• Title/Summary/Keyword: Self control ability

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AN EXPERIMENTAL STUDY OF THE BOND STRENGTH OF DENTURE TEETH BONDED TO DENTURE BASE MATERIALS (의치용 인공치아와 의치상용 레진간의 결합강도에 관한 실험적 연구)

  • Lee, Joo-Hee;Kim, Chang-Whe;Kim, Yung-Soo
    • The Journal of Korean Academy of Prosthodontics
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    • v.34 no.3
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    • pp.464-474
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    • 1996
  • A principal advantage of a plastic tooth over a porcelain tooth should be its ability to bond to the denture base material. But plastic teeth could craze and wear easily, so more abrasion resistant plastic denture teeth have been developed. To resist abrasion, the degree of cross-linking was increased, but bonding to denture base meterial became more difficult. The purpose of this study was to evaluate the bond strength of plastic teeth and abrasion resistant teeth bonded to heat-curing, self-curing and light-curing denture base material. Denture tooth molds were chosen that had a>8mm diameter. The denture teeth was bonded to three denture base materials and then machined to the same dimensions. Three denture base materials were used as control groups. Prior to tensile testing, the specimens were thermocycled between $5^{\circ}C\;and\;55^{\circ}C$ for 1000cycles. Tensile testing was performed on an Instron Universal testing mechine. Experimental group ; plastic teeth(Justi Imperial)+heat-curing resin(Lucitone 199) plastic teeth(Justi Imperial)+light-curing resin(Triad) plastic teeth(Justi Imperial)+self-curing resin(Vertex SC) abrasion resistant teeth(IPN)+heat-curing resin(Lucitone 199) abrasion resistant teeth(IPN)+light-curing resin(Triad) abrasion resistant teeth(IPN)+self-curing resin(Vertex SC) Control group ; heat-curing resin(Lucitone 199) light-curing resin (Triad) self-curing resin(Vertex SC). The results were as follows : 1. The denture teeth bonded to heat-curing resin showed the cohesive failure and those bonded to the other resins showed adhesive failure. 2. Tensile bond strength of the plastic teeth bonded to self-curing resin was not significantly greater than bonded to light-curing resin(p>0.05). 3. Tensile bond strength of the abrasion resistant teeth bonded to self-curing resin was not significantly greater than bonded to light-curing resin(p>0.05). 4. Tensile bond strength of the plastic teeth to self-curing resin was not significantly different from that of the abrasion-resistant teeth(p>0.05). 5. Tensile bond strength of the plastic teeth to light-curing resin was significantly greater than that of the abrasion resistant teeth(p<0.01).

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The Effects of Courseware Instruction Using Scaffolding Strategy on 10th Grade Students' Learning Chemical Reaction Rate (10학년의 화학반응속도 학습에서 스캐폴딩 전략을 적용한 코스웨어 수업의 효과)

  • Cho, Hyang-Suk;Choi, Byung-Soon;Park, Kuk-Tae
    • Journal of the Korean Chemical Society
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    • v.48 no.3
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    • pp.283-290
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    • 2004
  • The purpose of this study were to develop of courseware using scaffolding strategy and to investigate the effect of courseware instruction upon students' conceptual understanding and affective domain including effort and self-checking. 10th grade students in the experimental and control groups were selected from high school at Cheongwon-gun in Chungbuk, and taught about chemical reaction rate for 3 class hours. The students in the experimental group studied individually through courseware using scaffolding strategy and worksheet and teacher-centered expository lesson was used in the control group. Prior to the instructions, test specification for problem-solving assessment (TSPSA) was administered and the scores of the previous science achievement test were obtained. After the instructions, the posttest on conceptual understanding and TSPSA were administered. Results of this study revealed that the mean score of the experimental group in the conceptual understanding test was similar to that of the control group at statistically significant level. This result implies that the courseware using scaffolding strategy could be a tool of the individualized instruction. The experimental group improved significantly better in three components of the TSPSA such as effort, self-checking, and cognitive strategy. From this result, it is considered that learners' self regulation is improved by being taken over responsibility of learning. So, it is suggested that instruction using scaffolding strategy is needed in science class to improve self-leading learning ability.

An Effect on the Properties of High Flowing Concrete by Materials Variations-Focused on Inchon LNG Receiving Terminal #213,214 Tanks- (사용재료의 품질변동이 고유동콘크리트의 특성에 미치는 영향-인천 LNG 인수기지 #213,214-TK를 중심으로-)

  • 권영호;김무한
    • Journal of the Korea Concrete Institute
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    • v.12 no.2
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    • pp.99-107
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    • 2000
  • This research investigates experimentally an effect on the properties of the high flowing concrete to be poured in the under-ground slurry wall of Inchon LNG receiving terminal(#213,214-TK) according to variations of concrete materials. Variables for sensitivity test were selected items as followings. 1) Concrete temperature (3cases), 2) Unit water (5cases), 3) Fineness modulus of fine aggregate (5cases), 4) Particle size of lime stone powder (3cases), 5) Replacement ratio of blast-furnace slag (4cases) and 6) Addition ratio of high range water reducing agent (5cases). And fresh conditions of the super flowing concrete should be satisfied with required range including slump flow(65$\pm$5cm), 50cm reaching time of flow(4~10sec), V-lot flowing time(10~ 20sec), U-box height(min. 300mm) and air content(4$\pm$1%). As results for sensitivity test, considered flow-ability, self-compaction and segregation resistance of the high flowing concrete, material variations and conditions of fresh concrete should be satisfied with the range as follwings. 1) Concrete temperature are 10~2$0^{\circ}C$(below 3$0^{\circ}C$), 2) Surface moisture of fine aggregate is within $\pm$ 0.6%, 3) Fineness modulus of fine aggregate is 2.6$\pm$0.2, 4)Replacement ratio of blast-furnace slag is 45~50% and 5) Addition ratio of high range water reducing agent is within 1%. Based on the specification for quality control, we successfully finished concrete pouring on the under-ground slurry wall having 75,000㎥(#213,214-TK) and accumulated real date in site.

Influence of Nursing Organization Culture on Resilience in New Nurses (간호조직문화가 신규간호사의 회복탄력성에 미치는 영향)

  • Lee, Miyoung;Im, Sookbin;Byun, Eun Kyung;Chung, Eunja
    • Journal of Korean Clinical Nursing Research
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    • v.24 no.2
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    • pp.137-146
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    • 2018
  • Purpose: The purpose of this study was to identify the influence of nursing organization culture on resilience of new nurses. Methods: Participants were 1,033 new nurses with careers of less than 12 months and who were from 43 general hospitals located in Seoul, Incheon, other metropolitan cities and provinces in Korea. The data were analyzed using t-test, ANOVA, Pearson correlation coefficient and multiple regression with SPSS/WIN 24.0 program. Results: Relation-oriented culture was scored highest for perception of organizational culture by new nurses (3.35), followed by hierarchy-oriented culture (3.19), innovation-oriented culture (3.12), and task-oriented culture (2.73). The score for resilience of the new nurses was 3.49, and the first subcategories were interpersonal relationship ability 3.66, self-positivity 3.45, and self-control ability 3.36. Relation-oriented culture (${\beta}=.30$, p<.001) was the most significant factor influencing resilience of new nurses, followed by innovation-oriented culture (${\beta}=.14$, p=.001), hierarchy-oriented culture (${\beta}=.12$, p<.001), task-oriented culture (${\beta}=-.10$, p=.003) in that order ($R^2(adj. R^2)=.16$, F=47.04, p<.001). Conclusion: Findings show that for improved resilience in new nurses it is necessary to develop relation-oriented culture to provide a cooperative work environment(friendly interpersonal relation and dialogue) for new nurses and to encourage involvement of these members in the hospital culture.

Factors Related to Depressive Symptoms Among the Elderly in Urban and Rural Areas (일부 지역사회 노인들의 우울수준과 관련요인)

  • Lee, Jong-Cheon;Park, Jung-Ah;Bae, Nam-Kyou;Cho, Young-Chae
    • Journal of agricultural medicine and community health
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    • v.33 no.2
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    • pp.204-220
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    • 2008
  • Objectives: This study was performed to determine the levels of depression symptoms among the community elderlies and to reveal its related factors, specifically aimed at revealing psycho-social factors such as social support net-work, sense of self-esteem, state anxiety, interpersonal behavior trait and locus of control. Methods: The interviews were performed during the period from April 1st to June 30th, 2007 to the 790 elderlies in urban and rural areas. Results: The mean scores of depression (CES-D) among all subjects were 16.65±10.97(urban: 18.81±10.31, rural: 14.49±11.20) and they were higher in urban than rural. The level of depression symptoms was influenced by the variables of educational level, with or without spouse, bear for living expenses, sense of satisfaction in daily life. As for health related behaviors, they were influenced by the variables of with or without regular exercise. As for health status, they were influenced by the subjective health status, with or without disability of body, visual acuity, hearing ability, ability of food mastication, urinary incontinence, with or without help in activity of daily living (ADL) and instrumental activity of daily living (IADL). As for social support net-work and social activities, they were influenced by number of offspring, frequency of offspring contents, frequency of going out and activity of hobbies. As for psycho-social factors, they were influenced by sense of self-esteem, state anxiety and social support, especially, the level of depression symptoms was higher influenced by the variables of psycho-social factors than other variables. Conclusions: Lower of the level of depression symptoms among the community elderlies would require development and application of programs to keep under management psycho-social factors as well as looking for ways to promoting the present health status.

Effects of Social Support and Resilience on Child Care Teachers' Life Satisfaction (보육교사의 사회적 지지와 회복탄력성이 삶의 만족도에 미치는 영향)

  • Park, Bong Hwan;Nam, Mi Kyoung
    • Korean Journal of Childcare and Education
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    • v.14 no.1
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    • pp.129-148
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    • 2018
  • Objective: This study examined the effects of social support and resilience on life satisfaction of child care teachers. Methods: This study was conducted by sampling 162 child care teachers who participated in job training courses in the Gyeongsangbuk-do region. Three kinds of variables, which included social support, resilience, and life satisfaction were measured. The collected data were analyzed using PASW 18.0 program for windows. Results: First, social support, resilience, and life satisfaction of the child care teachers were generally above normal. The resilience subscale showed the highest score in 'affirmative', followed by 'interpersonal ability', 'self-control ability'. And the 'support of colleagues' was higher than 'support of superior' in the social support's subscale. Next, there were no significant differences in social support by child care teachers' background, but there were significant differences in resilience and life satisfaction of child care teachers' according to their working center types and academic levels. Second, life satisfaction was positively correlated with social support, and resilience. The 'affirmative', 'support of superior' variables were factors that predicted life satisfaction. Conclusion/Implications: We suggested ways to increase the life satisfaction of child care teachers through the 'affirmative' and 'support of superior' variables.

The Effects of Emotional Intelligence on the Customer Orientation and Customer Relationship Management Performance of Hotel Employees (호텔기업 종업원의 감성지능이 고객지향성과 CRM성과에 미치는 영향)

  • Jeon, Ta-Sik;Nam, Taek-Young
    • Journal of Distribution Science
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    • v.10 no.10
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    • pp.17-24
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    • 2012
  • Purpose - This study aimed to (a) investigate the effects of emotional intelligence on customer orientation, (b) examine the impact of customer orientation on customer relationship management (CRM) performance (including CRM-related variables such as 'relationship commitment,' 'image of corporation,' and 'customer loyalty'), and (c) identify the conceptual framework of emotional intelligence. Research design, data, and methodology - The data were collected using a questionnaire given to a sample of employees of luxury hotels in the metropolitan area. To test the hypotheses, AMOS were conducted for the 271 respondents of the sample using the SPSS Win 17.0 software. The concept of emotional intelligence (EI) has been on the radar of many leaders and managers over the past few decades. Emotional intelligence is generally accepted to be a combination of emotional and interpersonal competencies that influence behavior, thoughts, and interactions with others. Emotional intelligence consists of four factors: understanding the self's emotion, understanding other people's emotions, emotion utilization, and emotion control. Understanding the self's emotion means to understand of my own emotions. Understanding other people's emotions is to understand of the emotions of the people around me and to know how my friends feel based on their behavior. The concept of emotion utilization means to set goals for myself and then try to achieve them, encouraging myself to do my best. The concept of emotion control means I can control my temper, handle difficult situations rationally, and calm down quickly when I am very angry. Results - As a result of the analysis, three factors (understanding the self's emotion, understanding of other people's emotions, and emotion utilization) were shown to have a significant effect on customer orientation. Emotion control had an insignificant effect on customer orientation. Only emotion control makes it difficult to solve customers' problems because it is a passive behavior. In order to solve the customers' problems, hotel employees have to show a positive attitude. Second, customer orientation had a significant effect on customer relationship management performance (customer relationship commitment, corporate image, and customer loyalty). In other words, customer orientation increases commitment to customer relationships. For example, employees who have a customer-orientated perspective provide good service to their customers, while employees who don't have a customer-orientated perspective can't satisfy their customers. Customer orientation can also generate a good image among customers, because they evaluate the image of a hotel through the behavior of hotel employees. So it is very important for employees to show excellent customer orientation. Conclusions - It is very important for hotel CEOs to manage their employees' emotional intelligence. In order to increase their employees' emotional intelligence abilities, CEOs have to manage the overall corporate culture and reward programs to achieve what they want. This is because the system can lead to a customer-orientated mind-set and CRM performance among employees. As a result, the hotel CEO has to pay attention to the emotional intelligence of employees to achieve strong CRM performance. The sentence as originally written was a bit unclear. If this edit does not retain your intended meaning please consider: "Only emotion control does not have a significant impact on customer orientation, and therefore on the ability of an employee to solve customer problems, because it is a passive behavior." Please use the version of the sentence that best captures your original meaning.

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Developing Self-awareness Through Cyber Study and Cyber Reading Activities: A Case Study with the Electronic Library 'Booktoby' (사이버 학습을 활용한 학생의 자아정체성 확인에 관한 연구: 북토비 사례를 중심으로)

  • Kang, Hyon-Sook
    • Journal of Information Technology and Architecture
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    • v.11 no.4
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    • pp.485-494
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    • 2014
  • This study has been conducted with $1^{st}$ grade elementary students where the purpose was to develop students' interest in themselves and to cultivate their self-awareness as the first step toward establishing a suitable course and career for their start-up features. Students have conducted the cyber study through "Incheon e-School" and cyber reading "Booktoby" and recorded three types of outcomes - affective self-awareness, social self-awareness and intelligence self-awareness - on each side of the Pyramid, thus constructing their own self-awareness pyramids of the system. According to the results, after such activities were undertaken during the $1^{st}$ semester, their opinion toward their self-control and study ability has improved as much as about 67% compared to that of the beginning of the last semester. Regarding the effects of cyber reading, their interest, spontaneity and understanding toward reading books have also improved as much as 54% and 50%, 33% respectively along with positive answers of as much as 75% with regard to self-awareness. When it comes to the results of the SCI-II test (used to evaluate self-awareness), the total average has improved by as much as 3 points and the three components of self-awareness - affective, social, and intelligence - have improved by as much as 4points, 1point, and 5points, respectively.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Learning ability and Stress by Character type in Nursing College Students (간호 대학생의 성격유형별 학업능력과 스트레스)

  • Cha, Nam-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.12
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    • pp.6257-6264
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    • 2013
  • The aim of this study was to identify the influencing factors and the relationships between the learning ability and stress according to the character type in nursing college students. A total of 209 subjects were selected by convenient sampling. The data was collected using a self-reported questionnaire from November 2 to 20, 2012. The differences in the character type, learning ability and stress according to the general characteristics were as follows. The character type was significantly different according to grade (F=6.551, p<.036). In addition, the learning ability was significantly different according to the grade (F=7.059, p<.001), religion (F=4.651, p<.001), school record (F=7.667, p<.001), economic status (F=7.700, p<.000) and methods of reducing stress (F=2.531, p<.030). Stress was significantly different according to the grade (F=7.414, p<.001), school record (F=4.776, p<.009) and cohabitation (F=9.989, p<.000). A negative correlation was observed between the character type and learning ability, and between learning ability and stress. 8.4% of the variance was observed in character type A, which was explained by the learning ability and stress. These findings may be useful for understanding the learning ability of nursing college students and developing more specific programs regarding personality and stress control.