• 제목/요약/키워드: Role experience

검색결과 2,251건 처리시간 0.033초

Improving the Workplace Experience of Caregiver-Employees: A Time-Series Analysis of a Workplace Intervention

  • Ding, Regina;Dardas, Anastassios;Wang, Li;Williams, Allison
    • Safety and Health at Work
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    • 제12권3호
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    • pp.296-303
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    • 2021
  • Background: Rapid population aging in developed countries has resulted in the working-age population increasingly being tasked with the provision of informal care. Methods: An educational intervention was delivered to 21 carer-employees employed at a Canadian University. Work role function, job security, schedule control, work-family conflict, familywork conflict, and supervisor and coworker support were measured as part of an aggregated workplace experience score. This score was used to measure changes pre/post intervention and at a follow-up period approximately 12 months post intervention. Three random intercept models were created via linear mixed modeling to illustrate changes in participants' workplace experience across time. Results: All three models reported statistically significant random and fixed effects intercepts, with a positive coefficient of change. Conclusion: This suggests that the intervention demonstrated an improvement of the workplace experience score for participants over time, with the association particularly strong immediately after intervention.

The effect of Virtual CSR Co-Create on Users' Gameful Pleasure

  • Fei Zhou;Songling Xu;Yuanxi Ding
    • Journal of East Asia Management
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    • 제4권2호
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    • pp.19-38
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    • 2023
  • With the progress of information technology and the rapid development of the gamification marketing, corporate marketing through virtual CSR co-create as customer acquisition, customer retention strategy has become the hot topic, but the reality results show that the effect of virtual CSR co-create fails to reach an enterprise's marketing purposes. Based on the success model of D&M information system, from the perspective of customer engagement, this study analyzes how enterprises achieve customer engagement and bring gameful experience to customers through gamification marketing in the context of virtual CSR co-create. The empirical results show that the quality of game information -- social interaction and sense of achievement in the context of virtual CSR co-create have a significant positive impact on consumers' gameful experience, and customer engagement plays a partial mediating role between social interaction, sense of achievement and consumers' gameful experience.

학생4-H 지도교사의 자기효능감 및 역할갈등에 관한 연구 (A Study on Self-Efficacy and Role Conflict of 4-H Leaders)

  • 이채식;김성수;최영창
    • 농촌지도와개발
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    • 제12권1호
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    • pp.69-81
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    • 2005
  • The objectives of this study were to measure role conflict of 4-H leaders and to verify the differences of role conflict and self-efficacy according to individual characteristics. The data were collected from 99 leaders who took charge of guiding 4-H youth organization in school as teacher advisor. The statistical techniques used for this study were frequency, t-test, one-way analysis of variance and correlation. The major findings of this study were as follows; 1) The 4-H leaders had some role conflict and role ambiguity in guiding youth activities in the school. 2) The leader advisor group with teaching experience of $5{\sim}9$ years showed higher role conflict and lower role ambiguity. 3) The 4-H leaders with age over 45 felt higher role conflict and lower role ambiguity. 4)The leaders' self-efficacy was positively correlated with self esteem, and negatively associated with role ambiguity.

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한중일 경제협력과 자동차 산업의 중국 진출방향 (The Economic Cooperation of Korea, China and Japan & the Advance to China in Automobile industry.)

  • 김동기;신용하
    • 한국산업경영시스템학회:학술대회논문집
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    • 한국산업경영시스템학회 2002년도 춘계학술대회
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    • pp.217-226
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    • 2002
  • Under the sudden change of competitive environment, the economic cooperation as a part of survival strategy is being a big issue among countries. There was much discussion based on the geological adjacency as well as cultural homogeneity regarding the economic cooperation of three countries, Korea, China, Japan. It has been also known that major trade countries of the world concluded the treaty of region trade, then extended the number of export, and drew a success in foreign direct investment. Resent automobile industry is being ran by the center of America, Europe and Japan. Korea only has a successful experience of restoration of automobile industry in the half of a century after his beginning. It is true that China is trying to do best to raise his automobile industry. Also Japan is a leading automobile country guiding automobile industry all over the world. It can be considered that Korea will play a major role in the three countries' automobile industry based on Japanese demonstrated technology, Chinese resources, market and experience with their economic cooperation. Therefore it is expected that a big result will be achieved throughout such a role play of each country. This paper has a purpose to light up the distinctive quality and the present condition of each country in automobile Industry, and to promote the foundation of three countries' economic cooperation. It is convinced that the economic cooperation of three countries, Korea, China and Japan in automobile industry, will play a great role in the world automobile market.

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모바일 역할수행 게임의 시간 기반 재구조화 (Time-based Restructuring of Mobile Roleplaying Games)

  • 이진
    • 한국게임학회 논문지
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    • 제17권5호
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    • pp.39-50
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    • 2017
  • 본고는 모바일 미디어의 이동성을 중심으로 모바일 게임 플랫폼의 개념과 게임하기의 변화를 살피고, 모바일 매개의 시간 변수를 통해 재구조화된 모바일 게임의 텍스트를 역할수행 게임을 중심으로 분석한다. 이동하는 존재로서 플레이어는 모바일 미디어를 통해 게임 플랫폼과 결합한다. 모바일 미디를 통해 매개된 일상의 시간은 중첩된 시간으로 재구성되며, 모바일 게임 플랫폼에서 플레이에 영향을 미친다. 모바일 역할수행 게임의 캐릭터는 사건을 경험하는 아바타가 아닌 플레이어가 머무르는 플레이 거점이 되며, 이는 거주의 공간이 아닌 이동 중 거주의 공간으로서 비장소적 특성을 가진다. 자동전투는 비경험한 전투를 명시적 통합체의 형태로 반복 재생한다. 중첩된 시간에서 전투의 경험은 시각적 스펙터클로서 기능하며, 플레이어로 하여금 기경험한 전투들을 환기시킨다.

교육 패러다임 변화에 따른 산업체 멘토의 역할에 대한 연구 (A Study on the Role of Industrial Mentors According to the Paradigm Shift in Education)

  • 이주현;박형근
    • 한국실천공학교육학회논문지
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    • 제4권2호
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    • pp.104-109
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    • 2012
  • 협력 교육은 학업과 전공에 관련된 업무경험을 통합시킨 새로운 패러다임의 교육으로, 학생이 회사 조직에 잘 적응하고 현장실습을 통해 적절한 학습 경험을 얻기 위해서는 현장실습 과정 동안 학생들을 관리 감독하고 학생에게 업무나 업무 외적인 부분에 있어서 유익한 조언을 제공할 산업체 멘토가 필요하다. 산업체 멘토는 기본적으로 현장 실습생이 산업체에서 현장 학습을 효과적으로 수행할 수 있도록 도우는 역할을 수행하며 그 역할의 범위가 매우 넓다. 본 논문에서는 효율적인 산업체 멘토의 활용을 위해 산업체 멘토의 역할을 각각의 성격에 따라 구분하였고, 이에 따른 적절한 운영형태 및 현장 실습 단계에 따른 세부 업무 내용에 대해 기술하였다.

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서울.인천 지역 학교 영양사의 직무 스트레스 요인이 심리적 직무 스트레스 수준과 직무 만족에 미치는 영향 (Effects of Job Stress Factors on Psychological Job Stress and Job Satisfaction Levels of School Dietitians in the Seoul and Incheon Area)

  • 김경미;이심열
    • 동아시아식생활학회지
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    • 제17권1호
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    • pp.143-151
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    • 2007
  • The effects of job stress factors on psychological job stress and job satisfaction levels of school dietitians were evaluated. Questionnaires were distributed to 163 elementary school foodservice dietitians in the Seoul and Incheon area. Statistical data analysis was completed using the SPSS program. The highest stress factor was the importance of the job followed by role ambiguity, autonomy and identity, communication and participation. When dealing with job stress, the subjects showed improved and positive behaviors when communicating and participating with each other. The analysis of the relationships between job stress factors and job satisfaction revealed that the importance of the job had a negative effect on jog satisfaction. while role conflict and overload, personal relationships, and experience accumulation had positive effects. Ample occupational experience and background had highly positive effects on school dietitians' job satisfaction level whereas negative results were shown concerning circulated appointments(p<0.01). Based on these results, we suggest that role conflict and overload should be reduced in order to lower job stress levels and enhance job satisfaction levels.

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Research on the Components of Children's Educational Game Achievement System

  • Shi, Kun;Cho, Dong Min
    • 한국멀티미디어학회논문지
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    • 제24권9호
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    • pp.1299-1310
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    • 2021
  • Under the background of the rapid development of digital educational games, we have to evidently research the elements of the achievement system of children's DEG (Digital Educational Game), and analyze the relations between the elements and make a profound study on the achievement system and its components on the impact of player's attitude. Compared with the existing research, the research contents and methods are innovative and reliable. The results show that players have a positive attitude towards the DEG achievement system, DEG achievement system has important value and role for educational games. Which is made of five elements: symbol, reward, logic, social interaction, and knowledge. The five elements interact with each other and have a positive impact on players' attitudes. DEG achievement system with five elements will bring players a positive experience. These findings provide a detailed study of the components of the achievement system. With all of these, we can explain the role and relationship of the components, and provide new ideas and empirical evidence for the design and development of children's educational game achievement system. The above findings provide a detailed description of the components of the DEG achievement system, explain the role and value of each component, and the relationships and patterns among the components, it provides a new perspective and empirical evidence for the design and development of the children's system DEG results.

The Relationship Between CEO Characteristics and Leverage: The Role of Independent Commissioners

  • NILMAWATI, Nilmawati;UNTORO, Wisnu;HADINUGROHO, Bambang;ATMAJI, Atmaji
    • The Journal of Asian Finance, Economics and Business
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    • 제8권4호
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    • pp.787-796
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    • 2021
  • This study investigates the effect of chief executive officers (CEO) demographic characteristics such as age, functional experience, education, and gender, on corporate leverage decisions. This study investigates the independent commissioner's role in moderating the relationship between CEO demographic characteristics and leverage decisions. The data used is panel data with a sample of 283 non-financial companies listed on the Indonesia Stock Exchange (BEI) from 2010-2017. Moderated regression analysis is used as an analytical technique, with the selected model fixed effects model. The results showed that male and young CEOs were more risk-averse, so they tended to use debt more. However, this study found no evidence of the effect of CEO experience and education on leverage. This study finds evidence that independent commissioners reduce the influence of CEO age and gender on leverage decisions. It shows the role of independent commissioners in controlling risk-taking from male and young CEOs related to leverage decisions. These results become input for companies to consider demographic characteristics in choosing a CEO. Also, companies need a board (in this study seen from independent commissioners) that is strong enough to control the CEO regarding risky decision making, such as leverage decisions.

Investigating Consumer Innovativeness for New Media Infusion: Role of Literacy in the Context of OTT Services in Korea

  • Park, Keon Chul;Lee, Sangmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권6호
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    • pp.1935-1952
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    • 2022
  • Consumer innovativeness plays a vital role in explaining consumer dynamics, such as adoption, usage, and behavioral intention, in the new world of disruptive online media. This empirical study aimed to examine the importance of consumer innovativeness and digital literacy in the adoption and expansion of new technology-based media services, focusing on OTT services. Extending the theory of adoption of new technologies by innovators to new media environment centered on OTT services, it examines the influence of the four dimensions of motivated consumer innovativeness on OTT service usage. The Korea Media Panel Data of 2019, where overall ICT usage and media consumption of a broad panel of respondents was collected, was used for the analysis. From the data of 10,864 respondents, 4,031 (37.1%) were found to have experience in using OTT services. To clarify the mediating effect of digital literacy on the correlations between cognitive innovativeness of consumers and their use of OTT services, Process Macro Model 4 was used. The bootstrap method was applied to reveal that all four dimensions of consumer innovativeness have a significant indirect effect on new media usage through digital literacy, thus indicating how digital literacy plays an important role in the spread of new digital services in addition to consumer innovativeness. The findings are important in that they can help in the efforts to introduce new technologies to the public and educate them to improve their digital literacy so that they can enjoy the complete experience of using these new digital products.