The career management concept is changing rapidly in the career management field in recent years. It becomes very difficult to have a lifetime employment within the same firm. As there is career interruption that is pervasive phenomenon in the women's career management area, many academics and practitioners have been interested in it. The purpose of this study was to examine the influence of women's career-interruptions as the effective career strategy on career development actors and career success. To test the effects of the proactive career management of career-interrupted women, data were divided into two groups including proactive career management group and general career management group based on whether career-interruptions are voluntary or not. The results showed that the proactive development actors was significantly different depending on women's proactive career management and general career management group. First, proactive-career women were more self-directed to learn and have a significant impact on developing skills through training. Second, the career successes were not significantly different depending on and general career management group.
Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.7
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pp.61-67
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2019
The purpose of this study is to apply self-leadership program using films to nursing students and to confirm the effects of self-leadership, empowerment, self-directed learning and happiness. The study participants were 60 nursing students, the data was collected from March 7, to June 13, 2017. The data was analyzed by frequency, percentage, mean, standard deviation, and paired t-test using SPSS WIN 24.0 computer program. The self-leadership program consisted of 13 sessions, and 14 films were used for self-management, self-training, and self-branding. The self-leadership of nursing students was significantly increased after education(t=-4.38, p<.001). In details, behavior-focused strategies, natural-reward strategies, and constructive thought pattern strategies were all significant. Empowerment also increased significantly after education(t=-5.83, p<.001), and personal skills, collective recognition, and self-determination were all significant. Self-directed learning were high after education(t=-3.31, p=.002), and learning plans and learning practices were significant. In addition, the happiness of nursing college students was significantly higher after education(t=-4.49, p<.001). As a result of this study, self-leadership program using movies can improve self-leadership, empowerment, self-directed learning and happiness of nursing students and It will be possible to apply as educational intervention in the future.
The purpose of this study is to identify the educational needs among social workers in social welfare facilities in Jeju province concerning lack of knowledge, skill and attitude, and establish the systematic education for prosecuting diverse training and suggest fundamental data for designing future curriculum. The results of analyzing top 10 educational needs for the workers are as follows: firstly technics for managing crises, understanding and practice for clients (characteristics, human right, safety and health), case management (basic), counseling technique (basic), case management (advanced), counseling technique (advanced), planning and operating social welfare program, managing client response and emotional labor, improving competence for communication (between staffs and clients, etc.), and finally assessing project outcome (project plan, execution, management and assessment, etc.). Social workers in social welfare facilities in the area have highly recognized the necessity of profession centred education. However, they had low satisfaction with the diversity of profession education in the Jeju island and the systematic training courses. This survey suggests the various results concerning qualitative growth of profession education, expansion of job-centred curriculum and security of professional instructors to fulfil systematic education training for social workers.
Purpose: The purpose of this study was to examine the effects of the simulation-based cooperation program on self-efficacy, social problem-solving ability and college life adjustment of health college students. Methods: A nonequivalent control group pre-posttest design was used. Sixty-eight students were in the experimental group receiving the simulation-based cooperation program, and 68 were in the control group with no treatment. Results: There were significant increases in self-efficacy(z=-4.70, p<.001) and college life adjustment(t=2.03, p<.05) in the experimental group compared to the control group. However, there was no difference in the social problem-solving ability (z=-1.87, p=.061) between the experimental and control groups. Conclusion: The findings indicate that the simulation-based cooperation program has a significant effect on improving self-efficacy and college life adjustment in health college students. Thus the simulation-based cooperation program to promote the social problem-solving ability needs to be more developed and research related with cooperation program is further needed.
In 2016, we developed serious content for diabetes (Roly Poly 160) for diabetes, and then revised and supplemented them to serious game contents for self-care throughout diabetes, reflecting the needs of diabetes and health educators. We investigated the clinical efficacy. This study was one-group pretest-posttest design, 49 people with diabetes who were admitted to a hospital in the G region were given self-management training through 'Roly Poly 160' for 5 days, from February 27 to April 21, 2017, once a day. As a result of the study, the fasting blood glucose level and the postprandial blood glucose level of the subjects were significantly decreased (p<.000), and the self-efficacy and cognitive function were significantly increased (p<.000).
Purpose. The purpose of this study was to test the effectiveness of a comprehensive smoking cessation program for Korean adolescents. Method. The study design was quasi-experimental with one pre and three post-tests. The three posttests were done immediately after, three months later, and six months after the completion of the program. A total of 43 high school students who smoked participated in the study with 22 in the experimental group and 21 in the control group. The smoking cessation program consisted of 9 sessions with content on enhancement of self-efficacy, stress management, correction of distorted thoughts, consciousness raising, and assertiveness training. The study variables were urine cotinine levels, self-efficacy, stress, and stages of changed behavior. Results. Urine cotinine levels significantly decreased in the experimental group after the program (F=3.02, p=.06) but significantly increased in the control group (F=6.32, p=.004). Self-efficacy and the degree of stress did not change in either group. The stages of smoking cessation behavior tended to change when compared with raw data for the experimental group. For most participants, the stages of change had been precontemplation and contemplation, but changed to action and maintenance stage among the experimental group. Conclusion. The program was effective in smoking cessation and influencing stages of change but did not change psychosocial factors such as self-efficacy and stress. It is suggested a program should be developed to change psychosocial variables on a long-term basis. It is also desirable to involve peers and families of adolescents who smoke when planning programs to enhance social support.
Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.
Virtual community is a social aggregation to attain some goals in an IT-supported virtual space (Lee et al., 2002). As lots of virtual communities generate robust and reliable outputs with low control and low incentive, previous researchers was interested in the questions, "why do they participate?" or "how are they controlled?". But. as Katz (1964) said, the most important part of the high-performing organization is the behaviors of members in the organization. Therefore, this research is to examine the relationship between the performance and the behaviors of participants in the virtual community. First, we propose 6 types of behaviors related to high performance in the virtual community: 'Continuous Attendance', 'Complying with the organizational value, policies, and regulations', 'Protection', 'Suggestion for the improving', 'Self-training', and 'Favorable behavior'. The six types of behaviors are extracted from the framework of Katz (1964) and Brief and Motowidlo (1986). The reason why each behavior is positively related with high-performance is that those who continuously attend have more responsibility than temporary participants do; complying with the rules of a virtual community means that they may make more reliable outcome; 'Protection' is one of the prosocial-behaviors and those who protect the community may concern the benefit of the virtual community when they participate: those who suggest some ideas for improvement may contribute to the virtual community; 'Self-training' behavior means that participants really want to have high quality in their contribution: those who have 'Favorable attitude' consider other members in the virtual community when they participate. Then, we perform an empirical analysis with the survey from participants in the Knowledge service of Naver.com, to show those behaviors are associated with the high-performance. To make the measurement for the six behaviors, we use CVR (content validity ratio) method (Lawshe, 1975), interviewing 12 experts. The dependent variable, performance of participation, is measured by 'ratio of selected answer' given by the Naver.com. We use email survey. We sent 1200 emails to randomly selected participants in the knowledge service and received 282 responses. The results of our empirical analysis show that 4('Continuous Attendance', 'Suggestion for the improving', 'Self-training', 'Favorable attitude') are positively related to the performance, but 2('Complying with the organizational value, policies, and regulations' and 'Protection') are not significant. In line with Fitzgerald (2006), we expect that participants in the virtual community may behave similarly to employees in the off-line firms for the high performance. But 2 behaviors have different results. The reason that the 'Complying with the organizational value' behavior is not sufficiently related to performance is that the motivation of participants is more related to intrinsic pleasure or altruism than external reward. Also, the 'Protection' behavior has no significant relationship with performance, which means that the high-performing participants have little concern about the problems in the community.
International Journal of Computer Science & Network Security
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v.22
no.9
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pp.251-257
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2022
Nowadays, the issues of comprehensive formation of a person capable of self-education, self-development and creative self-realization in the conditions of distance education are relevant. There is a need to solve this problem, which is due to social, cultural, and pedagogical factors. This makes it necessary to find effective means of personality formation. In this matter, great importance is attached to the modern method of forming a creative personality - art therapy. Various approaches to the definition of art therapy have been clarified. They consider various forms of art therapy when working with children, adolescents and adults in the context of distance education. The most relevant are the two main forms of work - individual and group art therapy. Art therapy develops the individual's creativity. Therefore, during art therapy, attention is focused on the inner world, experiences, and feelings. Therefore, we believe that in the context of distance education, art therapy has everything for the powerful potential of personality formation. Scientists consider this therapy as therapy by means of art, which is based on experiences, conflicts that can be expressed in the visual arts and music. Art therapy helps to get rid of conflicts and experiences. This happens in the context of distance education through the development of attention to feelings, strengthening one's own personal value and increasing artistic competence. The article describes the signs that characterize art therapy. Art-therapeutic technologies in the context of distance education, which are now actively used by psychologists, teachers and art therapists themselves, are highlighted. The advantages of distance learning are considered. The characteristic features of distance learning and features of the use of art therapy by means of distance education in the process of professional training of specialists are determined.
Journal of the Korean Society of Industry Convergence
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v.23
no.2_2
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pp.191-198
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2020
The purpose of this study is to examine the impact of synchronous induction programs on new fire-training students' grits and learning outcomes. The research target selected 108 new firefighters from Fire & Marine School. 108 is composed of 54 experimental and control groups and isexecuted once a week, 60 minutes per session, and 10 sessions of synchronous inducement program.The research tools used grids to conduct pre- and post-test, and the mid-term and final-term tests were compared and analyzed. The data analysis was conducted using the SPS 22.0 program.The results showed that the motivational program showed statistically significant differences in the grids and had a significant impacton the final exam results of new firefighters. So, you have a passion for long-term goals and a passion for long-term goals. Research will need to be conducted continuously to raise the level of effort and provide fire-fighting school programs that can help with academic achievement.
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