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The Effects of Education Service Quality on Career Decision-Making Self-efficacy, Career Decision Level, and Career Preparation Behavior : Focused on the Moderating Effects of Freshman and Undergraduate Students (대학의 교육서비스품질이 진로결정자기효능감, 진로결정수준 및 진로준비행동에 미치는 영향 : 신입생과 재학생의 조절효과를 중심으로)

  • Sung, Haengnam;Kim, Eun-Jung;Lee, Taewon
    • Knowledge Management Research
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    • v.22 no.2
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    • pp.189-208
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    • 2021
  • The purpose of this study was to identify the effect of education service quality (quality of professor service, quality of curriculum service) on career decision-making, self-efficacy, career decision level, and career preparation behavior. Appropriate measures were developed and tested on 426 respondents of Gyeongnam province in South Korea with a cross-sectional questionnaire survey. To ensure the reliability and validity of the questionnaire, frequency analysis, reliability analysis, and validity analysis were conducted. To ensure the reliability and validity of the measurement model, the CFA(confirmatory factor anlaysis) were conducted. The SEM(structural equation modeling) analysis was undertaken to perform the path analysis among the variables and to assess the suitability of the model. MCFA(multi group CFA) and MSEM(multi group SEM) were performed to confirm the moderation effect. Results of the study are summarized as follows: Firstly, education service quality has positive effects on career decision-making self-efficacy. Second, career decision-making self-efficacy has positive effects on career decision level and career reparation behavior. Third, career decision level has positive effects on career reparation behavior. Finally, it was found there exists a moderating effect of freshman/registered student between education service quality, career decision-making self-efficacy, career decision level, career preparation behavior. As a result of this study, it is suggested that investigation of extraneous variables which help to improve career preparation behavior and career decision level as for career of university student will contribute to university education.

Domestic Research Trends on Grit (그릿에 관한 국내 연구동향)

  • Hong, Seung-Hee;Hyun, Yong-Chan;Park, Jung-Hwan
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.131-138
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    • 2021
  • The purpose of this study is to derive the implications of Grit research by analyzing domestic research trends on Grit, which is a non-cognitive subject that has been actively researched in Korea recently in order to grasp the achievements so far and to seek directions for research. The analysis method was analyzed according to the pre-set criteria (annual publication status, research subject, research method, research topic, etc.) which were focusing on KCI listed and KCI excellent Grit papers among domestic academic papers of 'RISS'. As a result of the study, from 2013 to 2019, a total of 203 papers were searched and published in 92 domestic journals. Beside that, the subjects of the study, 88 cases (43.35%) were college students and 180 cases (88.67%) were quantitative studies as the research method. So, the most common research method was quantitative research. As a quantitative research method, the structural relationship between Grit and other variables, mediating effect, difference verification, and moderation effect verification were shown in order, and qualitative research has been conducted since 2017 to develop the concept of Grit, the Grit scale, and the corresponding factor structure and validity. This study will contribute to the educational field by presenting the implications of research on the development of Grit in Korea.

Effects on Users' Evaluation of Game Company's CSR Activities, Game Program Quality, and Brand Assets toward the Intention to Game Use: Focusing on NEXON (게임 기업 CSR 활동, 게임 프로그램 품질, 브랜드 자산에 대한 이용자 평가가 게임 지속 이용의도에 미치는 영향에 관한 연구: 넥슨을 중심으로)

  • Suh, Su Jeong;Woo, Hyung Jin
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.94-103
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    • 2021
  • The purpose of this study investigates how game users' evaluation on a game company's CSR activities, perceived quality of game programs, and its brand assets affect the intention to game use. Specifically, this study tries to find out the causal relations among variables as testing the hypotheses. Firstly, the effect of users' evaluation on a game company's CSR activities and its qualities of game programs on the brand assets. Secondly, the effect of users' evaluation on a game company's CSR activities and its qualities of game programs on the intention to game use. Thirdly, the effect of users' evaluation on a game company's CSR activities, the qualities of game programs, and the brand assets on the intention to game use. 367 college students were administrated to the survey. The results indicate that game users' evaluation on economic, ethical, and philanthropic responsibilities, except legal one have an effect on brand assets and intention to game use. Specially, on effects of the three independent variables(CSR activities, perceived quality, and brand assets) toward intention to game use, ethical responsibility and brand loyalty have statistically significant. This result confirms that game company's board of directors should consider ethical company management as well as CSR activities not as cost but as investment for increasing company's business profit.

Study of Relation Between Beauty Curriculum Awareness, Career Education Satisfaction and Career Decision Efficacy (미용교육과정 인식과 진로교육 만족도, 진로결정 효능감 관계 연구)

  • Cho, Myeong-Ae;Li, Shun-Hua
    • Journal of Convergence for Information Technology
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    • v.11 no.7
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    • pp.210-222
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    • 2021
  • This study surveyed 289 beauty specialized high school students to analyze the relation between beauty curriculum awareness, career education satisfaction, and career decision efficacy. The beauty curriculum was concentrated towards the hair major and technical education for license acquisition, and the career plans were high in employment and college entrance admission. In terms of awareness and satisfaction of the beauty curriculum, nails and entrepreneurship were low (p<0.05, p<0.001), nails were low in career decision efficacy, and makeup and entrepreneurship was low in career education satisfaction (p<0.01, p<0.05). The career education satisfaction was higher as the beauty curriculum awareness rises, and educators had a positive influence on career education satisfaction. The following areas had the positive influence for each section; the school operation and facility area for job information, the curriculum area for future planning and problem solving, and the educator area for self-evaluation (p<0.05, p<0.001, p<0.001). Therefore, it is necessary to improve the curriculum in the majors of make-up, skin, and nails, and effective career education programs should be developed.

Development and Application of Case-Based Learning Program for Occupational Personality Education of Health Care Worker (보건의료종사자 맞춤형 직업인성교육을 위한 사례기반학습 프로그램 개발 및 적용)

  • Yang, Eun Ju;Kim, Hye Ran;Chang, Jeong Hyun
    • Journal of the Korean Society of Radiology
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    • v.15 no.3
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    • pp.371-379
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    • 2021
  • The personality education of the existing university is mainly focused on occupational ethics education or basic education, but the purpose and method of the personality education program is changed in preparation for the 4th industry and the related occupational personality education program is needed. In Korea, however, there is a lack of research on the development of educational programs for occupational personalities that Health care workers should have. Therefore, this study aims to confirm the effect by developing and applying a program for occupational personality education for Health care workers required for the 4th Industrial Revolution based on case-based learning. In this study, general cases and occupational cases were developed, and research tools were developed to verify the effectiveness of the occupational personality education program. The program developed in this study was provided four times for 52 students in the second and third grades college and university. This study was performed with a single group pre-post design. The data were analyzed by means of mean, standard deviation, and paired t-test. By applying the program developed in this study, accountability, honesty, consideration, collaboration, communication, and competency were improved. This confirmed the positive effect of vocational character education

The Effects of Different Surface Level on Muscle activity of the Upper Body and Exercise Intensity during Mountain Climbing Exercise (지면에서의 마운틴 클라이밍 운동 시 상체의 위치 변화가 운동 강도와 근활성도에 미치는 영향)

  • Park, Jun-Ho;Jung, Jae-Hu;Kim, Jong-Geun;Chae, Woen-Sik
    • Korean Journal of Applied Biomechanics
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    • v.31 no.1
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    • pp.72-78
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    • 2021
  • Objective: The purpose of this study was to investigate relations and effectiveness about mountain climbling exercise with different level of support surfaces by analyzing heart rate and EMG data. A total of 10 male college students with no musculoskeltal disorder were recruited for this study. Method: The biomechanical analysis was performed using heart rate monitor (Polar V800, Polar Electro Oy, Finland), step-box, exercise mat, and EMG device (QEMG8, Laxtha Inc. Korea, sampling frequency = 1,024 Hz, gain = 1,000, input impedance > 1012 Ω, CMRR > 100 dB). In this research, step-box were used to create different surface levels on the upper body (flat surface, 10% of subject's height, 20% of subject's height, and 30% of subject's hight). Based on these different conditions, data was collected by performing mountain climbing exercise during 30 seconds. Subjects were given 5 minutes of break to prevent muscular fatigue after each exercise. For each dependent variable, a one-way analysis of variance with repeated measures was conducted to find significant differences and Bonferroni post-hoc test was performed. Results: The results of this study showed that exercise intensity was reduced statistically as increased surface level on the upper body. Muscle activity of the upper rectus abdominis and biceps femoris for 30% of surface level was significantly higher than the corresponding values for flat surface. However, the opposite was found in the rectus femoris. In general, muscle activity of the lower rectus abdominis, erector spinae, external oblique abdominis, and gluteus maximus increased when surface level increased, but the differences were not significant. Conclusion: As a result, the increase in surface level of the body would change muscle activity of the upper body, indicating that different surface level of the upper body may cause significant effect on particular muscles to be more active during mountain climbing exercise. Based on results of this study, it is suggested to set up an appropriate surface level to target particular muscle to expect an effective training. It is also important to set adequate surface levels to create an effective training condition for preventing exercise injuries.

Career Developmental Competency and Academic Outcomes according to Parent-Adolescent Contact Frequency (부모-자녀 간 대화 빈도 인식에 따른 진로개발역량, 학업적 특성 차이)

  • Yeon, Eun Mo;Choi, Hyo-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.339-351
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    • 2021
  • This study was designed to classify the parents' and their children's perception of contact frequency and to examine differences between career development competency and academic outcomes according to perceptional differences. Data of elementary school to high school students from the School Career Education Survey (2018) were used, and latent profile analysis (LPA) was utilized to explore the parents' and their children's perception of contact frequency. The perception of parents' and their children's contact frequency was classified into six groups in elementary and middle school and seven groups in high school. Career development competency (self-understanding and social competence, job understanding, career exploration, and career design and reparation) and academic outcomes (autonomous learning, motivation, and self-directed learning) of classified groups related to contact frequency significantly differed. In general, groups who reported a higher perception of contact frequency by children than parents showed higher vocational identity and better academic outcomes. This result implies that perceived contact frequency between parents and children can differ by school level, and its differences can be related to career development competency and academic outcomes of adolescents.

Operation of a 3-Year Training Program for Elementary and Secondary Administrators to Foster Creative Convergence Talent (창의융합 인재 양성을 위한 3년간의 초·중등 관리자 연수 프로그램 운영)

  • Jung, Yujin;Park, Namje
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.177-186
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    • 2021
  • The 2015 revised curriculum is structured around the core competencies of the 21st century, this is in line with the world's flow of education, such as OECD Education 2030. A future practical leading model was studied to provide a variety of creative teaching and learning experiences to elementary and Secondary students using intelligent information technology to cultivate core competencies such as ICT and computing thinking. In order for this practical model to stably settle the school field, the training was planned and operated to strengthen the creative convergence education capacity required by the teachers at the unit school through various types of the training. In particular, a nationwide administrators training program was operated for three years, reflecting the new curriculum, teaching and learning methods, and evaluation that can lead to future convergence talent training. In this paper, the perception of creative convergence education was investigated and analyzed considering the influence that administrators may have on the school field. Based on this, through the three-year operation results of the training, it was intended to establish a new training method for stable access to future creative convergence education under the post-corona era's social issues.

How do Formats of Health Related Facebook Posts Effect on Eye Movements and Cognitive Outcomes? (페이스북 건강정보 게시물 형식이 시각적 주의와 인지결과에 미치는 영향)

  • Yoon, JungWon;Syn, Sue Yeon
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.3
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    • pp.219-237
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    • 2021
  • Visual information is widely used to deliver health information more effectively on social media, but there is lack of research on how effectively visual information delivers health information on social media. This study reports Facebook users' reading patterns and cognitive tests (recall and recognition tests) results using health-related Facebook posts. For this study, 21 college students participated in online questionnaire, eye tracking experiment, and recall and recognition tests. First, users paid their attention to the area that contains information (i.e., users focused on the main text rather than photos that do not contain information). Second, in the case of Facebook posts containing infographics, users paid their attention on the infographics, but the recall and recognition test results of the posts with infographics were lower than the posts containing photos. Particularly, when the infographics are in a complex collage format, recall and recognition tests result lower scores. Third, regarding the length of the text, the Facebook posts with short text resulted in higher recall and recognition test scores than the posts with medium or long texts. This study suggested to Facebook health information providers and distributors how to design Facebook posts for delivering health information more effectively.

A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.483-497
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    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.