• Title/Summary/Keyword: Service creativity

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The Effects of Customer Rude Behaviors on Organizational Deviance, Life Violations, and Creativity using Emotional Dissonance and Job Stress as Mediators (고객무례행동이 감정부조화와 직무스트레스를 매개로 조직일탈, 생활침해, 창의성에 미치는 영향에 관한 연구)

  • Han, Na-Young;Kang, Mi-Young;Park, Sang-Bong
    • Management & Information Systems Review
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    • v.39 no.2
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    • pp.127-143
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    • 2020
  • As customers' irrational, rude behaviors are often covered by media recently, the issue is becoming a more serious social issue. Workers' stress in the service industry is very severe because they have to face and interact with customers with rude behaviors in-person due to the nature of the job. As a result of customers' rude behaviors, workers even desire to leave their organization because they feel doubts about their job and have negative emotions such as unpleasantness, depression, and fear. Considering that customers' rude behaviors directly impact service industry workers' ability to offer proper service, it is necessary to have appropriate measures against their rude behaviors. This research examined the impact of customers' rude behaviors on service industry workers' emotional dissonance, its impact on job stress, and the impact of job stress on organizational deviance, life violations and creativity. The study also analyzed the moderating effects of stress management education in emotional dissonance and job stress relationship to device ways to manage job stress more positively. To collect data, the study conducted a survey on medical service workers in the customer service sector of large general hospitals and small or medium-sized hospitals in Busan, and the results were as follows. First, rude behaviors had a significant positive(+) effect on emotional dissonance, which had a significant positive(+) effect on job stress. Third, job stress had a significant positive(+) effect on both organizational deviance an life violations. Fourth, job stress had a negative(-) significant effect on creativity. Fifth, there was no moderating effect of stress management education in the relationship between emotional dissonance and job stress.

The Educational Effect of Novel Engineering on Artificial Intelligence Convergence Liberal Arts Course for Pre-service Teachers (예비 교사 대상 인공지능 융합 교양교과목을 위한 노벨 엔지니어링의 교육적 효과)

  • Ji-Yun Kim;Kwihoon Kim
    • Journal of The Korean Association of Information Education
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    • v.26 no.6
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    • pp.507-515
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    • 2022
  • In this paper, a novel-engineering-based artificial intelligence liberal arts course is proposed and its effectiveness is evaluated with an emphasis on creativity confluence competency for elementary and middle school pre-service teachers in various majors. Constructing directions such as "considering the characteristics of non-major learners" and "drawing convergence with majors" were derived by analyzing related prior research, and its relationship with Novel Engineering was presented as an appropriate educational method. As a result of 45 hours of artificial intelligence education convergence liberal arts course, a statistically significant improvement in creativity confluence competency and high satisfaction were established. This study is significant because it supported the idea that novel engineering might be used as a pre-service teacher education strategy for artificial intelligence convergence education.

The relationship between personal characteristics and incremental innovation, and the moderating effect of tenure (개인적 특성이 점진적 혁신에 미치는 효과 및 재직기간의 조절효과)

  • Ahn, Kwan-Young
    • Proceedings of the Safety Management and Science Conference
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    • 2009.11a
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    • pp.73-82
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    • 2009
  • This paper reviewed the relationship between personal factors(creativity, outwarding, entrepreneurship) and incremental innovation, and the moderating effect of tenure in the domestic service enterprises. Based on the responses from 213 employees, the results of hierarchical multiple regression analysis showed that almost personal factors have positive relationships with incremental innovation factors. The results of moderating analysis showed that entrepreneurship have negative effects on all incremental innovation factors in interacting with tenure.

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Approach to Promotion of Ubiquitous-based Cultural Service (유비쿼터스 기반의 문화서비스 추진방안)

  • Kong, Bong-Suk;Chung, Kyung-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.146-155
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    • 2007
  • Since the beginning of the 21st century, the power source for the growth of our country is shifting from the 'knowledge and information'-centered business to the culture-based business attaching importance to 'creativity'. In the era of creative culture-based economy, the core resources on which the national competitive power depends can be thought to be 'cultural contents'. The current ubiquitous project, which is being promoted in our country, is characteristically placing much emphasis on building-up of the RFID-centered infrastructure so that it is poorly acknowledged by common people to whom its service is actually provided. In this study, the approach to promotion of the cultural service, to which an easy access is available as a result of combining the ubiquitous-based technology with 'cultural contents', is discussed in the 4 aspects.

The utilization of cooperative microteaching for pre-service mathematics teachers (중등수학 예비교사 교육에서 협동마이크로티칭의 활용 가능성 탐색)

  • Lee, BongJu;Yun, Yong Sik
    • The Mathematical Education
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    • v.53 no.3
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    • pp.399-412
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    • 2014
  • The purpose of this article is to suggest using cooperative microteaching in pre-service mathematics teachers education based on their perceptions of it after actual application case. The background of this study is that cooperative learning came into the highlight as a good method to cultivate teachers' competencies for creativity and character education as well as students' creativity and character in the mathematics classroom. 20 pre-service mathematics teachers participated in their cooperative microteaching and 16 of them responded to the survey. The collected data showed that the merits of cooperative microteaching are to ease the burden of preparing for class, to discuss how to teach mathematics, to debate what lesson is better, to receive valuable feedback form their peer, and so on. Also, it provided them with the chance for self-improvement in that they kept to make up for the week points in their teaching behavior. Meanwhile, they wanted longer time to experience their teaching and their own lesson.

On the Study of Textual Classics and Artistic Creation - Taking Buddhist Art Dunhuang Grottoes as an Example

  • Liu Tingting
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.205-210
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    • 2023
  • Stone cave paintings are continuous interactions as independent mediums in places such as text, images and stone cave architecture. Unlike Buddha statues, the narrative of the text always fascinates and guides the viewer to the timeliness of the image, that is, the narrative. In particular, in Buddhist art, Buddha statues are never simple images, and murals are never simple paintings. Before the Tang Dynasty, most unknown artists were artisans, and many artists still worked on murals in temples and palaces, and independent paintings such as scrolls and sides became an important form of painting after the Tang Dynasty, changing the mechanism of painting creation. In this paper, the graphic creation process prioritizes dedication and service, but we can still feel the creativity of the painters strongly. The historical resources of how to paint these paintings, the clues to the copies, and the precursor to the foreground, encourage the painters to constantly try to resemble each other and discover problems...Therefore, in this paper, it was confirmed that reinvention and creativity are very important, and that Dunhuang Buddhist art is the basis for artists' creation and the source of vitality.

The Design of Gamification to Improve Youth's Creativity : The Cases of 'Idea League' and 'Idea Company' (청소년의 창의성 향상을 위한 게이미피케이션 설계 방안 : '아이디어 리그' 및 '아이디어 컴퍼니' 사례)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong;Lee, Hwanjoo
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.47-60
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    • 2019
  • This study presents the cases of 'Idea League' and 'Idea Company' designed to improve the creativity of youth, the protagonist of the future startup in 'Idea Maru' platform. The 'Idea League' is a service where youths suggest ideas about questions that require creativity, and it can be fun to compete rankings of ideas or directly evaluate other ideas. Besides, 'Idea Company' is a service for youths to establish a virtual company, and they can receive mentoring and simulated investment for the established virtual company. The result of this study suggests that gamification can be applied in non-game areas, and it will contribute to spreading positive perception of the game.

Advanced Information Data-interactive Learning System Effect for Creative Design Project

  • Park, Sangwoo;Lee, Inseop;Lee, Junseok;Sul, Sanghun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.8
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    • pp.2831-2845
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    • 2022
  • Compared to the significant approach of project-based learning research, a data-driven design project-based learning has not reached a meaningful consensus regarding the most valid and reliable method for assessing design creativity. This article proposes an advanced information data-interactive learning system for creative design using a service design process that combines a design thinking. We propose a service framework to improve the convergence design process between students and advanced information data analysis, allowing students to participate actively in the data visualization and research using patent data. Solving a design problem by discovery and interpretation process, the Advanced information-interactive learning framework allows the students to verify the creative idea values or to ideate new factors and the associated various feasible solutions. The student can perform the patent data according to a business intelligence platform. Most of the new ideas for solving design projects are evaluated through complete patent data analysis and visualization in the beginning of the service design process. In this article, we propose to adapt advanced information data to educate the service design process, allowing the students to evaluate their own idea and define the problems iteratively until satisfaction. Quantitative evaluation results have shown that the advanced information data-driven learning system approach can improve the design project - based learning results in terms of design creativity. Our findings can contribute to data-driven project-based learning for advanced information data that play a crucial role in convergence design in related standards and other smart educational fields that are linked.

Designing a Project-based Service-Learning Course for Pre-dental Education: A Theoretical Exploration

  • LEE, Jihyun
    • Educational Technology International
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    • v.16 no.2
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    • pp.249-272
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    • 2015
  • This study is a theoretical exploration of project-based service-learning and its application in designing pre-dental curricula. As a response to the limitation of community service courses, service-learning has been implemented as pedagogy in higher education practices. Service-learning connects service and learning by engaging students in activities that address community needs with intentionally designed learning opportunities while adding value to and transforming both service and learning. Project-based service-learning is an extended and more active version of service-learning. Whereas service activities are arranged by instructors in the original service-learning, project-based service-learning provides students with opportunities for exploring problems and root causes on site and then devising and implementing solutions of their own using their talents and creativity. This study proposes a theoretical approach to project-based service-learning and suggests six design components, namely, related curriculum, reflection, reciprocity, service and community engagement, evaluation and recognition, and creative problem solving. Based on the components, 20 design strategies are formulated. The exploration is aimed to provide design guides for professionals attempting to implement project-based service-learning in higher education.

The Relationship between Creativity and Salespersons' Work Performance: Depending on the Classification of Sales Work and the Industrial Category (영업사원의 창의성과 업무성과와의 관계: 영업업무 분류와 산업군의 구분에 따라서)

  • Kim, Jhong Yun
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.305-316
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    • 2019
  • This study aims to examine a relationship between creativity and work performance of salespersons, and understand how the relationship between salesperson's creativity and their work performance changed depending on the classification of sales business and the industrial category. An on-line survey was targeted for salespersons who were working in consumer goods sales, industry materials sales, financial business, and service industry. A total number of the completed surveys was 588. According to the study, creativity is an important competency to improve salespersons' work performance. Also, companies should focus on the investment in developing creativity of employees who are in charge of industrial materials sales compared to people in other industrial categories.