• Title/Summary/Keyword: Emotion Sociality

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An Empirical Study on the Sub-factors of Middle School Character Education using Social Network Analysis (사회 네트워크 분석을 이용한 중등 인성 교육의 세부요인에 관한 실증 연구)

  • Kim, Hyojung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.87-98
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    • 2017
  • The advancements in scientific technology and information network in the 21st century allow us to easily acquire a desired knowledge. In the midst of today's informatization, globalization, and cultural diversification, adolescents experience emotional confusion while accommodating diverse cultures and information. This study aimed at examining three aspects of character suggested by the Ministry of Education, which are ethics, sociality, and emotion, and the actual sub-factors required for character education. To that end, a survey was conducted with adolescents who were at a character-building age, and social network analysis (SNA) was performed to determine the effect of character education on the sub-factors. The statistics program SPSS was used to investigate the general traits of the subjects and the validity of the research variables. The 2-mode data that were finally selected were converted to 2-mode data using NetMinder 4, which is a network analysis tool. Furthermore, a data network was established based on a quasi-network that represents the relationships between ethics, sociality, and emotion. The results of this study showed that the subjects considered honesty and justice to be the sub-domains of the ethics domain. In addition, they identified sympathy, communication, consideration for others, and cooperation as the sub-domains of the sociality domain. Finally, they believed that self-understanding and self-control were the sub-domains of the emotion domain.

The effects of social positive affect and agreeableness on perspective taking and positive coping (사회적 긍정정서와 친화성이 조망수용과 긍정적 대처에 미치는 영향)

  • Sim, Olivia S.;Sohn, Young Woo
    • Science of Emotion and Sensibility
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    • v.16 no.4
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    • pp.457-468
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    • 2013
  • Common theories of affect underscore valence and arousal dimensions or specific emotion. However, given the role of affect in transacting social behavior, sociality may determine the subjective experience and interpersonal response to positive stimuli. The current study examined the relationships between social positive affect and perspective taking as well as positive coping. One potential moderating effect of agreeableness on these relations was also examined. In two experiments, film segments induced socially and non-socially generated positive affects. We hypothesized and found that positive affect associated with sociality would enhance perspective taking ability and positive coping, while non-social positive affect would not. Moreover, these effects varied as a function of the level of agreeableness. These findings suggest that the social/non-social dimension influenced which positive affects elicited perspective taking and positive coping, which could not be explained by differences in subjective emotional valence or arousal. Taken together, these findings have important implications, as they point toward a previously overlooked relation linking sociality to positive affect.

Sociality of Emotions through Communition of Drama (드라마의 소통을 통해 본 감정의 사회성)

  • Paik, Hoon-Kie
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.25-38
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    • 2019
  • For many years, emotions have been regarded as dangerous as well as obstructive to reason and rationality. Even in the history of dramatic genres based on human behavior, emotions are often portrayed as errors or flaws that lead to the collapse of characters, even though they are presented as powerful motives to evoke the characters' actions. Based on the development of the cognitive science field today, it is revealed how emotion is important for human thinking, judgment and action, and how closely reason and emotion are combined. This study examines emotions dealt with in drama genres on the basis of the sociality of emotions. Emotions also play a crucial role in the change and judgment of the audience of drama. This study examines the sociality of emotions and looks at the social aspect of individual emotions through the movie as a text. Just as horror movies attempt to communicate using and expanding feelings of fear, the movie uses the emotions of 'Sad' and 'Losing' to try to expand and share it. And I look into the mechanism in which the emotions of the characters in drama are transmitted to the audience in the form of empathy.

The Moderating Effects of Self-Esteem on the Relationship between Perception of Parental Role Responsibilities and Resilience (청소년이 인식한 부모의 부모역할책임의식과 회복탄력성의 관계에서 자아존중감의 조절효과)

  • Lee, Seon Jeong
    • Journal of Korean Home Economics Education Association
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    • v.31 no.2
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    • pp.19-34
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    • 2019
  • The purpose of this study was to examine the effects of parental role responsibilities among adolescents on resilience and the moderating effects of self-esteem. The research participants were 431 middle school students living in Gwangju. Data were collected from self-reported questionnaires and analyzed using the SPSS 23.0 program. The major findings were as follows: First, the adolescents' perception of parental role responsibilities, resilience, and self-esteem scores were higher than the median(3.00) score. Second, there was a positive correlation among perception of parental role responsibilities (emotion & sociality, education), resilience, and self-esteem. Third, self-esteem had a statistically positive moderating effect on the resilience. It signified that the relationship between perception of parental role responsibilities (emotion & sociality, education) and resilience appeared differently depending on the self-esteem, which means that self-esteem had a positive effect on the resilience.

An Exploratory Study on the Performance Indicators for Management that Reveals Creativity (창조성 발현 경영을 위한 성과지표에 대한 탐색적 연구)

  • Oh, Hyung-Sool;Seong, Baek-Seo;Kim, Seon-Min
    • Journal of the Korea Safety Management & Science
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    • v.10 no.2
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    • pp.61-70
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    • 2008
  • The CEOs of global companies have been realized the imagination and creativity that can be obtained from the corporate culture is the crucial competitive power for sustainable growth. Thus, most domestic companies take an increasing interest in how to make creativity efficiently. This paper, however, argues that the proper application of performance indicators can engender creativity and innovation in organizations without costly investing on creativity. Assuming that creativity is actually dominated by the emotion of human resources rather than the rationality, this paper suggests the performance indicators developed based on the viewpoint of the characteristics of human needs and the relationship between the human needs and the attribute of works. The performance system which consists of activity, sociality and creativity is presented and the performance indicators for each category are also suggested to improve the spontaneity and creativity of human resources.

The Effects of Video Games on Aggression, Sociality, and Affect: A Meta-analytic Study (게임이 사용자의 공격성·사회성·정서에 미치는 영향: 메타분석 연구)

  • Lee, Eun-Ha;Kang, Jinwon;Kim, Jeahong;Ahn, Joohee;Kang, Kathleen Gwi-Young;Kim, Joonwoo;Lee, Solbin;Jo, Seonghak;Nam, Kichun
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.41-60
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    • 2020
  • In this study, we examined the effects of video game play on a variety of areas of mental well-being, such as aggressive behavior, aggressive cognition, prosocial behavior, prosocial attitude, antisocial behavior, antisocial attitude, positive affect, and negative affect. We conducted a multivariate meta-analysis on 22 studies (k= 54, N = 8,031) published between January 2008 and October 2019. The results of the meta-analysis indicate that exposure to violent video games significantly increased aggressive cognition and negative affect only in true experimental studies, but their influences were small. Furthermore, the exposure to violent video games did not increase aggressive behavior and negative affect across all the research designs (true experimental, quasi-experimental, and correlational). Moderator analyses revealed that the effects of exposure to violent video games were much larger for younger adults than for children and greater in male-biased studies than in gender-balanced ones. Additionally, studies using better methodologies were less likely to produce negative effects. These findings suggest that the effects of exposure to violent video games on aggression were not as severe as popular opinion holds, and the effects were heavily modulated by the age and gender ratio of the participants, and methodological quality of the studies.

The Effects of Forest Experience Activities on Promoting Children's Community Spirit (숲 체험 활동이 유아의 공동체 의식함양에 미치는 효과)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.494-501
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    • 2020
  • This study is aimed at exploring the effects of forest experience activities on promoting children's community spirit. To achieve this, a pre-post survey was empirically carried out with 40 children at Kindergarten A in the city of Chungnam. The comprehensive findings showed a significant difference between the experimental group, which had forest experience activities, and the control group, which had outdoor activities based on the existing Nuri curriculum. Based on a pre-test for intimacy, emotion, mutual public awareness, and participation consciousness as sub-factors of community spirit, which adopted all the research hypotheses, the results suggest that the forest kindergarten will become an educational place for children. Consequently, personality education using nature in forest kindergartens can become an excellent goal, helping to boost the development of children's sensitivity and emotional stability through awakening the five senses; building up self-awareness, self-reliance, and trust; learning consideration and respect for others; and developing positive attitudes, sociality, potential, imagination, and creativity through forest activities with their peers.

A study on the parenting stress factors and the copying strategies of marriage immigrant women raising middle and high school student (중·고등학생 자녀를 양육하는 결혼이주여성의 양육스트레스와 대처방안에 대한 연구)

  • Huang, Haiying;Lee, Mijung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.4
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    • pp.415-426
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    • 2015
  • This study is intended to learn about the factors appearing in parenting stress and the copying strategies by targeting marriage immigrant women who are raising middle and high school student. To this end, in-depth interviews were conducted on seven participants of Marriage Migrant Women who are living in Seoul and Gyeongi area. Generally to say, first of results showed that the personal factors, family factors, social factors and enculturative factors were found out as the factors of parenting stress of them. Secondly, problem-centered and emotion-focused coping strategies for the factors of stress were the main ways. Specifically, as the individual factors, the self-efficiency was coped with problem-focused ways and the parenting roles were coped with emotion-focused ways. As the family factors, child's activity and sociality impact their school adjustment and their mother's parenting stress and, various copying strategies were used depending on the different situation. For the social factors, looking for family supporting as the active problem-focused coping ways were used in husband's family and looking for emotional comfort as the emotion-focused coping ways were used in parents' home. In the case of enculturative factors, the emotion-focused coping strategies were used for the Public gaze and the prejudice around them that caused overwhelming sense of helplessness.

The Effect of Young Children's Happiness Program Linked with Nuri Curriculum on Young Children's Happiness and Self-esteem (누리과정과 연계한 유아행복 프로그램이 유아행복과 자아존중감에 미치는 영향)

  • Shin, Jihye
    • Korean Journal of Childcare and Education
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    • v.12 no.5
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    • pp.17-45
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    • 2016
  • This study aimed to investigate the effect of a young children's happiness program in relation with the Nuri curriculum on young children's happiness and self-esteem. Study subjects included 37 children aged 5 (experimental group 20, comparative group 17) enrolled in A day care center and D day care center located in K district, Seoul. As for the research procedure, an experiment was conducted 48 times in 18 weeks, and the experimental group carried out the children's happiness program linked with the Nuri curriculum. In contrast, the comparative group conducted general activities focusing on the subjects according to the Nuri curriculum. Study results show that there was a significant difference amongst 9 sub-domains related to young children's happiness (health, emotion, immersion, recognition and achievement, parent-child relationship, teacher-child relationship, peer relationship, spirituality, life satisfaction) and 3 sub-domains related to self-esteem (start and spirit of independence, sociality emotionality, academic achievement). Results of this study prove that the children's happiness program in relation with the Nuri curriculum is effective for increasing young children's happiness and self-esteem, and could be used as preliminary data for the possibility of a happiness program in early childhood education settings and happiness education in the future.