• 제목/요약/키워드: Self-identity

검색결과 937건 처리시간 0.044초

An Effect of Multicultural Family Children's Self-Identity to School Adaptation

  • park, Kap Lyong
    • 한국컴퓨터정보학회논문지
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    • 제21권3호
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    • pp.123-128
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    • 2016
  • This study aims to analyze the causal relation between identity and school adaptation of multicultural family children, starting from necessity of empirical research considering insufficient preceding research. To achieve the purpose of the research, this study implemented empirical analysis regarding the causal relation between factors of self-identity and school adaptation. As a result, factors of self-identity implies significant effect on school regulations, while factors of school adaptation partially have an effect on school class and relations with a teacher and friend. Based on the result of verification, this study emphasizes teachers' effort as well as comprehensive and practical development of an educational program to help children from multicultural family establish the right self-identity for settling into school life. Moreover, the limitation of this study and future research direction is presented.

MBTI 자기성장프로그램이 간호대학생의 자아정체감, 자기효능감 및 대인관계능력에 미치는 효과 (The Effects of MBTI based Self Growth Program on Ego Identity, Self Efficacy and Interpersonal Relations Ability in Nursing Students)

  • 김명화
    • 간호행정학회지
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    • 제12권2호
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    • pp.233-246
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    • 2006
  • Purpose: The purpose of this study was to examine whether a MBTI based self growth program had any effect on improving the ego identity, self efficacy, interpersonal relations ability and adjustment of nursing students. Method: The subjects in this study were 56 juniors who were majoring in nursing science at H and S college in Chungnam province. At each college, an experimental group and a control group were organized with 26 and 30 students respectively, and the data were gathered at H college from April 6 through May 14, 2004, and at S college from May 31 through July 3, 2004. A MBTI based self growth program was conducted 10 times for five weeks, twice a week and for 120 minutes each. And the ego identity, self efficacy, interpersonal relations ability and adjustment of the selected students were measured and compared to see if that program has any effect on above variables. For data handling, SAS 8.0 program was employed. Fisher's exact test and unpaired t-test were used to confirm whether or not the experimental and control groups were equivalent. Before the experiment, their ego identity, self efficacy, interpersonal relations ability and adjustment were tested by one-way ANOVA and Scheffe's multiple comparison in consideration of their general characteristics, and paired t-test and ANCOVA were utilized to see if that program brought any changes to their ego identity, self efficacy, interpersonal relations ability and adjustments. Result: The findings of the study were as follows; After the MBTI based self growth program was applied, the experimental groups made a significant progress in ego identity than the control groups. And the experimental groups underwent a significantly change in ego identity after the experiment, compared to the control groups. The experimental groups showed a significant improvement in self efficacy than the control group, and the experimental groups showed significant change in self efficacy than the control groups after the experiment. The experimental group showed a significant progress in interpersonal relations ability than the control group did, and the former groups underwent significant change in that regard than the control groups after the experiment. There was no difference in adjustment between the experimental and control groups. The experimental groups showed significant change in adjustment than the control groups after the experiment, but the difference was insignificant. After this program was implemented, the students underwent changes in self understanding, self accepting, understanding others and accepting others. They also had more confidence and more positive self images, and they were better able to tide over difficulties with others. Conclusion: The results of this study suggested that the MBTI based self growth program might serve to enhance the ego identity, self efficacy and interpersonal relations ability of the nursing students and brought inner changes to them. Therefore, the MBTI based self growth program was expected to make a great contribution to the character building of nurses.

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현실공간과 가상공간의 자아정체감이 게임중독과 현실부적응감에 미치는 영향: 온라인 롤프레잉 게임 이용자를 대상으로 (Influence of Self-Identities in Real Space and Virtual Space on Game Addiction and Maladaptation: Focused on the Users of Online Role Playing Game)

  • 한혜경;김주희
    • 한국언론정보학보
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    • 제37권
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    • pp.342-376
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    • 2007
  • 이 연구는 온라인 롤프레잉 게임 이용자가 현실공간과 가상공간에서 형성하는 자아정체감의 관계를 탐색하고, 그것이 온라인 게임중독과 현실부적응감에 미치는 영향을 경험적으로 검증하고자 했다. 분석결과 현실공간의 자아정체감과 가상공간의 자아정체감은 정적으로 높은 상관성을 보였다. 구체적으로 현실공간의 자아정체감이 높은 사람들은 가상공간에서도 높은 자아정체감을 보였다. 또한 두 공간의 자아정체감은 게임중독과 현실부적응감과도 매우 높은 상관성을 보였는데, 두 공간 모두 자아정체감이 높을수록 게임중독과 현실부적응감 수준은 낮아지는 것으로 나타났다. 그중에서도 현실공간의 자아정체감은 게임의 부정적 효과들, 즉 중독과 현실부적응감 수준을 결정하는 요인으로 나타났다. 가상공간의 자아정체감은 비록 독립적인 영향력을 발휘하지는 못했지만, 현실공간의 그것과 상호보완적으로 영향을 미칠 가능성을 보였다. 이것은 현실공간에서 자아정체감이 낮은 사람들에게 가상공간이 이상적인 자아를 발견하고 자신에 대해 긍정적인 인식을 발전시킬 수 있는 대안적인 공간으로 작용하지 못함을 의미한다. 중독에 이르고 현실부적응감 수준이 높은 사람들은 현실공간과 마찬가지로 가상공간에서의 자신에 대해서도 부정적으로 인식하기 때문이다.

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Identity Formation and Self-Reflection Strategies in the Development of Apparel Design ePortfolios

  • Seifert, Christin;Chattaraman, Veena
    • Fashion, Industry and Education
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    • 제14권2호
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    • pp.60-69
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    • 2016
  • Visual literacy, a key element of a design portfolio, is achieved by communicating a consistent visual aesthetic with respect to design elements, design principles and individual style. Yet, students often feel challenged in articulating their personal aesthetic or design philosophy in order to create a unifying design identity within a body of artifacts. This paper shares some best practices on overcoming this challenge through students' engagement in self-reflection and identity formation processes. The implemented innovative strategy in a senior-level portfolio development course for apparel designers involved four different phases: 1) one-on-one meetings to self-reflect on previous design work, 2) selection and revision of artifacts, 3) peer-review and critiques of revised portfolio artifacts, and 4) development of a final ePortfolio to showcase a unified design identity. It was evident that recording students' initial self-reflection in the form of a metacognitive oral report encouraged and motivated identity development in their portfolio. Further, students expressed their satisfaction in the ability to participate in the selection process of artifacts by self-reflecting about what they wanted to highlight about themselves and why. Overall, student outcomes from this strategy exceeded expectations and the portfolios developed were successful in creating a cohesive design identity.

자아정체감 형성을 돕는 교수 - 학습 과정안 개발과 수업 적용 효과 : 중학교 1학년 기술.가정교과'자아정체감의 발달'영역을 중심으로 (Research on the Application and Effectiveness of a Teaching and Learning Curriculum Fostering the Development of Self-Identity: With a Focus on the 'Self-Identity Development' Units in Technology and Home Economics Textbooks)

  • 이현정;조병은
    • 대한가정학회지
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    • 제47권3호
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    • pp.23-34
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    • 2009
  • The purpose of this research is to analyze the development of a teaching and learning curriculum contributing to the development of self-identity, one of the most important developmental tasks during adolescence, and its effectiveness. This research analyzed the contents concerning self-identity and its subordinate concepts in 12 different technology and home economics textbooks for 7th graders. Based on the analysis, a teaching and learning curriculum contributing to the development of adolescents’' self-identity was developed and applied to classes through discretional creative activities. The effectiveness of the curriculum was analyzed by conducting a survey on the students before and after its application. Assessments were also conducted on the lessons applied. As a result, the lessons designed to help the development of self-identity increased the scores of self-identity, as well as all subordinate concepts, including subjectivity, self-acceptance, future planning, intimacy, stability and uniqueness. An ANCOVA analysis was conducted in order to determine whether the enhanced results of the survey after the classes were due to the application of the curriculum. It was found that the classes proved helpful to the students as the application of the curriculum remained effective even after the other influencing factors affecting selfidentity were controlled.

융복합 시대 대학생의 사적/공적 자의식이 진로정체감에 미치는 영향: 학업효능감의 매개효과검증 (The Influence of Private and Public Self-Consciousness of College Students on Vocational Identity in Convergence era: Testing the Mediating Effects of Academic Self-Efficacy)

  • 윤준현;손영미
    • 디지털융복합연구
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    • 제18권7호
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    • pp.339-346
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    • 2020
  • 본 연구는 대학생의 사적 자의식과 공적 자의식에 따른 학업효능감 및 진로정체감과의 관계를 파악하고자 하였다. 이를 위해 4년제 대학 263명의 학생들을 대상으로 설문조사를 실시하였으며, SPSS 22.0과 AMOS 22.0을 활용하여 자료를 분석하였다. 연구결과, 사적 자의식과 공적 자의식은 모두 진로정체감과 학업효능감에 유의한 정적 상관을 보였다. 둘째, 사적 자의식과 공적 자의식이 학업효능감을 거쳐 진로정체감(진로탐색, 진로몰입, 진로재고)로 이어지는 경로에 차이가 있음을 확인하였다. 구체적으로, 사적 자의식은 진로정체감 하위요인 중 진로재고 요인에 대해 직접 영향을 미치고 있었으며, 공적 자의식은 학업효능감을 부분 매개하여 진로탐색에, 학업효능감을 완전 매개하여 진로몰입에 영향을 미치고 있었다. 이러한 결과를 토대로 융·복합시대의 진로 교육 및 상담에 대하여 논하였으며, 향후 연구에 대해 제언하였다.

간호대학 학생들의 자아존중감 및 진로정체감에 관한 연구 (Self Esteem and Career Identity of Nursing Students)

  • 조희;이규영
    • 한국보건간호학회지
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    • 제20권2호
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    • pp.163-173
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    • 2006
  • Purpose: This is a descriptive study to identify the self esteem and career identity of nursing students. Method: The sample consisted of 416 junior nursing students of diploma programs in the cities of Seoul and Kyung-gi area, and Kyungbook province. Data were analyzed by the program of SPSS WIN 11.5. Results: Self esteem was significantly higher in the students attending rural school than in those attending urban school (F=3.46, p<.03), in those between the age of 24-25 years than in the rest (F=2,17, p<.05), and in those satisfied on admission to nursing school than in those less satisfied (F=3.12 p<.04). Career identity was significantly higher in the students between the age of 24-25 years than in the rest (F=6.10, p<.000), and in those satisfied on admission to nursing school than in those less satisfied (F=49.64, p<.000). The results of correlational analysis between self esteem and career identity revealed that career identity increased with increasing self esteem(r=.316 p<.001). Conclusion: Based on the above findings, programs are needed for the improvement of self esteem and career identity, and further research is suggested on the development of such programs.

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마음공부 집단상담 프로그램이 청소년들의 신체증상, 자존감 및 자아정체감에 미치는 효과 (The Effects of Maumgongbu Group Counseling on Adolescence's Physical Symptoms, Self Esteem and Self Identity)

  • 양경희;권용갑;박금숙
    • 한국학교보건학회지
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    • 제23권2호
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    • pp.308-316
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    • 2010
  • Purpose: In this study, the researchers analyzed Adolescence's physical symptoms, self esteem and self identity to identify the effects and development of Maumgongbu group counseling on adolescents. Methods: There were two groups involved in this study: the group counseling team and the individual counseling group. Group counseling program was performed with 14 sessions, involving the students who applied for the program. Individual counseling was performed with 14 sessions through one-on-one session by students and their counselors. The data were collected three times: during the pre-treatment, post- treatment and 8 weeks after post-treatment using questionnaires. SPSS/WIN. 11.5 program was used for data analysis. Results: After the intervention, Group counseling prevented physical symptoms from getting worse. Self esteem improved during the pre-post treatments, and Self identity improved during the pre-8weeks after post-treatment in group counseling. Physical symptoms, Self esteem and Self identity aggravated during individual counseling groups. Conclusion: In this study, it was confirmed that the group counseling program was useful for the respondent's individual development through the improvement of their Physical symptoms and establishment of their Self identities through Maumgongbu group counseling.

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

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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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.

국내 자치단체의 커뮤니티아이덴티티 디자인에 관한 연구 - 시각요소 중 기본요소의 현황분석을 중심(中心)으로 - (A Study on the Community Identity Design of Local Self-government Bodies -Focusing on the Analysis on the Basic Visual Elements-)

  • 김훈
    • 디자인학연구
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    • 제18권4호
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    • pp.5-14
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    • 2005
  • 국내 각 지방자치단체의 커뮤니티아이덴티티 (community identity) 프로그램은 지역 활성화를 중요한 목적으로 한다. 커뮤니티아이덴티티는 타 지자체들과 차별화 된 이미지를 확립하고 동시에 지역주민의 애향심과 소속감을 높일 수 있는 매우 효과적인 방법 중 하나이다. 커뮤니티아이덴티티 외에도 지방자치단체의 아이덴티티를 형성하는 요소로서 꽃, 새, 동물 등의 각 지자체 상징물이나 그 지역과 연고가 있는 인물, 전통, 특산물 등을 시각화한 캐릭터가 있다. 최근에는 시티브랜드와 같은 마케팅지향의 브랜드 계획, 지역이벤트 등 다양한 프로그램들을 도입하고 있다. 본 연구는 현재 도입된 국내 지방자치단체 커뮤니티아이덴티티의 시각요소 중 심벌마크, 로고타입, 색상 등의 가장 기본적인 요소와 각 지자체의 상징물, 캐릭터의 시각요소 현황을 조사 분석하였다. 그 결과 각 지방자치단체의 커뮤니티아이덴티티 및 기타 디자인요소들의 차별성이 부족하고 여러 시각 요소들 간의 일관성도 결여된 것으로 나타났다. 지방자치단체의 차별화 된 이미지 형성을 위해서는 지역이 갖고 있는 보다 특색 있고 다양한 소재 개발과 커뮤니티아이덴티티를 중심으로 여러 시각요소들의 일관성과 상호작용을 통한 시너지효과를 유도해야 할 것이다.

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