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Determinants of IT Industry Employees' Intent to Leave (IT업계 종사자들의 이직의도 결정요인)

  • Lee, Woo-Kyung;Choi, Soo-Il
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.369-383
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    • 2011
  • The purpose of this study was to investigate the determinants of intent to leave among IT industry employees, based on the Price's structural model of employee turnover. The sample used in this study were composed of 370 employees from 10 IT firms located in Seoul and Gyeonggi-Do. Data were collected with self-administered questionnaires and analyzed using structural equation modelling technique. This study found that four task reward variables(job variety, job autonomy, job challenge, and role ambiguity), two social reward variables (supervisory support and coworker support), three organizational reward variables(promotional chances, job security, and distributive justice) and one environmental variable(job opportunity), had significant effects on IT industry employees' intent to leave in terms of total effects and his directions of those significant effects were consistent with theoretical predictions; and that two mediating variables, job satisfaction and organizational commitment had the most important effects on IT industry employees' intent to leave in terms of total effects. The theoretical and practical implications of the research findings were discussed and the directions for future research were suggested.

The Effect of Game Platform Evaluation and Flow Experience on Player Loyalty in Mobile Game Application (모바일 게임 플랫폼 평가 및 플로우경험이 게임사용자의 애호도에 미치는 영향)

  • Oh, Se-Gu
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.235-244
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    • 2020
  • In the 4th Industrial age, mobile games are a highly competitive but highly profitable industry, with hundreds of games per day. To produce a successful mobile game, it is necessary to understand the mobile environment and consumers in the mobile era, and a study that can provide implications for the importance of various factors is needed. The purpose of this study is to explore the in- and out-of-game factors that influence the success of mobile games and to examine the relationship between these factors and customer satisfaction and loyalty. As a result, the game platform's system quality and service quality had a positive effect on the evaluation, and the price policy did not have a significant effect on the evaluation. Also in the flow factor, goal and interaction (relationship) had a positive effect on the flow, and skill or challenge did not have a significant effect. The effects of flow and platform evaluation on customer loyalty were all positively affected. First. Companies must derive customer opinions and actions about the game through continuous interaction with customers. Second, if the game gives customers the proper goals and functions to enable the interaction between users, more successful games can be developed.

New Fact and Experience About The Tennis Lesson Using Tool (도구를 활용한 테니스 교수법이 가져다준 새로운 사실과 경험)

  • Shin, Myoung-Jin;Shim, Yun-Sik
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.388-397
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    • 2012
  • The tennis was one of the most popular sport in the general physical education lesson. However there are many problems such as difficult of improvement tennis skill, lack of class days and so many students in a class. These reasons could ultimately damage the overall quality of class. The purpose of this research was to beginner students was fun and easy to learn. The tennis lesson using tools were 1.selective hitting ball, 2. high net hitting ball, 3. hitting orange ball. Scores of the experimental group(n=23) and the control group(n=21) were compared. In order to verify course content was the same 15 weeks, conducted a tennis teaching methods to take advantage of the tools. And tools to take advantage of the students who participated in a class analysis of the qualitative data (interviews, documents, questionnaires, observations, journals). As a result, the satisfaction scores of the experimental group were higher than those of the control group. The tennis lesson using tools to take positive effect(meaning, improved skill, easy, fun/curious/confident) and negative effect(difficulties of adaptation, a high challenge level) was induced. In summary of the quantitative/qualitative data 'Orange Ball' has a positive impact on the girls than boys and teaching methods using tools gave generally positive influence to students.

Key Determinants of Dissatisfaction on COVID-19 Contact Tracing and Exposure Notification Apps (COVID-19 접촉추적과 노출알림 앱사용자의 항의 및 불만요인 탐색)

  • Leem, Byung-hak;Hong, Han-Kook
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.176-183
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    • 2021
  • Digital medical technology is very effective and at the same time faces the challenge of protecting privacy. However, for contact tracking and exposure notification apps in COVID-19 environment, there is always a trade-off between privacy measures and the effectiveness of the app's use. Today, many countries have developed and used contact tracking and exposure notification apps in various forms to prevent the spread of COVID-19, but the suspicion of digital surveillance (digital panopticon) is unavoidable. Therefore, this study aims to identify the factors of personal information infringement and dissatisfaction through text mining analysis by extracting user reviews of "Self-Quarantine Safety Protection" in Korea. As a result of the text mining analysis, we derived four groups, 'Address recognition error', 'Exit warning error', 'Access error', and 'App. program error'. Since 'Address recognition error' and 'Exit warning error' can give the app users a strong perception that they are keeping under surveillanc by the app, transparent management of personal information protection and consent procedures related to personal information collection are required. In addition, if the other two groups are not corrected immediately due to an error in an app function or a program bug, the complaints of users can be maximized and a protest against the monitor can be raised.

A Case Study on Effect Analysis of Students' Engagement and Learning Outcomes in Higher Education (대학생의 학습참여가 학습성과에 미치는 영향에 대한 사례 연구)

  • Cho, Jin-Suk;Jeon, Young-Mee
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.524-534
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    • 2019
  • This study was to analyze the students' engagement in regular curriculum and extra-curriculum and its effects on learning outcomes in higher education. Students' engagement was analysed by high order learning, reflective and integrative learning, learning strategies, collaborative learning, discussions with diverse others, and high impact activities. To achieve the purpose of this study, 392 students joined in K-NSSE were participated. To analyze the datum, frequency analysis, ANOVA, correlation analysis, and regression analysis were performed using IBM SPSS 25.0 program. The following results were obtained. First, students' engagement was generally very low, especially in high impact activities which has an effect on the students' achievement. And compared to the students' engagement in the college of humanity and social science, the students' engagement in engineering college were very low. Learning outcomes were influenced by the high impact activities, high-order learning, and discussions with diverse others. So to reinforce students' engagement in learning process, this study proposed a curriculum-extracurriculum integrated system. And to improvement students' engagement, teaching and learning support programs including high impact activities. high order learning, and discussions with diverse others were proposed to be developed and operated.

Ontology Development of School Bullying for Social Big Data Collection and Analysis (소셜빅데이터 수집 및 분석을 위한 아동청소년 학교폭력 온톨로지 개발)

  • Han, Yoonsun;Kim, Hayoung;Song, Juyoung;Song, Tae Min
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.10-23
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    • 2019
  • Although social big data can provide a multi-faceted perspective on school bullying experiences among children and adolescents, the complexity and variety of unstructured text presents a challenge for systematic collection and analysis of the data. Development of an ontology, which identifies key terms and their intricate relationships, is crucial for extracting key concepts and effectively collecting data. The current study elaborated on the definition of an ontology, carefully described the 7 stage development process, and applied the ontology for collecting and analyzing school bullying social big data. As a result, approximately 2,400 key terms were extracted in top-, middle-, and lower-level categories, concerning domains of participants, causes, types, location, region, and intervention. The study contributes to the literature by explaining the ontology development process and proposing a novel alternative research model that uses social big data in school bullying research. Findings from this ontology study may provide a basis for social big data research. Practical implications of this study lie in not only helping to understand the experience of school bullying participants, but also in offering a macro perspective on school bullying as a social phenomenon.

A Study on Technology Evaluation Models and Evaluation Indicators focusing on the Fields of Marine and Fishery (기술력 평가모형 및 평가지표에 대한 연구: 해양수산업을 중심으로)

  • Kim, Min-Seung;Jang, Yong-Ju;Lee, Chan-Ho;Choi, Ji-Hye;Lee, Jeong-Hee;Ahn, Min-Ho;Sung, Tae-Eung
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.90-102
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    • 2021
  • Technology evaluation is to assess the ability of technology commercialization entities to generate profits by using the subject technology, and domestic technology evaluation agencies have established and implemented their own evaluation systems. In particular, the recently developed technology evaluation model in the fields of marine and fishery does not sufficiently reflect the poor environment for technology development compared to other industries, so it does not pass the level of T4 rating, which is considered appropriate for investment. This is recognized as a challenge that occurs when the common evaluation indicators and evaluation scales used in other industries, and when the scoring system for T1 to T10 grading is similarly or identically utilized. Therefore, through this study, we intend to secure the appropriateness and reliability of the results of the comprehensive rating calculation by developing technology evaluation models and indicators that well explain the nine marine and fisheries industry classification systems. Based on KED and technology evaluation case data, AHP-based index weighting and Monte Carlo simulation-based rating system are applied and the results of case studies are verified. Through the proposed model, we aim to enhance the usability of R&D and commercialization support programs based on fast, convenient and objective evaluation results by applying to upcoming technology evaluation cases.

Developing A Checklist for 'Contactless Maker Education Program' Design (비대면 환경에서의 메이커교육 수업 설계를 위한 체크리스트 개발)

  • Lee, Su-Jung;Kang, Inae;Jung, Da-Ae
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.295-309
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    • 2021
  • Maker education has recently been actively practiced under strong governmental support as a nation-wide policy for innovative education, which now had to confront the unexpected challenge and crisis of 'contactless educational environments' due to COVID-19 pandemic. In this context, this study aimed to develop a checklist needed for developing 'contactless maker education program' which still continues to maintain 'maker mindsets' as the goal and direction of maker education, since maker education has been regarded as an alternative educational environment suitable for the 4th industrial revolution age. For this purpose, this study first conducted literature review related to maker education and contactless (i.e. online) education environments, from which several characteristics of the contactless maker education have been extracted. And then, 5 maker education instructors currently conducting the contactless maker education programs in various settings provided feedback on the developed checklist draft, which actually became the final version of the checklist. Considering the current COVID-19 pandemic situation, the checklist for the contactless Maker education might be helpful in preventing to diminish or reduce the educational values and active application of maker education.

A Research on the Design Tendency of Urban Open Space from the Viewpoint of Landscape Urbanism in the New York Case (뉴욕사례를 통한 랜드스케이프 어바니즘 관점의 도시 오픈 스페이스 디자인 경향에 관한 연구)

  • Du, Bo-Yu;Hong, Kwan-Seon
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.889-904
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    • 2021
  • The planning of traditional urban has to face great challenges under the influence of the uncertainty and mobility of contemporary cities. While for this kind of challenge, it has brought the chance to develop Landscape Urbanism quickly. As an important practice place for Landscape Urbanism, open space provides a platform for many landscape designers to display. The purpose of this research is to explore the expression of the core content of Landscape Urbanism in open space, and propose the design tendency of open space in Korea. According to the constitution elements of urban open space and the core concept of Landscape Urbanism, this thesis establishes the analysis framework, which carries out the case empirical analysis for the open space of New York. Through case analysis, we can see that there are five major characteristics of Landscape Urbanism. That is, the integration or imitation of natural terrain, green infrastructure construction, emphasizing ecological resilience, adaptability to unplanned events, and analyzing the site from multiple scales. In this research, the design proposal proposed on the basis of Landscape Urbanism is able to provide enlightenment for the urban open space design of Korea in the future.

A Qualitative Study on the Growth and Development of Peer Counselors in the Field of Disability based on Grounded Theory (근거이론에 의한 장애분야 동료상담사들의 성장과 발전에 관한 질적연구)

  • Park, Jong-Hwan;Park, Hee-Sung
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.516-534
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    • 2022
  • The purpose of this study is to explore the growth and development process of peer counselors in the field of disability. The field experiences of 19 peer counselors with disabilities and peer counselors who parents of children with disabilities were analyzed using the grounded theory method. As a result, first, central phenomenon were 'assuming the role of a peer counselor' and 'motor of role performance'. Intervening conditions were 'the perception that counseling is difficult', 'self-consciousness deriving from the lack of competency' and 'the status of insufficient peer counseling'. Action/interaction strategies were 'strengthening inner capacities' and 'promoting external activities'. Consequences were 'change and growth as a peer counselor', 'an expansion of activities other than peer counseling', and 'propose development tasks for peer counseling'. Second, their growth and development process was confirmed in four stages: 'the stage of introductory counseling education beyond disability', 'the stage of growth through change', 'the stage of career exploration through Competency Enhancement', and 'the stage of entry through role challenge'. Third, main theme was 'growth and development as a peer counselor is based on capacity building'.