.11
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    • pp.241-254
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    • 2013
  • The purpose of this study is to analyse the effects of social network service on the collaborative learning. Four groups were categorized depending on the use of different types of the social network services - Kakao Talk, Facebook, both Kakao Talk and Facebook, and unused group. A preliminary test revealed that there was no difference in mobile efficacy, career decision making self-efficacy, course interest among the four groups. In the post test, the groups that used either Kakao Talk group or the group that used both Kakao Talk and Facebook retained significantly higher average score in team collaboration scale than Facebook group and unused group. The analysis of the messages in Facebook exhibited that the group used both Kakao Talk and Facebook generated larger number of messages, read, replies, clicks of "good" than the groups used only Facebook. These results strongly support the statistical significance.

Entrepreneurial intentions for University students Based on Theory of Planned Behaviors (대학생들의 경력개발과 관련된 계획된 행동들이 창업실행에 미치는 영향)

  • Han, Junghee;Cho, Geon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.1
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    • pp.111-118
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    • 2015
  • Students have chosen the various behaviors to prepare for the future during the university life. In general to be employed by someone and to create one's own business is likely to be regarded as difference ways. The objectives of this study is to find that whether student's planned behaviors such as albeit, internship, getting some certification are to be related with entrepreneurial intention, and entrepreneurial intention has positive relation with entrepreneurial decision makings based on theory of Planned behaviors through empirical study. In order for that, this study sets four research hypothesis. In the empirical findings, 3 research hypothesis except H2 (subjective norms have positive relations with entrepreneurial intention) are accepted in statistically. Considering research findings, students' planned behaviors, such as albeit, internship, getting some certifications to have been regards as far away from entrepreneurship have positive relation with entrepreneurial intention and implementation. Entrepreneurship education and knowledge regarding start-ups given by Universities or private institutions should provide information to create imagination new venture business with spontaneity instead of giving intented contents concerning entrepreneurship when taking into consideration of result of hypothesis 2. In order words, entrepreneurship education to provide the self-efficacy is the right track for students.

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Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.