• Title/Summary/Keyword: The sense of belonging

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Grouping System for e-Learning Community(GSE): based on Intelligent Personalized Agent (온라인 학습공동체 그룹핑 시스템 개발: 지능적 에이전트 활용)

  • Kim, Myung Sook;Cho, Young Im
    • The Journal of Korean Association of Computer Education
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    • v.7 no.6
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    • pp.117-128
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    • 2004
  • Compared with traditional face-to-face instruction, online learning causes learners to experience more severe feeling of isolation and results in higher dropout rate. This is due to the lack of interaction, sense of belonging, membership, interdependency, cooperation among members and social environment that enables persistence in online learning. Therefore, it is very important for grouping e-learning community to lower the dropout rate and eliminate feeling of isolation. In this paper, the research has been done on the inclination test list to be applied for grouping the desirable learning community. And on the basis of this research, the grouping system for e-learning community(GSE) based on intelligent multi agents for an inclination test using homogeneous and heterogeneous items has been developed. GSE system has such properties that construct a personalized user profile by an agent, and then make groupings according to users' inclination. When this system was evaluated, about 88% of learners were satisfied, and they wanted the group not to be disorganized but to be maintained.

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"One Book" Reading Campaigns in Universities in the U. S. A. (미국 대학의 "한 책" 독서운동에 관한 연구)

  • Yoon, Cheong-Ok
    • Journal of Korean Library and Information Science Society
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    • v.39 no.2
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    • pp.85-107
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    • 2008
  • The purpose of this research is to describe the characteristics of "One Book, One Community" reading promotion campaigns in which universities are involved in the U. S. A. Many universities and colleges in various communities participate in "One Book" campaigns in communities as leaders or partners, and promote reading for students on campus through either "One Book, One Campus" or "common reading programs." Universities can contribute a lot to "One Book" campaigns in communities by providing library collection, human resources, and facilities, and especially coordinating programs and events which require subject specialties. Also, they can promote the significance of reading literary classics. "Common reading programs" help freshmen easily adjust to campus life and build the sense of belonging to the "academic community" by reading the same book and talking about it with other members of universities.

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Convergence of factors that affect the job performance of Public Hospitals Employees by Job Category (공공병원 조직구성원의 직종별 조직성과에 영향을 미치는 융복합적인 요인)

  • Lee, Jin-Woo
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.315-324
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    • 2016
  • This study, investigating the differences of public hospital employees' communication, motivation, mutual trust, working conditions, fair compensation, job satisfaction, is to identify the factors affecting organizational performance. Through this, an alternative is suggested, which can maximize organizational performance of hospital employees. The period was from October 5 to October 31, 2014 to collect the data from 232 subjects working in public hospitals. ANOVA and regression analysis were conducted and the finding shows that communication, motivation, mutual trust, working conditions, fair compensation, job satisfaction have a significant difference (p<0.05) based on job categories. In addition, the factors affecting organizational performance were communication and fair compensation (p<0.001) for nursing job, age and employment type (p<0.05) and fair compensation (p<0.001) for Medical Support, motivation and fair compensation (p<0.001) for administrative job. The efforts to improve human resource management in their organization which is able to inspire a sense of belonging should be followed.

Evaluation and Needs of the Elderly for Spatial Characteristics of Senior Centers in Apartment Complex (아파트 경로당의 공간특성에 대한 노인 평가 및 요구)

  • Kim, Sun-Young;Oh, Chan-Ohk
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.33-41
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    • 2013
  • It is not surprising that senior centers are widely used nationwide as Korea becomes an aging society. This study attempts to figure out senior citizens' needs and evaluations of senior centers in terms of characteristics of their usage and spatial composition. A face to face interview using a questionnaire was conducted on 255 senior citizens who has been using senior centers located in Jangyu new city apartment housing complex. The questionnaire is composed of questions asking characteristics of their usage, evaluations of spatial composition, and respondents' demographic data. Findings are: First, it is found that many respondents visit senior centers everyday and spend 4 to 6 hours a day. Their main activities are meeting friends, taking hobbies, and dining. That is, senior centers play a pivotal role in daily lives of senior citizens. Such characteristics should be taken into account in space design when planning to build a future senior center; Second, it is found that senior centers play a role of auxiliary space for building their sense of belonging and familarity. It is found that furnitures in senior centers are worn out and safety measures are not sufficiently considered; Third, it is found that they highly evaluate flexible spacial composition that could be partitioned or extended depending on occasions even though they prefer independent space; Fourth, it is found that kitchen facilities are not large enough considering the fact that more that half of the respondents have their lunches in senior centers. Even though they do not cook for themselves kitchen space should be large enough for preparing meals simultaneously for a large number people.

Research on Media Search and Improvement Plan for Strengthening University Competitiveness (대학 경쟁력 강화를 위한 매체 탐색과 개선 방안에 관한 연구)

  • Lee, Kyeong-Rak;Lee, Sang-Joon
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1067-1078
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    • 2017
  • Previous research on university life of Chinese students studying in Korea has been conducted on students in Korea, but Chinese students have a sense of belonging and university prejudice against Korean universities, so the objectivity of research is not clear. This paper conducted a survey of the Chinese people in China and conducted a media search for attracting foreign students. Not all foreign students are proficient in Korean language. Even students who have completed more than one year of education in the Korean language institutes or passed advanced level of Test of Proficiency in Korean(TOPIK) have difficulties in everyday life and acquiring a degree. According to the results of this study, until foreign students who lack sufficient Korean language skills are able to adapt to culture and acquire information in Korea, it is desirable to prepare multilingual content services so that they can obtain academic information or daily information necessary for studying in their native language.

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.

East Asian American Character's Characteristics in Children's Fictional Literature (아동문학도서에 나타난 주인공의 민족적 특성에 관한 연구)

  • Han Yoon-Ok
    • Journal of the Korean Society for Library and Information Science
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    • v.31 no.2
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    • pp.59-77
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    • 1997
  • Multicultural literature serves as a device for mutual understanding of different cultural. racial, and ethnic groups. This sort of literature is like a window through which a reader can see what other value systems are. It also helps minority children discover their own cultural past and develop a sense of belonging. The purpose of this study is to investigate the general characteristics of East Asian American characters in English language children's fiction and to highlight the differences among three groups : Chinese Americans, Japanese Americans, and Korean Americans.

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Personality Factors of Sales Force and Individuals - Impact on the Degree of Environmental Compatibility Job Satisfaction, Turnover : Based on the Insurance Agents (영업인력의 성격요인과 개인-환경적합성이 직무만족도, 이직의도에 미치는 영향: 보험설계사를 중심으로)

  • Kim, Dong Heui;Ha, Kyu-Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.2
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    • pp.121-134
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    • 2016
  • The current insurance market is facing a real problem that the high cost of insurance spent in maintaining a non- face-to-face sales channels face of the channel facing growing contribution to the reduction of side. As a result, the productivity issue facing designers of representative organizations in the organization channel will be referred to an urgent problem. As a result of improved organizational productivity architect that is the goal of this study to demonstrate what a performance improvement factor of insurance agents. Personality factors and individual insurance agents individual-environmental suitability and job satisfaction, consider the impact on turnover intention year of the results architects extroversion, sincerity, openness, it won a chronic, emotional gender, personality representing the honesty factor is organizational commitment and job satisfaction It has had a significant impact on. In other words, this is a lively and extroverted nature of the actuary, the more harmonious interpersonal relationships and higher emotional empathy with others can raise the extent that has a strong sense of belonging and attachment to their company's commitment. Whereas personality factors were not significant influence turnover intention has. This can be made to represent the need for screening of agents introduced from the introduction stage. Depending on the personality factors of organizational commitment, personal planners also occurs because of the differences and job satisfaction. Whereas turnover of agents is the result of empirical factors that are affected by other agents than to individual character generated by the character of the individual agents. Compliance boss, job suitability, individuals representing a fellow fitness, tissue compatibility environmental compliance is having a significant impact on both the degree of organizational commitment, job satisfaction and turnover intention. In other words, the boss or colleague, values and personality, working method, as fits well the concerns and pursuing goals are similar, and their job aptitude higher the suitability of the organization is about to have a sense of belonging and attachment to the company commitment can do. This is the result of a demonstration that the work environment of the actuary agents productivity gains and loyalty depends on the insurance company, which currently belongs.

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A Study on Youth Career Education through Analysis of Social Economic Perception of Young People: Using Photovoice Methodology (청년들의 사회적 경제 인식 분석을 통한 청년 진로교육에 관한 연구: 포토보이스 (Photovoice) 방법론 활용)

  • Park, Jae-Whan;Lee, II-Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.4
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    • pp.83-98
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    • 2018
  • The purpose of this study was to investigate how college students perceive social economics as a young age, This study was conducted three times at intervals of two weeks with five college students who are engaged in SEN club activities in Seoul, Korea. To achieve the purpose of the study, a participatory practice research technique called Photovoice qualitative research method was used. Participants in the main topic of social economy were selected by the participants as 'Social economy is', 'SEN for me' and 'My future career'. Respectively. The results of the study are as follows. First, the research students of the study group have taken pictures of the social economy in terms of 'diversity', 'consideration', 'cooperation', 'cooperation', 'help' and 'conflict of interest'. Second, the students participating in the research semantics mean the pictures taken with 'enjoyment', 'happiness', 'hope', 'community', 'sense of belonging' and 'affection'. Third, the college students who participated in the study have taken the meaning of the pictures taken in the future, such as 'clumsiness', 'what they want to do', 'career towards the public'. Finally, in-depth interviews on the career paths of graduates reveal that it is not easy to advance into a social economic organization. The results of this study provide the practical guidelines where the curriculums needed for the entrepreneurship education at graduate schools by suggesting consistency for the systematic and comprehensive curriculum design. It was reflected the survey result from the graduate students taking the entrepreneurship subjects. Therefore, it will contribute the foundation of the present curriculum of Entrepreneurial Graduate School.

The Creative Regeneration and Daily Life on Urban Park - The Case of JeonpoDolsan Park in Busan - (도시 소공원의 창조적 재생과 일상 - 부산 전포돌산공원을 중심으로 -)

  • Kong, Yoon-Kyung;Yang, Heung-Sook
    • Journal of the Korean association of regional geographers
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    • v.17 no.5
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    • pp.582-599
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    • 2011
  • The aim of this research is to investigate the various activities of residents conducted at the regenerated Park as well as conflicts and participations of residents that appeared in the regenerative process of the Park in urban low-income group settlement where public spaces for the community are absolutely insufficient, focusing on the Jeonpo-Dolsan Park. Moreover, this research examines the influences of the newly regenerated Park on the daily lives of residents and the meanings and roles of the Park to the residents. The Park not only provided the functions of a general parks but also served the role as the space for the culture, participation, discussion and assembly. Also dirty and uncleaned landscapes was improved because of the regeneration of Park. It was confirmed that the Park contributed to elevating the life quality of residents in urban low-income group settlement by forming an open-minded village, constructing public space for the community and communicating with discontinued neighboring villages. The Park' regeneration was produced not by executing the unilateral redevelopment policy of the administration for the urban low-income group settlement but by inducing the participation of the village residents. Owing to this, the creative regeneration of the Park aroused a motive for place attachment and sense of belonging, expanded public morals and prepared the opportunity to change as a hopeful space in awareness.

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