• Title/Summary/Keyword: Self-identity

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

  • park, Kap Lyong
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.3
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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.

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

  • Kim, Myeong-Hwa
    • Journal of Korean Academy of Nursing Administration
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    • v.12 no.2
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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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Influence of Self-Identities in Real Space and Virtual Space on Game Addiction and Maladaptation: Focused on the Users of Online Role Playing Game (현실공간과 가상공간의 자아정체감이 게임중독과 현실부적응감에 미치는 영향: 온라인 롤프레잉 게임 이용자를 대상으로)

  • Han, Hye-Kyoung;Kim, Joo-Hee
    • Korean journal of communication and information
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    • v.37
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    • pp.342-376
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    • 2007
  • This study attempted to explore relationship between self-identities in real space and in virtual space and to inspect empirically both self-identities' influence on addiction and society maladaptation of online role playing game users. The verified results through this study are summarized as follows. First, both self-identity in real space and self-identity in virtual space represent strong interrelationship. In detail, the user with strong self-identity in real space shows strong self-identity in virtual space. Second, self-identities in two spaces have the negative interrelationship with game addiction and maladaptation. Whether real space or virtual space, the higher self-identity, the lower the levels of game addiction and maladaptation. Especially, self-identity in real space appeared an influential variable determining the level of addiction and maladaptation. Although self-identity in virtual space have not an independent influence, it has the possibility to effect complementary with self-identity in real space. This fact means that virtual space is not the place where the user with weak self-identity in real space can discovers the ideal self. Because they also experience the negative recognition about oneself in virtual space.

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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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    • v.14 no.2
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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.

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 (자아정체감 형성을 돕는 교수 - 학습 과정안 개발과 수업 적용 효과 : 중학교 1학년 기술.가정교과'자아정체감의 발달'영역을 중심으로)

  • Lee, Hyun-Jung;Cho, Byung-Eun
    • Journal of the Korean Home Economics Association
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    • v.47 no.3
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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.

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 (융복합 시대 대학생의 사적/공적 자의식이 진로정체감에 미치는 영향: 학업효능감의 매개효과검증)

  • Yoon, JunHyun;Sohn, Youngmi
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.339-346
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    • 2020
  • The purpose of this study was to investigate the relationship between academic efficacy and vocational identity according to the private and public self-consciousness of college students. For this purpose, 263 college students completed the questionnaires on self-consciousness, academic efficacy and vocational identity. The collected data were analyzed by using SPSS 22.0 and AMOS 22.0. As a result, both the private and public self-consciousness had a significant positive correlation with vocational identity and academic efficacy. The private and public self-consciousness had different effects on vocational identity(career exploration, career commitment, and career reconsideration) through academic efficacy. Specifically, the private self-consciousness had a direct effect only on the career reconsideration among the factors of vocational identity. Public self-consciousness was indirectly related career exploration, partially mediated by academic efficacy, whereas the association between public self-consciousness and career commitment was fully mediated by it. Based on these results, implications for career education and counseling in convergence era were discussed and suggestions for further study were included.

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

  • Cho, Hee;Lee, Gue-Young
    • Journal of Korean Public Health Nursing
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    • v.20 no.2
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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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The Effects of Maumgongbu Group Counseling on Adolescence's Physical Symptoms, Self Esteem and Self Identity (마음공부 집단상담 프로그램이 청소년들의 신체증상, 자존감 및 자아정체감에 미치는 효과)

  • Yang, Kyung-Hee;Kwon, Yong-Kap;Park, Kum-Sook
    • Journal of the Korean Society of School Health
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    • v.23 no.2
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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.

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.

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

  • Kim, Hoon
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.5-14
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    • 2005
  • Local self-governing bodies have created community identity to activate local communities. community identity is one of the very effective ways to establish a different image from other self-governing bodies and to raise locals' love of hometown and sense of belonging. In addition to community identity., there are several things to form identity such as symbols (like flowers, birds, and animals) of local self-governing bodies or characters visualizing figures, tradition, and specialties of the region. Recently local governments have introduced various programs such as brand planning like city brand, and local events. This study analyses the basic elements, like symbol mark, logotype, and color, among visual elements of the current local self-governing bodies community identity. and conducts a comparative analysis of the visual elements of symbols and characters. The results show that those community identities and other design elements lack differentiation and consistency among visual elements. To create differentiated image of local self-governing bodies, it needs to develop unique and various themes of the region and to generate synergy effect through consistency and interactions among various visual effects based on community identity.

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