• Title/Summary/Keyword: Skill performance

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Case Study on Critical Success Factors and Unexpected Consequences of Structured OJT (S-OJT 성공요인과 예기치 않은 성과에 관한 사례연구)

  • Moon, Jae-Seung;Hwang, Hee-Joong
    • Journal of Distribution Science
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    • v.14 no.2
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    • pp.65-72
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    • 2016
  • Purpose - Recently on-the-job training (OJT) has become the most preferred training and development method with the emergence of the concept that workplace is the best place where learning take place. But many researchers argue that OJT is not helpful for the performance of organization because OJT is not systematic and mostly depend on quality of trainer. Since Jacobs & McGriffin introduced S-OJT (structured OJT), there has been plenty of researches. But most of the researches have focused mainly on employee's attitude and organizational performance caused by S-OJT and neglected a holistic approach of S-OJT as a system. S-OJT need to be analyzed comprehensively to understand training performance because S-OJT is operated as a system consist of input, process, and organizational context. Although S-OJT may create unintended consequences, there were few researches to explore them. Thus, the purpose of this study is to identify the critical success factors for S-OJT and to find unintended consequences of it. Research design, data and methodology - We conducted a case study on M business unit of A company which developed and has been implementing S-OJT program for years. We designed and prepared the process, collected and analyzed data for the study. We set the theoretical framework to analyze the case after reviewing theories and previous studies on S-OJT. We collected and analyzed internal reports and interview results of the employees of the M business unit. We tried to collect as many information as possible to secure the validity of the research results. Results - The critical success factors identified in the study are as follow. First, it is important to select and train proper trainers for S-OJT. Second, it is needed to develop structured training module. Third, organization have to use effective communication system like on-line community. Forth, trainer should have proper skills for training such as facilitating skill, coaching skill, and delivering skill etc. Fifth, proper learning place is needed. Sixth, organizational support is important especially, immediate supervisor support and concern is critical. Eleventh, it is needed to consider situational contexts. Among them, overload to the trainer will affect the effectiveness of S-OJT. In this study, we found an additional unintended consequence. "To teach is the best way to learn." Experience as a trainer give employee an opportunity to organize one's knowledge and skill and to attain facilitation skill, coaching skill, and relation skill. Thus, organization may use S-OJT to train the potential talent. Conclusions - Many organizations introduced S-OJT to train the newcomers because S-OJT drew attention as an important tool to develop employees. Following this trend, there has been increasing number of researches to find the results of S-OJT and identify the determinants of S-OJT success. However, most of the researches concentrated on finding effects of some factors neglecting holistic approach. This study tried to identify critical success factors affecting effectiveness of S-OJT by using case study and find additional unintended consequence. The results of the study will be useful for organizations which have a plan to adopt S-OJT.

Development and Effectiveness of Occupation Based Grocery Shopping Skill Training Program For The Person with Developmental Disability (거주시설 발달장애인을 위한 작업 기반 마트장보기 훈련 프로그램의 개발 및 효과)

  • Ju, Yu-mi;Kim, Dea-Yoon;Mo, Young-Ho;Son, Sung-Min
    • The Journal of Korean society of community based occupational therapy
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    • v.7 no.3
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    • pp.43-58
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    • 2017
  • Objectives : The Purpose of this study was to develop the occupation based grocery shopping skill training program for group of person with developmental disability and to test its effect. Methods : We set the grocery shopping task for the theme of the program and we applied this program for 9 sessions. There were initial, final, and follow-up evaluation and training sessions were provided 6 times. In the every session, group training program for grocery shopping skills was conducted. The performance of grocery shopping skills was evaluated by Test of Grocery Shopping Skills(TOGSS). Results : At the final assessment of grocery shopping skill, there were increased performance skills especially in item collection and size comparison. Among 3 subjects, two showed in improved navigation skills in order to search for target items. However, there was no improvement in comparing the optical price of items. For the last, it was significant that the total time to spend for shopping were commonly decreased. The performance of grocery shopping were maintained in 2 subjects and another subject was unable to perform it at the 5 month later follow-up evaluation. Conclusion : The occupation based grocery shopping skill training group program which was developed in this study is useful guide-line for occupational therapists who seek for the community based program. All 3 subjects showed the improved performance on shopping skill through this program.

Simulation-based Clinical Judgment and Performance Ability for Tracheal Suction in Nursing Students (간호대학생의 시뮬레이션실습 기반 임상판단력과 흡인간호수행능력)

  • Lim, Kyung-Choon
    • The Journal of Korean Academic Society of Nursing Education
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    • v.23 no.3
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    • pp.330-340
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    • 2017
  • Purpose: This study was conducted to explore the relationship between simulation-based clinical judgment and performance ability for tracheal suction in nursing students. Methods: With a convenience sampling, 207 nursing students participated in this descriptive study. Lasater clinical judgment rubric was used for self-reported clinical judgment in addition to observe the skill of tracheal suction using a checklist. Data were analyzed by descriptive statistics, t-test and Pearson's correlation coefficients using the SPSS/WIN 22. Results: A scenario with pneumonia patient was developed to observe the skill of tracheal suction during simulation-based practices. Then self-reported clinical judgment was scored. The mean score of total sum of clinical judgment, total mean of clinical judgment, and performance skill were $36.44{\pm}4.82$, $13.44{\pm}1.71$, and $42.32{\pm}5.05$, respectively. Statistically, students having good skills in suction showed significant differences in clinical judgment of interpreting (p=.031) compared to students having fair skills. Conclusion: The results of this study show that a structured debriefing method utilizing Lasater clinical judgment rubric is helpful. Also, simulation-based practice related to adult nursing in the respiratory system was useful for increasing the core basic skills among nursing students.

Does Practicing Communication Skills with Standardized Patients or Completion of Elective Course of Communication Skills Affect the Scores of Clinical Performance Examination? (표준화환자와의 의사소통기술 훈련이나 선택과목 '의사소통기술' 이수가 임상수행평가 성적에 영향을 미쳤는가?)

  • Kim, Jong Hoon
    • Korean Medical Education Review
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    • v.13 no.1
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    • pp.35-43
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    • 2011
  • Purpose: Communication skills are considered as one of the essential requirements in medical education, and the training often involves exercising medical interviews with standardized patients(SP) or role play. This study investigated the helpfulness of the communication skills training programs for students' performance on the clinical performance examination (CPX). Methods: Fourth-year students who have taken one of two communication skills programs(exercising communication skills with SP or elective communication skill course with role play) completed a questionnaire on their evaluation of the helpfulness of communication skills programs immediately after finishing the CPX. Then, the programs were objectively assessed by comparing all fourth-year students' CPX scores between program participants and non-participants. Results: About 70% of participants answered that the programs were helpful to perform clinical clerkship and CPX. However, there was no difference in either the total CPX score or 2 categorical scores(integrated clinical encounter, communication and interpersonal skill) between program participants and non-participants. Conclusion: Although the students felt that the communication skills programs were helpful to their clinical activities, this study failed to find objective evidence of any effect of the programs on the CPX results. Communication skills training should be continued during clinical clerkship to maintain or enhance the skills, and it is necessary to introduce more effective methods for precise evaluation of students' communication skills.

A Study on Effect of the Equity and the Cognitive Performance on the Flow Experience of the Game playing (자아효능감이 게임의 몰입에 미치는 영향)

  • Choi, Dong-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.87-96
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    • 2009
  • According to the Flow Theory, when the perceived level of Challenges of player and his skill are high, he is able to experience the flow state. What does the skill mean in the Flow Theory? This study suggests that the self-efficacy of the actor should be concerned to understand the perceived level of actor's skill in relation to the level of Challenges and his personal characteristics. This study hypothesizes the equity-distribution of extrinsic reward and the positive reputation influence the player's self-efficacy, and his self-efficacy affect the flow experience. This hypothesis is confirmed by the structure equation model test. This result can serve to understand skill related on the flow theory, and what factors players to get flow experience are given by.

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Development and Implementation of a Skill Transfer System for a Self-Tapping Screw-Tightening Operation

  • Matsumoto, Toshiyuki;Doyo, Daisuke;Shida, Keisuke;Kanazawa, Takashi
    • Industrial Engineering and Management Systems
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    • v.10 no.3
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    • pp.209-220
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    • 2011
  • Self-tapping screws have some operational peculiarities. In spite of their economical advantage that requires no prior tapping operation, a weakness of self-tapping screw-tightening operations is that screws can easily be tightened at a non-right angle, thus resulting in an improper tightening strength. Increases in outsourced workers have reduced labor costs, but the accompanying high worker fluidity means that new workers are more frequently introduced into factories. It is necessary to train new workers for self-tapping screw-tightening operations, which occupies a considerable portion of ordinary assembly works. The purpose of this study is to develop and implement a skill transfer system for the operation. This study (1) proposes a set of characteristic values for evaluating the quality of the operation and develops a device that can measure these values; (2) proposes criteria for evaluating the resultant quality of the tightening; and (3) develops a skill training system for better work performance. Firstly, sets of characteristic values for evaluating the quality of the operation, namely, torque, vertical pressure forces and horizontal vibration forces, are proposed. A device that can measure these values is developed. Secondly, criteria for evaluating the resultant quality of the tightening are identified, involving tightening torque, maximum vertical pressure and timing, vibration area during the processing and tightening period, and work angle. By using such parameters, workers with the proper aptitude can be identified. Thirdly, a skill training system for the operation is developed. It consists of screwdriver operation training and screw-tightening training with feedback information about the results of the operation. Finally, the validity of the training system is experimentally verified using new operators and actual workers.

Estimation Method of User's Gameplay Skill Level through the Performance of Gameplay Status (게임플레이 상태의 성과를 통한 게임숙련도 평가방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.21-32
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    • 2017
  • Computer games must keep the user immersed for fun. According to the immersion theory, maintaining the user's immersive state requires a continuous balance of game skill level and game difficulty level This study proposes a game skill estimation method of 9th grade that can be applied to a casual action game that can assume a zero-sum game, and additionally proposed a difficulty guessing method. The proposed methods can be implemented quickly and easily because it is a method determining by conditional mathematical expressions. Experiments on the accuracy of the proposed methods for the customized Pac-Man game show that the accuracy of the skill level was 1.2 grade as the difference on the average and the accuracy of the game difficulty level was 1.81 grade the difference on the average. The results show that the proposed methods are accurate enough to be applied to casual action games satisfying the zero-sum condition.

Consistency of Student Self-Assessment of Role Play Using the Syndrome Differentiation-Based Clinical Performance Examination Scenario and Improvement Measures (변증(辨證) 기반 진료수행시험(CPX) 시나리오를 이용한 역할극에 대한 학생 자가 평가의 일치도와 개선 방안)

  • Jo, Hak-Jun;Jo, Na-young;Park, Jeong-Su
    • Journal of Society of Preventive Korean Medicine
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    • v.26 no.2
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    • pp.37-53
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    • 2022
  • Objectives : This study analyzed the concordance between student self-assessment and peer-evaluation in a role play using the Clinical Performance Examination (CPX) scenario developed based on Korean medical syndrome differentiation. Methods : The subjects of this study are first-year-students majoring in Korean Medicine. The role play based on clinical case was performed in the class of Korean Medicine Classics. Feedback on clinical skill competency got through student self-assessment and peer-evaluation, and this study was compared and analyzed of result. Results : A simple comparison of the results of self-assessment and peer-evaluation in the evaluation results of clinical skill competency may appear to be consistent. However, it was not statistically significant. It is necessary to enhance the discriminative ability in the evaluation of clinical skill competency. It will be possible to improve a bit by relatively increasing the weight of the scores on the items that students expect to respond differently among the evaluation items. In addition, in order to dramatically improve the systemicity and reliability of the evaluation of clinical skill competency itself, it is necessary to introduce the Introduction to Clinical Traditional Korean Medicine (ICTKM) course. Conclusions : Student's self-assessment and peer-evaluation as feedback on clinical skill competency are suitable for the purpose of education and training. However, the reliability of the evaluation was not statistically significant.

The Activation of Transferable Skill of Advanced S & T (Science & Technology) Manpower with the Global HRD Convergence Research

  • Lim, In-Jong;Lee, Jeong-Hwan;Lee, Chunsu
    • East Asian Journal of Business Economics (EAJBE)
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    • v.7 no.2
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    • pp.11-20
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    • 2019
  • Purposes - This study propose the following 4 methods to establish Global HRD system focusing on transferable skill which is attracting attention as future science and technology Manpower. The activation of convergence research creates new industries in the era of 4th industrial revolution. Research design and methodology -This study was conducted by using research methods and expert interviews focused on document analysis. This study also reflects trends through books and materials that cover the latest issues such as the Fourth Industrial Revolution. Results - 4 Things are reflecting the policies of S&T Manpower and securing execution capability, developing competence-based transferable skill model, enhancing science and technology convergence R&D and performance capability, and developing customized HRD program. Conclusions - Transferable skills will contribute to strengthen the national competitiveness of science and technology in the long term by establishing the foundation of technological innovation that can create new industries and secure future growth power in the 4th industrial revolution era. Practically, it was suggested that science and technology professionals should be able to refer to the HRD program design and HRD program design by suggesting the view of transferable skill and the activation plan reflecting the insight.

A Study on the Weights of Capability Evaluation Model for IT Consultant to Implement IT Consulting Service (IT 컨설턴트의 컨설팅 서비스 역량 평가모형 지표의 가중치 연구 : 정보화 전략 계획 수립 중심으로)

  • Jin, Seung Hoo;Kim, Wanki
    • Journal of Information Technology Services
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    • v.14 no.4
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    • pp.61-80
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    • 2015
  • This paper has explored the analyzing and defining the core competencies of IT consultants who carry out IT consulting projects which desperately are needed by companies to survive in business competitions. Many companies have used IT consultants for their IT projects to achieve their project objectives. The problem of this is the results of IT projects carried out by IT consultants from the recognized consulting firms are quite often criticized by many clients who pay high price for hiring IT consultants. The purpose of this paper is that to weight of capability evaluation model for IT consultants. To define the capability model, I conducted the surveys from the IT professionals by the interview and e-mails. The result of this, this paper defines what core skills IT consultants should have to perform well when they carry out the IT projects. There are 6 major skills and 17 sub skills IT consultants should have in succeeding IT projects. 6 major skills are job competence skill, communication skill, business attitude, vocational values, job performance skill, leadership skill and related 17 sub skill are defined. With the capability evaluation model, the managers who are in the charge of incubating and enhancing the capability of IT consultants in the large corporation and also small, medium companies will utilize their companies' strength to get the advantage on the business competition.