• Title/Summary/Keyword: internet self-efficacy

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Relationship Self-control, Stress, Loneliness among University Students (대학생의 자기통제력, 스트레스, 외로움 및 자살시도의 상관관계)

  • Lee, Young-Mee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5541-5549
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    • 2011
  • The purpose of this study was to investigate the relationship self-control, stress, loneliness among University Students, to provide the basic data for prevention of suicide occurrence. Methods: The subjects of this study were 1,253 university students. The collected data was analyzed using descriptive statistics, $x^2$-test, t-test, Pearson correlation coefficient and stepwise multiple regression with SPSS 17.0 Program. Results: The degree of the suicide attempt was 13.6%. The reported scores for self-control, internet addiction, stress, self-efficacy, anxiety, loneliness were 69.9, 42.5, 86.4, 48.2, 46.2, 40.1, respectively. The degree of suicide attempt was significantly different according gender, religion, parents status, family economic status, living, friendship, exercise, alcohol drinking, loneliness, state anxiety, stress, self-control, and internet addiction. The influential factors affecting suicide attempt were parents status, internet addiction, gender, exercise, and loneliness, which explained about 5.5% of the variance. Conclusions: These result suggest that earlier screening and suicide prevention programs for university students will be helpful in preventing suicide attempt. Future studies need to be pursued to find various variances for suicide attempt for university students.

The Influence of Media Use Characteristics on Social Relationships and School Adjustment through Adolescents' Self-Efficacy and Commitment

  • Kim, Worl-soo;Lee, Sin-Bok
    • International journal of advanced smart convergence
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    • v.10 no.1
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    • pp.38-55
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    • 2021
  • Recently, the use of media has become a daily life due to Covid-19, and education using media has expanded for teenagers. The purpose of this study is to empirically verify how media usage characteristics affect social relationships and school adaptation through the self-efficiency and immersion of teenagers at the youth education site. This study was collected and distributed questionnaires to 250 high school students in Seoul from November 14 to November 21, 2020. The results of the study were derived with a total of 249 questionnaires, excluding one missing questionnaire, and the hypothesis was verified using a Covariance Structure Analysis. Research has shown that, first, the existing, individual, and utility among the characteristics of using youth media have a significant effect on self-efficiency, respectively. Second, only entertainment among the characteristics of youth media use was found to have a significant effect on immersion. Third, immersion has a significant definition effect on school adaptation, and self-efficiency has been shown to have a definition impact on social relationships. Based on this study, we believe that it will be used as a fundamental resource for the development of youth media usage and policy direction in the age of the ever-changing Covid-19.

A Study on the Design and Effect of Computational Thinking and Software Education

  • Kwon, Jungin;Kim, Jaehyoun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.8
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    • pp.4057-4071
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    • 2018
  • The software centered world following the fourth industrial revolution is rapidly approaching us. Countries around the world attach importance to software's ability as one of the key elements for training future human resources. In order to train software centered human resources, each university has designated Software Education as an essential curriculum for not only major but also non-majors. In the past Software Education was an education for a major, but recent Software Education was changed to the essential education that is necessary for all living in the software centered world. In the past the curriculum was focused on software development and implementation-oriented education, but recent curriculum emphasizes sequential arranging and thinking of problem solving. In order to reflect trends in recent Software Education in detail, we integrate Software Education with major concept of Computational Thinking. In this paper, we analyzed the effect of the main concept of Computational Thinking on Software Education for non-majored learners who received Software Education based on Computational Thinking (here refers to learners who major in humanities, social sciences and arts). In addition, research models of satisfaction, self-efficacy, and occupational change was established as the elements of Software Education, and it was found that there was a relation between Computational Thinking and Software Education.

An AI-Based Prevention Program to Protect Youth from Cybergrooming

  • Kee Jeong Kim;Lifu Huang;Jin-Hee Cho
    • Journal of Internet Computing and Services
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    • v.24 no.5
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    • pp.67-73
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    • 2023
  • The Digital Age calls for improvement of information literacy particularly among children and youth who are vulnerable to cybergrooming. Taking an interdisciplinary approach by leveraging our team's expertise including child and adolescent development, data analytics, and cybersecurity, this study proposes an interactive artificial intelligence (AI)-based preventive simulation program that raises youth knowledge and awareness about the risk of cybergrooming as well as increases resilient self-efficacy in their cybersecurity-relevant skills. The primary purpose of this project is to evaluate the effectiveness of the simulation program on preventing cybergrooming. More specifically, this study is designed to examine developmental changes in self-efficacy of cybersecurity-relevant skills among youth participants as a function of the preventive simulation program. Further, this study will identify risk and protective factors that explain interindividual differences in the ability of children and youth either to fall victim to advances from a cyber predator or to recognize and deter such threats. The preliminary data will help improve the effectiveness of the preventive simulation program as well as the methods of implementation to large groups of youth. The findings from the proposed study will contribute to making specific recommendations to parents, educators, practitioners, and policy makers for the prevention of cybergrooming.

Investigating the Influence of Perceived Usefulness and Self-Efficacy on Online WOM Adoption Based on Cognitive Dissonance Theory: Stick to Your Own Preference VS. Follow What Others Said (온라인 구전정보 수용자의 지각된 정보유용성과 자기효능감이 구전정보 수용의도에 미치는 영향에 관한 연구: 의견고수와 구전수용의 비교)

  • Lee, Jung Hyun;Park, Joo Seok;Kim, Hyun Mo;Park, Jae Hong
    • Asia pacific journal of information systems
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    • v.23 no.3
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    • pp.131-154
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    • 2013
  • New internet technologies have created a revolutionary new platform which allows consumers to make decision about product price and quality quickly and provides information about themselves through the transcript of online reviews. By expressing their feelings toward products or services on virtual opinion platforms, users extend their influence into cyberspace as electronic word-of-mouth (e-WOM). Existing research indicates that an impact of eWOM on the consumer decision process is influential. For both academic researchers and practitioners, investigating this phenomenon of information sharing in online website is essential given the increasing number of consumers using them as sources of purchase decisions. It is worthwhile to examine the extent to which opinion seekers are willing to accept and adopt online reviews and which factors encourage adoption. Discerning the most motivating aspects of information adoption in particular, could help electronic marketers better promote their brand and presence on the internet. The objectives of this study are to investigate how online WOM influences a persons' purchase decision by discovering which factors encourage information adoption. Especially focused on the self-efficacy, this research investigates how self-efficacy affects on information usefulness and adoption of online information. Although people are exposed to same review or comment about product or service, some accept the reviews while others do not. We notice that accepting online reviews mainly depends on the person's preference or personal characteristics. This study empirically examines this issue by using cognitive dissonance theory. Specifically, in the movie industry, we address few questions-is always positive WOM generating positive effect? What if the movie isn't the person's favorite genre? What if the person who is very self-assertive so doesn't take other's opinion easily? In these cases of cognitive dissonance, is always WOM generating same result? While many studies have focused on one direct of WOM which indicates positive (or negative) informative reviews or comments generate positive (or negative) results and more (or less) profits, this study investigates not only directional properties of WOM but also how people change their opinion towards product or service positive to negative, negative to positive through the online WOM. An experiment was conducted quantitatively by using a sample of 168 users who have experience within the online movie review site, 'Naver Movie'. Users were required to complete a survey regarding reviews and comments taken from the real movie page. The data reflected user's perceptions of online WOM information that determined users' adoption level. Analysis results provide empirical support for the proposed theoretical perspective. When user can't agree with the opinion of online WOM information, in other words, when cognitive dissonance between online WOM information and users' preference occurs, perceived self-efficacy significantly decreases customers' perception of usefulness. And this perception of usefulness plays an important role in determining users' intention to adopt online WOM information. Most of researches have been concentrated on characteristics of online WOM itself such as quality or vividness of information, credibility of source and direction of online WOM, etc. for describing effect of online WOM, but our results suggest that users' personal character (e.g., self-efficacy) plays decisive role for acceptance of online WOM information. Higher self-efficacy means lower possibility to accept the information that represents counter opinion because of cognitive dissonance, whereas the people that have lower self-efficacy are willing to accept the online WOM information as true and refer to purchase decision. This study suggests a model for understanding role of direction of online WOM information. Also, our result implicates the importance of online review supervision and personalized information service by confirming switching opinion negative to positive is more difficult than positive to negative through the online WOM information. This implication would help marketers to manage online reviews of their products or services.

The Impact of Psychological Factors, Game Efficacy and Game Motivation and on Adolescent's Game Leadership : Focus on MOBA Genre Players (심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로)

  • Lee, Seung Je;Jeong, Eui Jun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.6
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    • pp.341-352
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    • 2019
  • Recently, e-sports has been receiving social attention. Game leadership is a necessary skill to perform effective game tasks, and it is very important to e-sports game and improve teamwork. As a result, there is a need to identify psychosocial factor that promote game leadership. This study tried to examine how game motivation, game efficacy, and psychological factors(self-control, social intelligence, self-esteem) reported to have an important effect on leadership have relation with game leadership to MOBA genre users who were known to consider role of game leadership as important factor. We used data from 196 adolescents using MOBA games for surveys. As a result of analysis, internet game time, game efficacy, and social intelligence had a positive relationship with game leadership. And game motivation(social, exploration and escape) also had a positive effect on game leadership. But self-control, self-esteem and some game motivations(acquisition, achievement) was not significant.

The Influence of Knowledge and Health Beliefs about Gestational Diabetes on Breastfeeding Intention of Women with Gestational Diabetes (임신성 당뇨 여성의 임신성 당뇨 지식과 건강신념이 모유수유 의도에 미치는 영향)

  • Seungmi, Park;Deulle, Min;Jiyeon, Park
    • Research in Community and Public Health Nursing
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    • v.31 no.4
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    • pp.427-435
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    • 2020
  • Purpose: The purpose of this study was to assess the knowledge and health beliefs about gestational diabetes and to identify the influence on breastfeeding intention of women those who have been diagnosed with gestational diabetes. Methods: A cross-sectional descriptive study was designed. A questionnaire survey was conducted on 270 women who were pregnant and currently diagnosed with gestational diabetes. Data collection was conducted at Internet cafes and breastfeeding clinics where pregnant women were able to participate actively. The data collection period was from November 5 to November 27, 2019 and analyzed using descriptive statistics, independent t-test, χ2 test and multiple logistic regression. Results: The average age of the participants was 34.21±3.73 years. There were 221 women who had breastfeeding intention, and 49 women who did not intend to breastfeed. The higher the perceived susceptibility (OR=2.49, p=.032), benefits (OR=2.62 p=.009), and the self-efficacy, the higher the intention to perform breastfeeding (OR=2.97, p=.004). On the other hand, the higher the perceived severity, the lower the intention to perform breastfeeding (OR=0.35, p=.007). Conclusion: Health beliefs such as perceived susceptibility, perceived benefits, self-efficacy and perceived severity have been shown to affect the breastfeeding intention. Based on these results, we suggest developing a breastfeeding promotion intervention program that improves self-efficacy in gestational diabetics.

User Acceptance of the Mobile Internet Services (무선 인터넷 서비스의 사용자 수용)

  • Lee, Won-Jun;Lee, Chung-Seop;Kim, Tae-Ung;Paik, Tae-Young
    • Asia pacific journal of information systems
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    • v.14 no.2
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    • pp.61-86
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    • 2004
  • Despite their potential value, the mobile Internet services in the domestic market have not been widely accepted as industry experts have expected. To understand why, this study uses the TAM, Technology Acceptance Model, and explores the factors affecting the usage behavior of the end-users. Based on statistical analysis of survey data, we show that social influence and perceived ease of use affect perceived usefulness, and that self-efficacy and focus significantly influence perceived ease of use. Furthermore, perceived usefulness is shown to play a significant role in explaining actual usage of the mobile Internet services. However, contrary to the hypothesized relationships, service quality, focus, and innovativeness of users turn out to have little impact on the traditional endogenous TAM variables such as perceived usefulness, perceived ease of use, and actual usage behavior. Based on these results, we attempt to provide managerial implications for the domestic mobile Internet service providers and to suggest future research directions in this domain of research.

A Study on the Factors Affecting Adolescents' Internet Addiction for the Preventive Education of Internet Addiction (인터넷 중독 예방 교육을 위한 청소년의 인터넷 중독 요인에 관한 연구)

  • Lim, Jin-Sook;Kang, Seong-Guk;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.75-83
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    • 2005
  • The problem of adolescents' Internet addiction is getting serious. So, preventive education of Internet addiction that cultivate right Internet use attitude is getting important. The purpose of this study is to offer a suggestion about preventive education of Internet addiction based on characteristics of adolescents' Internet addiction. We analyzed factors affecting Internet addiction by using multidimensional scale of Internet addiction for adolescent. This scale is composed of eleven factors that are mentioned by previous researches. As a result, the significant factors affecting Internet addiction are internet use time, escape from reality, anger-control, depression, family coherence, social competence, impulsivity, self-efficacy. Based on these analysis, we made a suggestion about preventive education of Internet addiction.

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The Factors affecting on Internet Addition in Adolescence and how to deal with it - Focusing on Ecosystem Theory - (청소년의 인터넷 중독 영향요인과 대처방안에 관한 연구 - 생태체계적 관점을 중심으로 -)

  • Park, Hwie-Seo
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.8
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    • pp.193-200
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    • 2010
  • This study is to identify the factors affecting on adolescent internet addition and suggest how to deal with it. This study is based on the ecosystem theory for human development. The factors affecting on adolescent internet addition are the followings: First, self-efficacy, self-esteem and self-control affect on internet addiction in individual system. Second, the affecting factors concerned with home environmental system are the communication level between parents and adolescent, parents' attitude for bringing up, parents' control level for adolescent, parents support etc. Third, the affecting factors concerned with school environmental system academic score, friends' support, teacher's support, adolescent adaptation in school life etc. This study suggest how to deal with internet addiction based on these findings.