• Title/Summary/Keyword: Digital Information Self-efficacy

Search Result 97, Processing Time 0.028 seconds

A Study of the Impacting Factors on Sharing Illegal Digital Contents and Copyright Cognition (불법 디지털콘텐츠 공유의도에 영향을 미치는 요인과 저작권인식에 관한 연구)

  • Shen, Hong Yan;Lim, Gyoo Gun
    • Journal of Information Technology Applications and Management
    • /
    • v.25 no.2
    • /
    • pp.23-40
    • /
    • 2018
  • In order to reduce the spread of illegal digital contents, many studies have been focusing on how to stop it through laws and regulations. Only few of the studies tried to explain the illegal behaviors from individual's viewpoints. This paper aims to examine the intention of sharing illegal digital contents over the Internet and proposes a theoretical model based on the Theory of Planned Behavior (TPB) along with the introduction of two outcome expectations. We also argue that the individuals' cognition of online copyright will influence individuals' illegal contents sharing on the Internet. We have collected data from online survey and offline interview. By empirical study, the results support the theoretical model except the subjective norm which has no effect on individuals' behavior. This is a different finding from the previous researches revealing that the subjective norm has no effect on individuals' unethical actions. Overall, the findings provide strong confirmation that attitude, self-efficacy and outcome expectations impact on individual's intention of sharing illegal contents. In addition, this study proposed an improved cognition of online copyright through education and standard of new media management will reduce illegal contents sharing on Internet.

A Study on the use of SNS in college education: A Comparison of experienced learner and non-experienced learner (대학 수업에서의 SNS 활용에 대한 연구: 경험자와 비경험자 학습자의 비교)

  • Jun, Byoungho;Jun, Byoungchul
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.12 no.3
    • /
    • pp.205-214
    • /
    • 2016
  • Dramatic transformation in education has taken place and Internet Technologies have played a key role. Especially SNS has been considered as an effective educational tool because of its exceptional features such as discussion on course topics, feedback from peers and group collaboration. The purpose of this paper is to investigate factors affecting the attitude, intention to continuous use of SNS and performance in college education comparing between experienced learner and non-experienced learner. Self-efficacy on media usage, educational expectancy, subjective norm, habit, and enjoyment were identified as affecting factors based on prior researches. The results shows that all factors are significantly related to the learner's attitude on the use of SNS in college education. Experienced learner's attitude on educational use of SNS in college was found to be significantly related to the intention to continuous use and performance. This study can provide a guideline of effective strategy for SNS utilization in college education.

Study on Application of Interactive Contents for Effective Smart Education (효과적인 스마트 교육을 위한 인터랙티브 콘텐츠 적용에 관한 연구)

  • Son, Joon Ho;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.10 no.3
    • /
    • pp.207-221
    • /
    • 2014
  • Education environment of modern society is rapidly changing along the usage of various device and development of contents. Learners of diverse age groups and genders are exposed in smart education environment. Thus in order to investigate effective smart education contents production, this study classified interactive types that affect learning satisfaction into CAI (Computer Assisted Instruction) based , NCS (Network Communication System) based , and NTS (New Technology System) based . Then we investigated how each interactive types affect immersion, utility, self-efficacy, practicality, and stimulation. The effects were measured according to the learner's gender and age. As the result, interactive types do affect smart education, where male had higher learning satisfaction for CAI based, game type, and wiki type while female had higher satisfaction for relationship establishment type and experience type. Also, for age group, the 10s preferred NTS based, 20~30s NCS based, and 40s and over CAI based interactive type. Thus, if satisfaction levels according to gender and age are considered when producing smart education contents, it may be possible to create educative contents that meet the dispositions of the learners.

- The Effect of Creative Leadership on Military Organizational Effectiveness - Self-efficacy for mediated effect & organizational trust for moderate effect (창의적리더십이 군(軍) 조직효과성에 미치는 영향 - 자기효능감의 매개효과와 조직신뢰 조절효과 중심으로 -)

  • Cho, Youngjun;Hwang, Changyu
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.13 no.3
    • /
    • pp.115-132
    • /
    • 2017
  • There is no absolute leadership through East and West. Just as past and present conditions are not the same, it is not easy for past leadership to apply to the present. The best leadership will be the leadership that can represent and lead the changing situation. In that sense, the creative leadership is the most appropriate leadership required by the present age. In the society, research on creative leadership is actively conducted in schools and companies, but there is no research on creative leadership in the military. This is the first study in the military about creative leadership. It is meaningful to understand the understanding of creative leadership and the applicability of the military and to provide a basis for future research. First, we measured the organizational effectiveness of creative leadership. The data were analyzed by factor analysis, correlation analysis, and regression analysis using SPSS 18.0. The results of this study were as follows. First, the organizational effectiveness of creative leadership and organizational goals and achievement were measured, and it was found that there was significant influence on the relationship between creative leadership and organizational effectiveness. I could confirm some. This would be meaningful in that it suggested the possibility of applying the leadership of the creative leadership to lead the change of society and to implement the military command.

Effects of Authentic Leadership and Fairness Factors on Job Behavior Through Confidence and Self-Efficacy (기업의 진성리더십 및 공정성 요인이 신뢰와 자기효능감을 통해 직무태도에 미치는 영향)

  • Baek, Seung hwa;Kwon, Do Soon;Kim, Say June
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.15 no.3
    • /
    • pp.149-173
    • /
    • 2019
  • Software education is inevitable for the success of the Fourth Industrial Revolution, and university education also requires innovation to cope with revolutionary change of the society. The number of students seeking employment in the IT field is steadily increasing regardless of the major of the student. However, the existing software-related courses offered by universities or private educational institutions are limited. This paper analyzes the existing software curriculum of several major universities for non-IT major students. In addition, in-depth surveys by students at Seoul Theological University is conducted to figure out the demand for the advanced level computer science subjects. Finally, new software education curriculum is proposed to fulfill the needs of non-IT major students and to improve the employment rate of non-IT major students seeking tech companies. The new curriculum will help to cultivate intermediate level IT experts that bridge the gap between advanced level IT experts and primitive level computer technicians.

An Empirical Study on the Factors and Resolution Methods of the Smart Divide of Older Adults (노년층의 스마트 정보격차 요인 및 해소방안에 관한 실증적 연구)

  • Paek, Kihun;Bong, Jinsook;Shin, Yongtae
    • Journal of KIISE
    • /
    • v.42 no.10
    • /
    • pp.1207-1221
    • /
    • 2015
  • This research was conducted both to analyze the determining factors of and to suggest resolution methods for the smart divide of adults over 65 years of age in the rapidly aging society of the 2000s and the smart society of the 2010s following the information society of the 1990s. The research model based on the Technology Acceptance Model (TAM) includes 6 determining factors derived from existing studies: Self Efficacy, Training, Accessibility, Playfulness, Cost Rationality, and Policy Support. Research data were collected through a survey given to a total of 243 older adults in 14 Senior Welfare Centers nationwide, and research hypotheses were verified by structural equation model (SEM) analysis. The results of this research that gives priority to the order of Political Support, Playfulness, Self Efficacy, Accessibility, Cost Rationality, and Training can be used to develop various resolution methods for the smart divide of adults over 65 years of age.

The Impact of the Middle Age's Positive Psychological Capital to Reemployment (신중년의 긍정심리자본이 재취업의지에 미치는 영향)

  • Lee, Han-Seok;Lee, Young Gyun
    • Journal of Digital Convergence
    • /
    • v.17 no.5
    • /
    • pp.33-40
    • /
    • 2019
  • It is important meaning that the middle ages are to reenter the labor market. The middle age's reemployment give an opportunity to provide mental health improvement and to get self-confidence in their life. If governments make full use of the middle age's capital, it bring about. having a good opportunity to reduce finance burden. In this respect, this study is to design for investigating the impact of the middle age's positive psychological capital to reemployment. Thus, this study has conducted the survey on a random sample of the middle age who has lived in Uijeongbu cities. The findings are the follows. (1) The middle age's educational level has positive relationship to reemployment will. To this, in order to revitalize the reemployment, we have to develop suitable occupational category and to operate educational program systematically. (2)The middle age's positive psychological capital has an effect on reemployment will positively. In this respect, in order to improve the middle age's reemployment we need to energize self-esteem, the effort of obtaining reemployment information, and social network.

A Study on Factors that Influence the Attitude to Pirate Smartphone Application (스마트폰 애플리케이션 불법적 사용 태도에 미치는 요인 연구)

  • Kim, Joong Han
    • Journal of Information Technology Services
    • /
    • v.13 no.2
    • /
    • pp.19-34
    • /
    • 2014
  • As the global smartphones market is growing at a brisk pace, their associated mobile applications are becoming increasingly ubiquitous in our daily life. The growth of mobile application business is explosive. Like other digital contents businesses, illegal downloads of copyrighted mobile applications become major obstacle in the future of the industry. In spite of anti-piracy efforts, the phenomenon has been getting worse. It is necessary to change the focus of current deterrence policies and strategies. This study investigates the factors influencing smartphone applications piracy behavior. For better understanding of illegal behavior, a research model of potential determinants for the piracy behavior is developed and empirically tested via path analysis using structural equation modeling. Findings show that social factors, beliefs concerning benefits from piracy, self-efficacy, and habit have significant effects on attitude toward smartphone application piracy. The result also shows perceived risks and facilitating conditions were not significantly related to their attitude. Implications for research and practice are discussed.

Educational Utilization of Smart Devices in the Convergence Education Era (융복합 교육 시대에 스마트기기의 교육적 활용방안)

  • Pi, Su-Young
    • Journal of Digital Convergence
    • /
    • v.13 no.6
    • /
    • pp.29-37
    • /
    • 2015
  • Entering the convergence education era, the emergence of smart devices removed the constraint of time and space for study, so if we use smart devices appropriately for education, it will strengthen students' abilities and cultivate creative human resource. Therefore the current study analyzed the general application condition of the smart devices through surveys targeted to students and proposed a measure in applying the smart device as an educational information. In relation to information application, a test was proceeded after carrying out education targeted to experiment group students by naming the group information search, communication, cooperation, sharing, report generation, data storage, online assessment and project management activity. Through the test and survey analysis, it was discovered that the experiment group students displayed higher self-efficacy and ability in applying the smart device as information compared to the control group.

Digital Transformation of Customer Knowledge in Open Innovation Project: Focusing on Knowledge Depth and Type Sought (개방형 혁신(Open Innovation) 프로젝트에서 소비자 지식의 디지털 트랜스포메이션 과정: 지식의 깊이와 참여 동기 변화의 관계를 중심으로)

  • Gyu-won Kim;Jung Lee
    • Information Systems Review
    • /
    • v.21 no.4
    • /
    • pp.197-220
    • /
    • 2019
  • This study aims to identify consumer motivations of open innovation project participation from digital transformation perspective. By extending a traditional intrinsic/extrinsic motivation framework, we propose a three-dimensional perspective of the self-driven, firm-driven, and sociality-driven motivations. This reveals the significance of the social effects of open innovation projects as an example of digital transformation by categorizing the motivations based on the 'influencer' of the motivation building and by highlighting the importance of sociality as an influencer. As a result, self-efficacy is identified as a key motivation when the influencer exists internally. Economic incentive and firm reputation are identified when the influencer exists externally. Finally, competition, peer evaluation and social contributions are identified when the influencer exists socially. The role of knowledge type sought through innovation projects is further introduced to explain its moderating effects on motivations. The study is validated in two steps. First, we investigate four cases of open innovation projects and examine what motivations are highlighted in each context. Second, we collect survey data from 203 online game users and ask them on their motivations. The results confirm most of our hypotheses and highlight the significance of sociality in the knowledge-seeking process in open innovation projects. This study largely contributes to digital transformation literature by extending the view of motivation and examining the moderating role of knowledge involved in the projects.